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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 https://dl.dropboxusercontent.com/u/6481804/Private.zip (https://dl.dropboxusercontent.com/u/6481804/Private.zip) 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

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.
i tried team battle with some clones and i got a freeze the second i selected a clone. i was using ASFLink's pack.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 06, 2014, 06:10:57 PM
Good news: Got ASF's pack to work!
Bad news: I only see Kid Buu, Cloud, Roy, Zero, and Deadpool on my CSS. The extra Meta Knight slot, Shadow, Waluigi, and Wolverine slot are missing. :srs:
Somewhat better news: the new slots don't freeze when choosing them, before the match, or when I leave a match.


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 06, 2014, 06:23:23 PM
Good news: Got ASF's pack to work!
Bad news: I only see Kid Buu, Cloud, Roy, Zero, and Deadpool on my CSS. The extra Meta Knight slot, Shadow, Waluigi, and Wolverine slot are missing. :srs:
Somewhat better news: the new slots don't freeze when choosing them, before the match, or when I leave a match.

how did you fix it somewhat??


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 06:39:21 PM
I can't seem to get this to work. I've seen sammi's tutorial on this, and I'm pretty sure i have everything set up correctly, but it always shows the random icon. If I send a link to the files on my SD card, Can someone help me se what I'm doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 06, 2014, 06:45:48 PM
Good news: Got ASF's pack to work!
Bad news: I only see Kid Buu, Cloud, Roy, Zero, and Deadpool on my CSS. The extra Meta Knight slot, Shadow, Waluigi, and Wolverine slot are missing. :srs:
Somewhat better news: the new slots don't freeze when choosing them, before the match, or when I leave a match.
probably dont have a css code with all 8 extra character ids
or missing some fighter.dat files


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 06, 2014, 07:05:34 PM
probably dont have a css code with all 8 extra character ids
or missing some fighter.dat files
Ooops.
Forgot ASF's code.
Got everyone now :af:


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 06, 2014, 07:21:48 PM
So has anyone tried experimenting with getting up to 4 characters onto one slot?

Like a transformation character.

I decided to code Lucario to be able to switch into Link, Ike, or Sonic in the .dat file.

https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat (https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat)

If anyone would like to, try this. If it doesn't crash, then try using PSA or BB to code in the ability to change into one of the 4 characters by doing anything you like.

Edit: I forgot to put in the Edit Level byte. If you can't get it to work, then that's possibly the reason why. I'll re-upload after someone replies.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 07:50:09 PM
So has anyone tried experimenting with getting up to 4 characters onto one slot?

Like a transformation character.

I decided to code Lucario to be able to switch into Link, Ike, or Sonic in the .dat file.

https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat (https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat)

If anyone would like to, try this. If it doesn't crash, then try using PSA or BB to code in the ability to change into one of the 4 characters by doing anything you like.

Edit: I forgot to put in the Edit Level byte. If you can't get it to work, then that's possibly the reason why. I'll re-upload after someone replies.

i've expiramented with it quite a bit. Though, i have been a little busy as of late. my main focus right now is allowing more then 50 chars. i got it all figured out. just need to find a way to export the 3d model for the CSS screen's bones without autodesk throwing me errors. basically, because all i have left to do is add a new bone..


I can't seem to get this to work. I've seen sammi's tutorial on this, and I'm pretty sure i have everything set up correctly, but it always shows the random icon. If I send a link to the files on my SD card, Can someone help me se what I'm doing wrong?

go ahead, i'll take a looksee when i get a chance lol


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 06, 2014, 07:57:23 PM
i've expiramented with it quite a bit. Though, i have been a little busy as of late. my main focus right now is allowing more then 50 chars. i got it all figured out. just need to find a way to export the 3d model for the CSS screen's bones without autodesk throwing me errors. basically, because all i have left to do is add a new bone..


go ahead, i'll take a looksee when i get a chance lol
Why not add bones in brawlbox again?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 08:06:38 PM
Thank you so much ;D I'll post it as soon as it's done uploading


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 06, 2014, 08:13:04 PM
CSP modification is still not possible for me.
I still get freezes when I change CSS Icons, Names and CSP's.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 06, 2014, 08:15:28 PM
not sure if this is just a bug with my clone due to the PSA hack but my roy clone made from marth warps whenever i use his neutral B and marth is moving on the ground the distance he warps seems to be tied to marth's horizontal momentum as he warps farther and faster when marth rolls or runs. it's weird and not sure how to fix it.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 06, 2014, 08:24:09 PM
not sure if this is just a bug with my clone due to the PSA hack but my roy clone made from marth warps whenever i use his neutral B and marth is moving on the ground the distance he warps seems to be tied to marth's horizontal momentum as he warps farther and faster when marth rolls or runs. it's weird and not sure how to fix it.
Which PSA is that? I've had two different Roys but neither of them have done that.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 08:27:14 PM
OK, here are the files:  https://www.dropbox.com/sh/pf6qfoct1tipesx/itUqIZzSfq (https://www.dropbox.com/sh/pf6qfoct1tipesx/itUqIZzSfq)

Thanks for helping me with this sammi.

No rush, as you are busy helping others :)


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 06, 2014, 08:28:36 PM
i had went and created my own roy PSA based around PM roy because the original PM roy when i edited him for vbrawl he would freeze or his specials wouldn't work. Im thinking it could be an issue with the rel i have though i have everything made using the most recent files uploaded.


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 06, 2014, 08:31:03 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.
That's why I said new cosmetics and team colors are broken.
BrawlEx seems to be getting team color cosmetics from random places. The Roy in my pack is tryingto get red team CSP from MenSelchrFaceB.1124, Blue team from MenSelchrFaceB.1184 and green from MenSelchrFaceB.1150 even though his cosmetic ID is 0x6E or 110 decimal.
This seems to be an internal BrawlEx issue and PW is aware about it.

--------------------------

Btw I had tried getting the game to load more than 50 icons a long time ago, and I can tell you merely adding bones and editing the animations won't work. I believe the issue to be on the MenSelchrFaceX_TopN and how they are each designed to load depending how many characters are on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 06, 2014, 08:36:09 PM
i had went and created my own roy PSA based around PM roy because the original PM roy when i edited him for vbrawl he would freeze or his specials wouldn't work. Im thinking it could be an issue with the rel i have though i have everything made using the most recent files uploaded.

Why don't you test him over normal Marth? That way, you'll know for sure if it's the PSA or the rel file.


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 06, 2014, 08:39:13 PM
What are possible reasons for BrawlEX to crash after a fight? Along with that occasionally characters will use their clones effects which is pretty weird.

I only added the Scott Pilgrim PSA to do a little bit of testing so if anyone can let me know before I proceed any further that'd be great.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 08:41:22 PM

Btw I had tried getting the game to load more than 50 icons a long time ago, and I can tell you merely adding bones and editing the animations won't work. I believe the issue to be on the MenSelchrFaceX_TopN and how they are each designed to load depending how many characters are on the CSS.

ahh i see. well. i figured it would need some coding or other modifcations from the get go.

either way, i still need to get brawlbox to import the model without it yelling at me in order to add bones lol


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 06, 2014, 09:01:00 PM
What are possible reasons for BrawlEX to crash after a fight? Along with that occasionally characters will use their clones effects which is pretty weird.

I only added the Scott Pilgrim PSA to do a little bit of testing so if anyone can let me know before I proceed any further that'd be great.
add all files the fighter config asks for
open up a fighter config file in brawelconfig tool and on the bottom it tells u all the files you need


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 09:03:13 PM
OK, here are the files:  https://www.dropbox.com/sh/pf6qfoct1tipesx/itUqIZzSfq (https://www.dropbox.com/sh/pf6qfoct1tipesx/itUqIZzSfq)

Thanks for helping me with this sammi.

No rush, as you are busy helping others :)

no problem.



open ur brawlEx files and go into core files. copy and replace your files on the sdcard with those

Also. just open back up fighter3f.dat and  Delete one of the L's..rosalina was spelled with 2 L's in that so it wasn't finding everything. :P

your rosalina is gonna t-pose though for some reason

EDIT: i cant believe all 116 posts i've made have been in this thread @.@


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 09:11:39 PM
It was something that simple? Excuse me while I go jump off a cliff *facepalm* :>.>palm:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 09:20:46 PM
It was something that simple? Excuse me while I go jump off a cliff *facepalm* :>.>palm:

lol :P yea, this system is really name intensive. its usually the first thing i check


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 06, 2014, 09:38:00 PM
add all files the fighter config asks for
open up a fighter config file in brawelconfig tool and on the bottom it tells u all the files you need

What if the PSA doesn't bring those files? Do I just grab the ones that Lucas had?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 09:40:27 PM
Oh god. Welp, I tried it at first, froze at stage selection. Tried again, while selecting cpu. Tried a third time, and the match started but rosalina was in t-pose. when i tried to attack, it froze. Any iddea what I did wrong? :-[


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 06, 2014, 09:40:55 PM
What if the PSA doesn't bring those files? Do I just grab the ones that Lucas had?
yes
but remember to do any renaming


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 06, 2014, 09:47:48 PM
So has anyone tried experimenting with getting up to 4 characters onto one slot?

Like a transformation character.

I decided to code Lucario to be able to switch into Link, Ike, or Sonic in the .dat file.

https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat (https://www.dropbox.com/s/qgczkd55w8xmwmt/Slot24%20%5BLucario%5D.dat)

If anyone would like to, try this. If it doesn't crash, then try using PSA or BB to code in the ability to change into one of the 4 characters by doing anything you like.

Edit: I forgot to put in the Edit Level byte. If you can't get it to work, then that's possibly the reason why. I'll re-upload after someone replies.
I tried it. Both with some other tests and with your Slot file. Editing just the Slot file and setting up the different characters to load doesn't work on its own, either with or without the Edit Level being set to 01. Selecting the slot with that info on a non-transforming character just causes the game to crash when it loads the other fighter's stuff.

I've also looked at the config files for Zelda, Shiek, Samus, and ZSS, but couldn't find anything that tells them to look for the other's stuff aside from the slot config, as the cosmetic and css configs just point to whichever character's it is. I didn't even see much in the P-Trainer's cosmetic/cssslot stuff aside from loading himself either.

One interesting thing I did find, however, was in the sc_selcharacter.pac. There's a Zelda/Shiek slot icon all by its lonesome in Misc[70] and a corresponding .brres in the char_bust .arc. However, the .brres is blank and has nothing in it. The cosmetic config for Zelda/Shiek (together, not their separate ones) points to this, but none of zelda's configs point to this Zelda/Shiek cosmetic. Also, her position in the roster (unmodified from vBrawl) is 0E in the custom CSS code, loading Zelda herself rather than any dual slot.

I think something else in Brawl's coding calls the ability to swap portraits by selecting the picture or setting up dual fighters like Samus/ZSS. Whatever it is, I'm not sure BrawlEx by itself has the ability to resolve it, and it may also involve both characters sharing the same .rel module. Or both .rel modules linking to each other, because according to what Dolphin spits out, the .rels are loaded upon selecting a character, and it may be that loading multiple .rels causes a crash.


...Then again, this is pure conjecture. I'm not too knowledgeable when it comes to .rels, only that they are highly complex.


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 06, 2014, 10:08:56 PM
yes
but remember to do any renaming

Thank you so much, I really appreciate it.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 06, 2014, 10:33:33 PM
I tried it out and it loaded random icon and freezes when hovering it...I followed the video tutorial for vbrawl and I renamed everything and did the file setup btw this is for marth.
I think I did everything right if I can get help on this it would be great!

edit: I also know about this problem in the troubleshoot part in the first post, but it's not that.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 06, 2014, 10:42:54 PM
Randoms happen a lot when your CSS value in your CSS code does not match a FighterConfig file's number in your BrawEX folder
Also when 29 is not the last integers in order in your CSScode


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on January 06, 2014, 11:27:11 PM
I know the classic character expansion (alloys, independants) doesnt work with this, but is there a way to have at least the independents?


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 06, 2014, 11:47:08 PM
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\]


What about if it freezes at the SSS? I haven't added or changed anything from your pack and every time I go to the SSS it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 06, 2014, 11:58:54 PM
Randoms happen a lot when your CSS value in your CSS code does not match a FighterConfig file's number in your BrawEX folder
Also when 29 is not the last integers in order in your CSScode

It also happens when the bx_fighter.rel file isn't loaded for some reason.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 07, 2014, 12:45:18 AM
Okay well I spent the day trying to get a brawl USB backup to work and well it still didn't do anything unfortunately and it works on Sammi's wii apparently so I really don't know, I'm going to take a wild guess and say one of my files (I used the CSPs from one of the Roy Pacs) either surpasses the size limit or corrupted in some way. I'll start over again tomorrow but if it doesn't work I'll just have to wait for custom CSP stuff I suppose.

Thanks for all the help though guys you've been awesome.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 01:00:35 AM
Oh god. Welp, I tried it at first, froze at stage selection. Tried again, while selecting cpu. Tried a third time, and the match started but rosalina was in t-pose. when i tried to attack, it froze. Any iddea what I did wrong? :-[

make absolute sure that the files in the fighter folder are named the exact as the name that you set up in the fighter config. Dont forget the Module too. if it isn't named right, it will freeze at Stage selection.

It also happens when the bx_fighter.rel file isn't loaded for some reason.

Because the bx_fighter module holds alot of coding for the clones.

I know the classic character expansion (alloys, independants) doesnt work with this, but is there a way to have at least the independents?

you can have the independants without the code. just add 1d 1e 1c to the css code, and it will give each pokemon their own slot. though keep in mind that during battle you can still change the pokemon.



I think something else in Brawl's coding calls the ability to swap portraits by selecting the picture or setting up dual fighters like Samus/ZSS. Whatever it is, I'm not sure BrawlEx by itself has the ability to resolve it, and it may also involve both characters sharing the same .rel module. Or both .rel modules linking to each other, because according to what Dolphin spits out, the .rels are loaded upon selecting a character, and it may be that loading multiple .rels causes a crash.

your right, the rels themselves reference each other with hardcoded strings of data.
without the right module coding, a transforming character wont work. *i think*

i'll take a look and see what i can come up with.

What about if it freezes at the SSS? I haven't added or changed anything from your pack and every time I go to the SSS it freezes.

replace the bx_fighter.rel with one from the newest version of the brawlEx download unless your using a modified/repacked iso and loading it that way. its in core files under modules.

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

this thread has really calmed down as of late. can't tell if it's because we solved alot of the frequent problems, or because people aren't as hype anymore lol. either way, idk if im gonna be able to break the css screen's limit. but i will make that video tutorial tomorrow on replacing csp's AND css icons. (no work, yaayy)



Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 07, 2014, 02:23:39 AM
I tried it out and it loaded random icon and freezes when hovering it...I followed the video tutorial for vbrawl and I renamed everything and did the file setup btw this is for marth.
I think I did everything right if I can get help on this it would be great!

edit: I also know about this problem in the troubleshoot part in the first post, but it's not that.

Did you make sure to use the files from BrawlEx v1.1.2.0 and not BrawlEx v1.1.2.1? That was my problem at first. Try this: download BrawlEx v1.1.2.1 and copy the bx_fighter.rel file from the core files folder and put it in your module folder on your sd card under pf/module


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 07, 2014, 03:59:04 AM
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?

It's been a few pages, so I'm gonna repost this.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 07, 2014, 09:42:20 AM
Yes, all the files are named correctly. But now it just shows a random icon. :-[ :-[ :-[


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 07, 2014, 10:32:51 AM
Thanks for the replies everyone.

Randoms happen a lot when your CSS value in your CSS code does not match a FighterConfig file's number in your BrawEX folder
Also when 29 is not the last integers in order in your CSScode
Here's the last line in my CSS code: 0A23193F 29000000
I don't think I did it wrong but if I did please tell me.

It also happens when the bx_fighter.rel file isn't loaded for some reason.
I put it in private/wii/app/RSBE/pf/Module

Did you make sure to use the files from BrawlEx v1.1.2.0 and not BrawlEx v1.1.2.1? That was my problem at first. Try this: download BrawlEx v1.1.2.1 and copy the bx_fighter.rel file from the core files folder and put it in your module folder on your sd card under pf/module
I used the core files from BrawlEx v1.1.2.0. And now I tried BrawlEx v1.1.2.1, and it didn't solve my problem :/.


Title: Re: The BrawlEx Clone Engine
Post by: Falconpunch1729 on January 07, 2014, 12:04:57 PM
i have a question:say im trying to put scot pilgrim as a lucas clone,he needs a code saying:
lucas has no tether:i have a feeling this will conflict with normal lucases snake grab,is there a way this can be avoided?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 07, 2014, 12:26:28 PM
Edit his fighterconfig to disable AirCatch.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 07, 2014, 12:58:47 PM
Since I'm running out of ideas on how to fix this problem I uploaded my files in case someone needs them to help me... https://www.mediafire.com/?i2joi8uglfverge (https://www.mediafire.com/?i2joi8uglfverge)

Still having the problem with trying to clone marth on CSS and it loads as a random icon and freezes when hovering over it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 01:17:36 PM
Since I'm running out of ideas on how to fix this problem I uploaded my files in case someone needs them to help me... https://www.mediafire.com/?i2joi8uglfverge (https://www.mediafire.com/?i2joi8uglfverge)

Still having the problem with trying to clone marth on CSS and it loads as a random icon and freezes when hovering over it.

I'll take a looksee :P

Well, I'm not gonna continue trying to to expand the character roster for now..I'd rather expirament with other awesome stuff that may be possible with the engine.

Anybody got any cool ideas for me to expirament with? :3


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 07, 2014, 01:37:28 PM
I'll take a looksee :P

Well, I'm not gonna continue trying to to expand the character roster for now..I'd rather expirament with other awesome stuff that may be possible with the engine.

Anybody got any cool ideas for me to expirament with? :3
Thanks! :D


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 07, 2014, 01:39:30 PM
Anybody got any cool ideas for me to expirament with? :3
Transforming characters. :L


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 01:45:29 PM
Transforming characters. :L

Lol I was gonna cook into that already :P


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 07, 2014, 02:02:56 PM
Lol I was gonna cook into that already :P
Cool.

How about putting a tether onto someone like, say Yoshi? You gotta do more than just edit the .dat file.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 07, 2014, 02:10:38 PM
Anybody get this to work on usbloadergx?If you did what settings did you change?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 07, 2014, 02:15:40 PM
Anybody get this to work on usbloadergx?If you did what settings did you change?

Check your hooktype and make sure it's AXNextFrame. If USBloader GX doesn't let you change that, then use Configurable USB Loader instead.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 07, 2014, 02:24:53 PM
Cool.

How about putting a tether onto someone like, say Yoshi? You gotta do more than just edit the .dat file.
To add to this, crawling and gliding would be great as well.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 02:40:31 PM
To add to this, crawling and gliding would be great as well.

i'll look into both, i think i can engable them both..maybe. might take some poking around


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 07, 2014, 03:02:02 PM
Check your hooktype and make sure it's AXNextFrame. If USBloader GX doesn't let you change that, then use Configurable USB Loader instead.

Or he can use USBLOADERGX 3.0 r1218 , I was having a LOT of trouble with random icons and freezes, and this usb loader fixed everything xD

I had not problems runinig exbrawl with Configurable Usb Loader also, but I coudnt make gameConfig.tx work


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 07, 2014, 03:02:10 PM
It's awesome. I set up a slot for the Scott Pilgrim PSA. Got everything down except for the announcer call, which I want to direct to the Wolverine announcer, who says "Special."

However, I'm looking at the DAT in HxD, and offset 0x18 has "00" as the value. Any idea what to do?

EDIT: Actually, I copied 0x1A to 0x1D, which gave the Scott Pilgrim slot the "Special" announcer. How to get the values, I do not know...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 03:33:05 PM
I'll take a looksee :P

Well, I'm not gonna continue trying to to expand the character roster for now..I'd rather expirament with other awesome stuff that may be possible with the engine.

Anybody got any cool ideas for me to expirament with? :3
welp
ive been trying to give gigabowser his own spot
his fighter config is 30
he uses bowser's rel
im using bowser's cosmetics and stuff for gigabowser for testing purposes
so i added 30 to the CSS code
its showing bowser
but when i choose him it loads Mario
so yea
would be kinda neat to get him his own slot
also for the fighting alloys
will be doing some more testing


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 07, 2014, 03:55:56 PM
Or he can use USBLOADERGX 3.0 r1218 , I was having a LOT of trouble with random icons and freezes, and this usb loader fixed everything xD

I had not problems runinig exbrawl with Configurable Usb Loader also, but I coudnt make gameConfig.tx work

Can you link me to that version of gx?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 04:02:51 PM
welp
ive been trying to give gigabowser his own spot
his fighter config is 30
he uses bowser's rel
im using bowser's cosmetics and stuff for gigabowser for testing purposes
so i added 30 to the CSS code
its showing bowser
but when i choose him it loads Mario
so yea
would be kinda neat to get him his own slot
also for the fighting alloys
will be doing some more testing

they already have their own slots. just add GIGA'S id to the CSS code, without any .rel or configs and it should work :P i haven't been home yet so i couldn't get to making the tutorial or looking at that sdcard from 98Pika yet :/ should be home in half an hour or so


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 04:05:59 PM
they already have their own slots. just add GIGA'S id to the CSS code, without any .rel or configs and it should work :P i haven't been home yet so i couldn't get to making the tutorial or looking at that sdcard from 98Pika yet :/ should be home in half an hour or so
nope
that is the whole point of the Giga and Company Engine codes

by the way do  you know what is the difference between FITC and FCFG?
its the first bites in the fighterconfig files


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 07, 2014, 04:11:14 PM
they already have their own slots. just add GIGA'S id to the CSS code, without any .rel or configs and it should work :P i haven't been home yet so i couldn't get to making the tutorial or looking at that sdcard from 98Pika yet :/ should be home in half an hour or so
That's ok take your time :).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 04:42:57 PM
nope
that is the whole point of the Giga and Company Engine codes

by the way do  you know what is the difference between FITC and FCFG?
its the first bites in the fighterconfig files

i dont think i have any fighter configs that say FCFG actually.

it might have been an older version of the fighter config maybe? i honestly dont know lol


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 04:59:44 PM
That's ok take your time :).
pika i didnt really see any mistakes in ur setup
what oader r u using?
try rebooting or try using another loader

Post Merge: January 07, 2014, 05:00:54 PM
i dont think i have any fighter configs that say FCFG actually.

it might have been an older version of the fighter config maybe? i honestly dont know lol


its strange
i think it only happens when i edit the gkoopa fighter config file


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 07, 2014, 05:06:35 PM
ASF. If you see this, I saw that, in your post for your pack, you mention how to add slots to the CSS via hexing. Can you explain how you get those numbers?


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 07, 2014, 05:07:06 PM
pika i didnt really see any mistakes in ur setup
what oader r u using?
try rebooting or try using another loader
I'm using Homebrew Channel Gecko OS, and using the retail brawl disc.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 05:16:38 PM
ASF. If you see this, I saw that, in your post for your pack, you mention how to add slots to the CSS via hexing. Can you explain how you get those numbers?

he explained how to add more costume slots to the characters if that what you mean. achieving the same effect as CBLISS.

its strange
i think it only happens when i edit the gkoopa fighter config file

nope I think its a glitch.

PW, if you read this, your stock Config templates have a header of FITC, but after saving them with ur config editor it changes them to FCFG :P doesn't cause problems, just kinda interesting


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 05:17:41 PM
ASF. If you see this, I saw that, in your post for your pack, you mention how to add slots to the CSS via hexing. Can you explain how you get those numbers?
u mean to add character like cbliss?
just copy wario's cosmetics lines except for 10, 0A and 0B
make sure to keep 0C because that closes the loop
also edit the fighter config file to load more charaters
00-09
i posted a pic some pages ago as to where to click for more characters in the fighter config file
i didnt make a step by step tutorial because no one seemed intested


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 07, 2014, 05:21:39 PM
Copy Wario's cosmetics?
That's not a bad idea...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 05:23:11 PM

PW, if you read this, your stock Config templates have a header of FITC, but after saving them with ur config editor it changes them to FCFG :P doesn't cause problems, just kinda interesting
are u positive they still work?
because i think only the newest brawlconfig tool does it


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 07, 2014, 05:35:22 PM
he explained how to add more costume slots to the characters if that what you mean. achieving the same effect as CBLISS.
I meant adding the cosmetic slots via the DAT and hexing. I can't figure out what numbers are what.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 05:41:34 PM
are u positive they still work?
because i think only the newest brawlconfig tool does it

positive. He must know about it because in the op under the title for fighter configs it says (fitc, or fcfg) lol

Post Merge: January 07, 2014, 06:44:05 PM
well, i've done all i can think of for transfoming chars. it must be the modules. i can get the modules to load, but something isn't right when they do, here look

36:02:230 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_lucarioex.rel (size:153144 byte, adr:0x91a4d7c0) at 3902
36:02:258 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x810897e0  size: 0x0001fd90 text:0x810898ac) 
36:02:362 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_pikachuex.rel (size:212520 byte, adr:0x91a3efc0) at 3910
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ===================================================================
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: -HeapName: OverlayFighter1
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ===================================================================
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: MemoryPool: < Start:0x81061060, End:0x810a9560, Size:0x00048500 >
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Free              : 0x000286a0
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Max Free          : 0x000286a0
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Alloc Couner      :          1
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Peek Alloc Counter:          1
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Peek Usage        : 0x0001fdc0
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:  Address: <0x810897c0, 0x810a9560> Size: 0x01fda0, Id:0x00
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Memory Block Num:  1
36:02:375 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gfModule::create Error : Can't Alloc Heap Buffer 0002bd44 0002bcb8 00033e28


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 07, 2014, 07:20:24 PM
Maybe somebody as already explained this but can you change the sfx of a certain character, if so can somebody lead me to the page that it was explained or explain it to me. If not that's fine and thank you for assisting me in whatever way you could.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 07, 2014, 07:50:35 PM
Alrighty guys. For those that need help, I see how the victory themes work.

You see, internally, Brawl's music codes are four hex values.

As explained in the OP, 0x20 is the line in the SlotConfig.dat that contains the song that points to the victory theme. Specifically, 0x22 and 0x23 are the two values that contain the music.

Here is a list of the values
Code:
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...)}

So here's an example. In ASF's pack, the victory theme for Roy was placed over 27A0, which is a song used for Distant Planet. So what I did, using this list, was try and find a value that I wouldn't hear often. I opened up ASF's edited DAT for Roy and changed, at 0x22 and 0x23, "27 A0" to "28 67," which is the sound you hear when you get a trophy. Its corresponding BRSTM name is Z54, so I named my BRSTM to Z54, tested it out by doing a 1P stock match, which lets you win automatically. If you hear your song, you've done it correctly.

For the BRSTM codes for the "unused" music slots, go here (http://tcrf.net/Super_Smash_Bros._Brawl#Missing_Music).


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on January 07, 2014, 08:03:55 PM
Hey Phantom Wings you mind making a rel file for ness? i need it to port megaman.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 07, 2014, 08:04:26 PM
I'm a little late for the party but this is absolutely groundbreaking PhantomWings, it's because of guys like you, Dantarion and InternetExplorer that the brawl hacking community is still alive.

Anyways I tried out Asf1nk's pack and it worked like a charm! I do have some questions though if anyone can answer them to the best of their knowledge.

- Is there any chance of having seperate CSS icons for ZSS, Sheik, & the Pokemon with this?

- What is the filesize limit for the selcharacter.pac? I don't see us getting past 50 characters with around 10 costumes each without the filesize freezing the game, but i'm no expert.

- How do you give one of the clones a boss's soundbank? (like PM does) Is it done through hexing?

- It says this supports up to 100 characters on the roster but we can only get to 50 at the moment, is there any workaround to this?

I won't need 100 characters with 10 costumes each but i just want to get a sense of the limitations of this engine and how far we can push it. Again, thank you so much for this. I never thought a public clone engine would ever make the light of day.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 08:16:07 PM
1.just add their id to the css code
pokemons are 1c 1b 1d or somtething like that, look it up on the id's list in dantarions open psa site
or i belief the number with the original fighter config file is the same.
i belief u would also need to include their fighterconfig file in the fighterconfig folder, as well as edit it to include all characters if it hasnt
2.file size limit is 3.858mb
but if u save all ur csp' in cmpr format u can lower the size to 3.25, giving u .6mb of space for more csp's
3.seggy mentioned something a page ago.
4.technically using the alternate code loader code featured in file patch 3.5.3, u could double ur characters
giving u 100 instead of 50.
its a workaround
the more obvious way of doing it s by editing the scselcharacter file and linking new bones to new css icons


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 08:22:24 PM
the more obvious way of doing it s by editing the scselcharacter file and linking new bones to new css icons

ASF also said that there would be more to it then that, something in how the game sets up the css to add a new icon

you can also compress all of the Cosmetic archives inside char_bust_tex_lz77 to extended lz77 compression to save about .20 mb


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 07, 2014, 08:42:52 PM
1.just add their id to the css code
pokemons are 1c 1b 1d or somtething like that, look it up on the id's list in dantarions open psa site
or i belief the number with the original fighter config file is the same.
i belief u would also need to include their fighterconfig file in the fighterconfig folder, as well as edit it to include all characters if it hasnt
2.file size limit is 3.858mb
but if u save all ur csp' in cmpr format u can lower the size to 3.25, giving u .6mb of space for more csp's
3.seggy mentioned something a page ago.
4.technically using the alternate code loader code featured in file patch 3.5.3, u could double ur characters
giving u 100 instead of 50.
its a workaround
the more obvious way of doing it s by editing the scselcharacter file and linking new bones to new css icons


Thanks for the answers, this may seem confusing to everyone but really though, this is 100 times simpler than i thought the clone engine would ever be.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 07, 2014, 08:53:54 PM
Thanks for the answers, this may seem confusing to everyone but really though, this is 100 times simpler than i thought the clone engine would ever be.

That is also what I thought like I just read the beginning saying the clone engine was real... yay great something else I will never understand...and now I have a roster with 49 slots!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 09:02:31 PM
Recording the Custom Css icon's and CSP's tut in about 5, i'll post the link when its done. hopefully that will get everything cleaned up. :P


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 07, 2014, 09:15:54 PM
Recording the Custom Css icon's and CSP's tut in about 5, i'll post the link when its done. hopefully that will get everything cleaned up. :P

Cool :D

BTW, what happened to that tutorial ASF1nk mentioned a few days ago that he was going to make for fixing graphical bugs in the rel ports?


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 07, 2014, 09:26:06 PM
Has anyone gotten the CSP stuff to work on actual wii hardware, I've tried everything, my only guess is that maybe I should set the icon picture to something as well. The Character replacing works fine but the CSP stuff crashes. Curiously it also crashes on Pokemon Trainer's Icon when using Don Jon Bravo's Selectchar.pac...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 07, 2014, 10:10:13 PM
Has anyone gotten the CSP stuff to work on actual wii hardware, I've tried everything, my only guess is that maybe I should set the icon picture to something as well. The Character replacing works fine but the CSP stuff crashes. Curiously it also crashes on Pokemon Trainer's Icon when using Don Jon Bravo's Selectchar.pac...
hmm
i cant remember if i was using a modified selcharacter that did not include a pokemon trainer icon, verify its there


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 10:24:57 PM
hmm
i cant remember if i was using a modified selcharacter that did not include a pokemon trainer icon, verify its there

it's not lol. XD at least that's how i remember it when i was looking through it last

Post Merge: January 07, 2014, 10:41:36 PM
well the tut was going fine then i got a call i didn't like too much, and had to pause the recording for a very short time. i'll upload a better one that includes the info portaits a little later, for now, i put this tut of for like 3 days and im sure some people who aren't afraid of a little swearing and sucky editing will appreciate this.

 its rendering now


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 07, 2014, 10:44:44 PM
hmm
i cant remember if i was using a modified selcharacter that did not include a pokemon trainer icon, verify its there

You're right it wasn't I injected the original one back in lets see if it works... yeah it did! lets try putting Pokemon Trainer's pics over slot 90... nope still can't get extra css stuff to work darn.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 07, 2014, 10:54:43 PM
im sure some people who aren't afraid of a little swearing and sucky editing will appreciate this.

lol XD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 07, 2014, 10:57:53 PM
BrawlEx CSP's and CSS icons [tutorial] (http://www.youtube.com/watch?v=qEGSgNMWrPo#)


lol XD


it's actually a lil funny looking back through it hah xD


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 07, 2014, 11:38:46 PM
replace the bx_fighter.rel with one from the newest version of the brawlEx download unless your using a modified/repacked iso and loading it that way. its in core files under modules.

That changed the clone icons to all Marios and it still froze entering the SSS. So I've tried the bx_fighter.rel found in v1.1.2.0, ASF's pack, and the newest version of the brawlEx download and all have frozen. I can usually figure out freezes, but I haven't had much time to look into the Clone Engine yet and just wanted to try it out using a pack, but I can't even get that to work.  :>.>palm:

I'm loading Gecko OS through the stage builder if that info is of use.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 08, 2014, 12:01:25 AM
IT WORKED IT WORKED HUZZAH HOORAH HOORAY. Thank you soooo much Sammi-Husky I finally got the CSS and CSPs to work thanks to your guide. I think the file size limit was what was biting me so harshly before. Man your guides do wonders. Thanks again~!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 12:19:16 AM
IT WORKED IT WORKED HUZZAH HOORAH HOORAY. Thank you soooo much Sammi-Husky I finally got the CSS and CSPs to work thanks to your guide. I think the file size limit was what was biting me so harshly before. Man your guides do wonders. Thanks again~!

yaayy im glad you got it to work! :) lol

That changed the clone icons to all Marios and it still froze entering the SSS. So I've tried the bx_fighter.rel found in v1.1.2.0, ASF's pack, and the newest version of the brawlEx download and all have frozen. I can usually figure out freezes, but I haven't had much time to look into the Clone Engine yet and just wanted to try it out using a pack, but I can't even get that to work.  :>.>palm:

I'm loading Gecko OS through the stage builder if that info is of use.
you may want to try this pack, its only the bare minimum for BrawlEx to load and work. if your still having trouble, experiment with the hooktypes.

https://www.dropbox.com/s/zl3i7zyn3vdr08y/Sdcard.zip (https://www.dropbox.com/s/zl3i7zyn3vdr08y/Sdcard.zip)

somethin i encourage everyone to do, is see if they can get dolphin running with the game. if there is any conflicts, the dolphin log will show it. in which case you can post it here and either me, PW, or someone else will try to make something of it.

i explain in the brawl minus tutorial how to get Dolphin working with Gecko, so in case anybody wants to try that, watch that video.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 01:01:31 AM
I haven't tried out your new tutorial yet, but I want to say thanks in advance. Over the past few days you've helped make a confusing process into a simple process for all of us. I'm sure I speak for everyone when I say we appreciate it.

And the same goes to Phantom Wings, Eternal Yoshi, ASF1nk, and everyone else who made this possible (and simple). Your hard work is loved. :D


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 01:13:05 AM
I haven't tried out your new tutorial yet, but I want to say thanks in advance. Over the past few days you've helped make a confusing process into a simple process for all of us. I'm sure I speak for everyone when I say we appreciate it.

And the same goes to Phantom Wings, Eternal Yoshi, ASF1nk, and everyone else who made this possible (and simple). Your hard work is loved. :D

Thanks, im glad that for the first time actually recording / making tutorials that it actually helped everyone  :kdance:

i also wanna thank Phantom wings, eternal yoshi, ASF1nk, Dantarion, Blackjax, and all the other developers in the community. i dont think i had a chance to properly thank them for all their hard work

as more things become clear with the engine, i will probably make more videos, and be here as support for anyone who needs it.

CAN'T WAIT for the updates for this beast xD im having this much fun, and i can't even make transforming chars yet


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 03:10:35 AM
After doing your tutorial (and succeeding), I looked back into ASF1nk's pack, and figured out how to add the custom CSP names and icons.

It's the exact same process as adding the CSS icons, but in MenSelchrCname4_TopN__0, for both Card010 and Card011. The new file needs to correspond with the name of the CSP name image, obviously. For game icons, it's MenSelchrCmark4_TopN__0.

These are both in MiscData[30], about 8 lines above MenSelchrFaceA_TopN__0

Edit: I'm looking into BPs right now. It looks like you need to edit pf/info/Info.brres. Once again it's the AnmTexPat(NW4R) folder.
It looks like InfFace_TopN__0 probably controls the BPs, and InfMark_TopN__0 probably controls the franchise icons in battle.

Edit 2: InfFace_TopN__0 does change the BPs, but not the names under the BPs.

Edit 3: for changing the names, you need to edit pf/info2/info.pac under InfFace_TopN__0

Edit 4: Franchise icons require some Hex editing. I gotta figure out where exactly.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 08, 2014, 05:18:08 AM
 I finally fully understand this. I have everything down but one thing. How do I get rid of the problem with the random icon looking like my last CSP?


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 05:38:21 AM
That happened to me earlier. I'm not exactly sure what fixed it, but these were the edits I made:

make sure your new file in MenSelchrFaceA_TopN__0 through MenSelchrFaceI_TopN__0 is below the file MenSelchrChrFace.051in Face2, and below MenSelchrChrNmS.000 in Face6. Make sure the frame count is the same number as the last file +1 on the end.

In char_bust_tex_lz77, make sure your new MiscData is after MiscData[46] (don't ask why mine was before it, I don't know)

Doing these things solved that problem for me.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 08, 2014, 05:45:46 AM
That happened to me earlier. I&#039;m not exactly sure what fixed it, but these were the edits I made:

make sure your new file in MenSelchrFaceA_TopN__0 through MenSelchrFaceI_TopN__0 is below the file MenSelchrChrFace.051in Face2, and below MenSelchrChrNmS.000 in Face6. Make sure the frame count is the same number as the last file +1 on the end.

In char_bust_tex_lz77, make sure your new MiscData is after MiscData[46] (don&#039;t ask why mine was before it, I don&#039;t know)

Doing these things solved that problem for me.
Thanks brah. Got my problem fixed. Appreciate the help.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 08, 2014, 10:32:38 AM
okay, everytime I travel somewhere in few days, something groundbreaking like this happens!

I know stuff like this is only for NTCS but how much differents is it between the PAL BrawlEx clone dat/rel files? cause I was thinking I might port the stuff to PAL if someone teach me whats diffirent between original rel and a BrawlEx rel

*looking at PW at this moment*


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 08, 2014, 11:00:13 AM
Okay I'm getting dolphin just for bug testing I dunno how well it'll run on my computer but I'm not really going to play games on it. After I got passed the CSS bug now it freezes when I select a level. Either that or it takes more than 5 minutes to load which I don't think is the case.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 11:50:04 AM
Okay I'm getting dolphin just for bug testing I dunno how well it'll run on my computer but I'm not really going to play games on it. After I got passed the CSS bug now it freezes when I select a level. Either that or it takes more than 5 minutes to load which I don't think is the case.

in dolphin, the level does take quite a while to load, even on my 700 dollar comp, so you may have to wait a while. if you go to the toolbar and hit 'view' select the log for me.

then, when the game freezes, post your log here for me, so i can take a look. make sure you post enough of the log so i can see when you selected your characters. or just PM the whole thing.

okay, everytime I travel somewhere in few days, something groundbreaking like this happens!

I know stuff like this is only for NTCS but how much differents is it between the PAL BrawlEx clone dat/rel files? cause I was thinking I might port the stuff to PAL if someone teach me whats diffirent between original rel and a BrawlEx rel

*looking at PW at this moment*

These rels work similarly to his previous plug&play modules. except some stuff that was handled by the modules before, is now handled by BrawlEx. im not too sure what you would need to do to port this to pal...you may need PW to answer that for ya :p
After doing your tutorial (and succeeding), I looked back into ASF1nk's pack, and figured out how to add the custom CSP names and icons.

It's the exact same process as adding the CSS icons, but in MenSelchrCname4_TopN__0, for both Card010 and Card011. The new file needs to correspond with the name of the CSP name image, obviously. For game icons, it's MenSelchrCmark4_TopN__0.

These are both in MiscData[30], about 8 lines above MenSelchrFaceA_TopN__0

Edit: I'm looking into BPs right now. It looks like you need to edit pf/info/Info.brres. Once again it's the AnmTexPat(NW4R) folder.
It looks like InfFace_TopN__0 probably controls the BPs, and InfMark_TopN__0 probably controls the franchise icons in battle.

Edit 2: InfFace_TopN__0 does change the BPs, but not the names under the BPs.

Edit 3: for changing the names, you need to edit pf/info2/info.pac under InfFace_TopN__0

Edit 4: Franchise icons require some Hex editing. I gotta figure out where exactly.

yep, that was the stuff that you can hear me say 'you know what im not gonna show you guys this yet because...i haven't tested it yet' in the tut lol.

twas gonna make a future one for that


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 08, 2014, 12:22:46 PM
These rels work similarly to his previous plug&play modules. except some stuff that was handled by the modules before, is now handled by BrawlEx. im not too sure what you would need to do to port this to pal...you may need PW to answer that for ya :p

I know cause I ported his lucario P&P module, but I want to know from him is anything is new or something like that


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 08, 2014, 12:47:34 PM
in dolphin, the level does take quite a while to load, even on my 700 dollar comp, so you may have to wait a while. if you go to the toolbar and hit 'view' select the log for me.

then, when the game freezes, post your log here for me, so i can take a look. make sure you post enough of the log so i can see when you selected your characters. or just PM the whole thing.


I'm doing it by console and I assume it's freezing though the game startup time on console doesn't seem to be any longer with the clone code, once I get dolphin set up I'll be sure to note you the report. I suspect it may be something releated to the CSPs, since I can change the cosmetic ID back to Marth and it loads fine. I just hope the error shows up in Dolphin or else I'd be out of luck and it's sooooo close to working.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 12:52:06 PM
I'm doing it by console and I assume it's freezing though the game startup time on console doesn't seem to be any longer with the clone code, once I get dolphin set up I'll be sure to note you the report. I suspect it may be something releated to the CSPs, since I can change the cosmetic ID back to Marth and it loads fine. I just hope the error shows up in Dolphin or else I'd be out of luck and it's sooooo close to working.

in that case, its more then likely the csp stuff. nevertheless, dolphin should shed light on the situation :P


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 01:10:36 PM

yep, that was the stuff that you can hear me say 'you know what im not gonna show you guys this yet because...i haven't tested it yet' in the tut lol.

twas gonna make a future one for that

You should still make one for everyone else. I've tested it all, and it works fine. The only thing I haven't done is figure out where to hex in the franchise icon, but that's only because I haven't looked yet.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 01:34:39 PM
You should still make one for everyone else. I've tested it all, and it works fine. The only thing I haven't done is figure out where to hex in the franchise icon, but that's only because I haven't looked yet.

i'm probably going to make it today, before my interwebs gets turned off within the next couple days. in which case i will still be here to answer questions VIA my phone's data, but cant upload / download files for you guys :/


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 01:37:58 PM
If you go dark, I can fill that role for you. I'm pretty comfortable with all this stuff now.

Has anyone found a way to add new sounds yet, or are we still stuck with editing existing files and hexing them to the character?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 08, 2014, 01:40:24 PM
for some reasons mine keeps freezing after the match ends. im thinking it has something to do with my sc_selcharacter file but not sure what.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 01:43:49 PM
you're most likely missing the result data for your character. pf/menu/common/char_bust_tex/MenSelchrFaceBxx0.brres

if you don't have one, just take someone elses and edit it to match up with your character.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 08, 2014, 01:54:53 PM
theres already a brres file that has 110 at the end do i just save my new one as MenSelchrFaceB1101.brres


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 01:58:04 PM
it's the same number as the misc data number, but with a 0 on the end. So if he's over  MiscData[110] then it would be MenSelchrFaceB1100.brres


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 08, 2014, 02:07:50 PM
k thanks it works though if only i could figure out why the clones freeze on ps1 ps2 and lylat.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 08, 2014, 03:13:52 PM
If you go dark, I can fill that role for you. I&#039;m pretty comfortable with all this stuff now.

Has anyone found a way to add new sounds yet, or are we still stuck with editing existing files and hexing them to the character?
What I know of so far we can create sfx packs over other things and have the cosmetic go to that sound bank. One thing will be actually getting the sfx and importing them. Lastly you will have to go into the PSA and switch all the sfx clips to match that of the file index sfx.

I'm hoping for 2 new things.

1. Adding sfx to the game without replacing any vbrawl sfx.
2. Someone figures out how to get Gecko to run over 2gb or Riivo works with the clone engine.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 03:30:16 PM

1. Adding sfx to the game without replacing any vbrawl sfx.

that was actually on the list of things blackjax planned on adding to Brawlbox, alas, it never got done.

Likely, the only way we are going to get the ability to add new sounds to the game is if someone picks up development of Bbox and adds the ability to add data to the sound file.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 08, 2014, 03:31:01 PM
That's what I was afraid of. I have neglected to learn the inner workings of sound editing, and was hoping someone had discovered a way to add new sfx files without replacing any before I taught myself how to mess with them.



Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 03:38:28 PM
i wish i were good at programming.  :'(

 i would take up Bbox, but im not even fluent with c++ yet, let alone up for learning c#.
darnit lol



Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 08, 2014, 03:42:58 PM
That&#039;s what I was afraid of. I have neglected to learn the inner workings of sound editing, and was hoping someone had discovered a way to add new sfx files without replacing any before I taught myself how to mess with them.


Its not as bad as you think I actually had lots of fun editing and adding sounds.

that was actually on the list of things blackjax planned on adding to Brawlbox, alas, it never got done.

Likely, the only way we are going to get the ability to add new sounds to the game is if someone picks up development of Bbox and adds the ability to add data to the sound file.
Dang that sucks. I don't even know how to code a program let alone make one.

Is there some way to get more than 2gb of brawl hacks with Gecko?


Title: Re: The BrawlEx Clone Engine
Post by: GunBlaze on January 08, 2014, 03:46:22 PM
Is there some way to get more than 2gb of brawl hacks with Gecko?
Not currently, but it seems the P:M dudes have found a way and are experimenting with it.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 08, 2014, 03:51:59 PM
that was actually on the list of things blackjax planned on adding to Brawlbox, alas, it never got done.

Likely, the only way we are going to get the ability to add new sounds to the game is if someone picks up development of Bbox and adds the ability to add data to the sound file.

Didn't I mention some pages ago that v0.67b is able to do that? >.>


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 03:58:57 PM
Didn't I mention some pages ago that v0.67b is able to do that? >.>

it's not, i tried, the forms for adding are there, but they were removed in all later versions because they had no function.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 08, 2014, 04:10:19 PM
it's not, i tried, the forms for adding are there, but they were removed in all later versions because they had no function.

Dang, well it was worth a try :/


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 08, 2014, 04:39:03 PM
that was actually on the list of things blackjax planned on adding to Brawlbox, alas, it never got done.

Likely, the only way we are going to get the ability to add new sounds to the game is if someone picks up development of Bbox and adds the ability to add data to the sound file.
is not as easy as that
yes u can edit the brsar, but file patch code does not and can not patch the brsar to an edited one,
file patch 4 intended to do so, but had several freezing issues
and rsbe only does sawnds, a format not compatible with brawlbox

i would think the best approach would be by using codes
something that says
clone character uses X sfx,

as where Y is the original sfx, and X is a renamed sfx


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 08, 2014, 04:41:56 PM
Okay so I got a huge mess all of the sudden.

The CSS is so [censored]ed up that it has all of the 7 characters I added plus 7 more Mario slots and 2 randoms, along with that selecting a character immediately crashes the game.

Should I just post my pack and have people mess with it?

Also are Mewtwo and Roy's textures from Brawl compatible with any Mewtwo and Roy PSA or will I have to use something else from the vault?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 04:45:52 PM
is not as easy as that
yes u can edit the brsar, but file patch code does not and can not patch the brsar to an edited one,
file patch 4 intended to do so, but had several freezing issues
and rsbe only does sawnds, a format not compatible with brawlbox

Super Sawndz MOD still gets the data from the smashbros_sound.pac file. once the data is added to the smashbros_sound.pac, we would be able to open it in super sawndz and create a .sawnd of the new soundbank ID, hence why you need to be able to add rsar nodes to the file. which brawlbox cannot.

if it could add rsar nodes, i would be all over that [censored] right now lol.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 08, 2014, 04:47:53 PM
I'm having a similar problem.  I was trying to clone Peach, and it worked for one match but she was in T-Pose and when i tried to attack, it froze. So I re-cloned her, and I haven't been able to get past the stage selection since. And it just doesn't freeze there, it always freezes when I try to select Ike, sometimes when on the loading screen, or on the strap screen. I don't have dolphin so I can't see what is getting messed up. Can someone help me make a peach clone? :( :( :(


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 08, 2014, 05:57:45 PM
You realize that in order to have new sound slots, you'd have to find a way to add those banks and references to the .brsar AND somehow make them have their own sound IDs right?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 08, 2014, 05:59:24 PM
shouldnt we be able to just use this guide combined with rsbe
http://forums.kc-mm.com/index.php?topic=14915.msg387442#msg387442 (http://forums.kc-mm.com/index.php?topic=14915.msg387442#msg387442)


so just rename the clone sfx to an unused sfx bank, and make the code say that ur clone character id times 4 uses the unused sawnd file?

i would assume it is as easy as that, And its exactly what PMBR did
i dont think they went through the trouble of editing duon's soundbank, they just used an edited marths sound file with a different id


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 08, 2014, 06:07:22 PM
lolno

That code is obsolete because BrawlEx's Fighterconfig file lets you choose which sound bank to use.

Sound IDs don't just come up from thin air, they must exist in the .brsar in some form.


Title: Re: The BrawlEx Clone Engine
Post by: BlackJax96 on January 08, 2014, 06:35:16 PM
You realize that in order to have new sound slots, you&#039;d have to find a way to add those banks and references to the .brsar AND somehow make them have their own sound IDs right?
Sound IDs don't just come up from thin air, they must exist in the .brsar in some form.

The sound id is the index of the sound in the INFO entry list in the RSAR, yes. The sound id is called "InfoIndex" in the properties when you select a sound in Brawlbox, but it is not editable.

Unfortunately in order to add, remove or rename sounds, the SYMB binary tree needs to be regenerated. I never figured out how to do it but BRRES files use a similar tree that Kryal was able to write a complex (imo) generator for. If the binary tree ids are left at 0, the RSAR works on the menu but the game freezes when the match starts, I assume because the menu's audio accessors are coded differently than when actually playing.

Right now, the tree ids from the original RSAR are copied over to the rebuilt one.
All attempts at generating a new tree are commented out in here. I was working with Tempus but we couldn't get it generating properly.
https://code.google.com/p/brawltools2/source/browse/trunk/BrawlLib/Wii/Audio/RSARConverter.cs


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 08, 2014, 06:43:01 PM
anoter way would be to use a code like almas alternate code loader
hold z and load sfx from another folder

i remember when experimenting with fpc3.5.3
i could have pit with normal sounds
vs pit with goku sounds
it happens because the sfx is only loaded once the character is chosen
lolno

That code is obsolete because BrawlEx&#039;s Fighterconfig file lets you choose which sound bank to use.

Sound IDs don&#039;t just come up from thin air, they must exist in the .brsar in some form.

soundbank values 29-4b are unknown
dont know if that necessarily means they dont exist
by the way what module will u be working on next?
and would u care as to make a small tut so others can join?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 08, 2014, 06:51:10 PM
 PhantomWings...
I always knew you were awesome...
BUT THIS.
THIS IS....
I can't even begin to describe the feelings that I am feeling right now.
Just a quick question..
how would you go about changing CSP and CSS files? If project M was able to do that, I think we could somehow.
Please note that I haven't read all 55 pages and I don't know if this question has been answered 22 other times.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 08, 2014, 07:33:39 PM
PhantomWings...
I always knew you were awesome...
BUT THIS.
THIS IS....
I can't even begin to describe the feelings that I am feeling right now.
Just a quick question..
how would you go about changing CSP and CSS files? If project M was able to do that, I think we could somehow.
Please note that I haven't read all 55 pages and I don't know if this question has been answered 22 other times.

Here's the tutorial by sammi-husky:

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


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 07:59:03 PM
You realize that in order to have new sound slots, you'd have to find a way to add those banks and references to the .brsar AND somehow make them have their own sound IDs right?


that's exactly what i was trying to say lol


Right now, the tree ids from the original RSAR are copied over to the rebuilt one.
All attempts at generating a new tree are commented out in here. I was working with Tempus but we couldn't get it generating properly.
https://code.google.com/p/brawltools2/source/browse/trunk/BrawlLib/Wii/Audio/RSARConverter.cs

i was actually just looking at that source a few minutes before you posted it lol. i wish i understood complicated code like that @.@

i hope i can finish my programming courses and try to at least understand it xD


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 08, 2014, 08:19:04 PM

anoter way would be to use a code like almas alternate code loader
hold z and load sfx from another folder

i remember when experimenting with fpc3.5.3
i could have pit with normal sounds
vs pit with goku sounds
it happens because the sfx is only loaded once the character is chosen


this..


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 08, 2014, 09:55:55 PM
Does anyone know if adding additional character costumes is as simple as checking them in the BrawlEx Configuration program and adding the CSPs, BPs, & ABPs for them? Or is there more to it than that?

@ sammi-husky

Thanks for the tutorials, you won't believe how much they helped.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 10:06:31 PM
there is a couple solutions, some of which im sure have already been thought of.

one being changing the configs to allow loading a specific .sawnd
maybe in a 'bx_sound' folder.

but even IF this worked (which i suspect it wouldn't), it would require ALOT of changes :/

i can't say because i dont know how the RSBE's coding works. though i assume it just replaces the sound files as they're called from smashbros_sound.pac because super sawndz still makes you load your smashbros_sound, where you can make the .sawnd from the soundbanks ID. leading me to believe that the .sawnd file ISN'T actually sound at all. just a file that points to which file to load into memory from the smashbros_sound.pac.

 in which case, it would still require replacing sound effects in smashbros_sound since adding new ones is currently impossible.

though again, i dont claim to know how RSBE and .sawnd files work :P just assumption based on my experience with them


Does anyone know if adding additional character costumes is as simple as checking them in the BrawlEx Configuration program and adding the CSPs, BPs, & ABPs for them? Or is there more to it than that?

@ sammi-husky

Thanks for the tutorials, you won't believe how much they helped.

glad they helped. :)

as for adding costumes, you need to do a few more things then just check them on the config editor, and im not particularly knowledgeable on the process. though i know it involves hex editing one of the configs.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 08, 2014, 10:20:53 PM
there is a couple solutions, some of which im sure have already been thought of.

one being changing the configs to allow loading a specific .sawnd
maybe in a 'bx_sound' folder.

but even IF this worked (which i suspect it wouldn't), it would require ALOT of changes :/

i can't say because i dont know how the RSBE's coding works. though i assume it just replaces the sound files as they're called from smashbros_sound.pac because super sawndz still makes you load your smashbros_sound, where you can make the .sawnd from the soundbanks ID. leading me to believe that the .sawnd file ISN'T actually sound at all. just a file that points to which file to load into memory from the smashbros_sound.pac.

 in which case, it would still require replacing sound effects in smashbros_sound since adding new ones is currently impossible.

though again, i dont claim to know how RSBE and .sawnd files work :P just assumption based on my experience with them


glad they helped. :)

as for adding costumes, you need to do a few more things then just check them on the config editor, and im not particularly knowledgeable on the process. though i know it involves hex editing one of the configs.


http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136 (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136)

It looks like Asf1nk figured out how to add the additional costumes and a camera fix.

This information should be archived in the thread.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 08, 2014, 10:21:57 PM
Hey I need some help, preferably from ASF1nk, but I'm sure anyone could help me since it seems most people are having success with his pack. I downloaded his pack and I can't seem to get it working right. I try with the module file that came with the pack, it freezes when I select the Brawl button after going to group. I try the module file from BrawlEx v1.1.2.0 and I get a CSS with the regular character slots and a bunch of Shadow icons in it and when I move my hand over one of the Shadow slots it freezes. I tried BrawlEx v1.1.2.1 module file and it froze on the Brawl button. Is there something I'm missing here? I just downloaded the pack, put all the folders in a new pf folder in SDCARD/private/wii/app/RSBE/pf  and then I took the GCT file and put it in the codes folder in SDCARD/codes. If someone could tell me what I need to do to fix this I would be very appreciative.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 08, 2014, 10:25:57 PM
Hey I need some help, preferably from ASF1nk, but I'm sure anyone could help me since it seems most people are having success with his pack. I downloaded his pack and I can't seem to get it working right. I try with the module file that came with the pack, it freezes when I select the Brawl button after going to group. I try the module file from BrawlEx v1.1.2.0 and I get a CSS with the regular character slots and a bunch of Shadow icons in it and when I move my hand over one of the Shadow slots it freezes. I tried BrawlEx v1.1.2.1 module file and it froze on the Brawl button. Is there something I'm missing here? I just downloaded the pack, put all the folders in a new pf folder in SDCARD/private/wii/app/RSBE/pf  and then I took the GCT file and put it in the codes folder in SDCARD/codes. If someone could tell me what I need to do to fix this I would be very appreciative.

hmm... Try changing the Gecko hook to AxNextFrame and see if that works under the Gecko configuration settings.

EDIT: I had the same issue when i first got the pack and i believe that is how i fixed it.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 08, 2014, 10:26:50 PM
hmm... Try changing the Gecko hook to AxNextFrame and see if that works under the Gecko configuration settings.
Okay I'll give it a shot thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 10:29:24 PM
Hey I need some help, preferably from ASF1nk, but I'm sure anyone could help me since it seems most people are having success with his pack. I downloaded his pack and I can't seem to get it working right. I try with the module file that came with the pack, it freezes when I select the Brawl button after going to group. I try the module file from BrawlEx v1.1.2.0 and I get a CSS with the regular character slots and a bunch of Shadow icons in it and when I move my hand over one of the Shadow slots it freezes. I tried BrawlEx v1.1.2.1 module file and it froze on the Brawl button. Is there something I'm missing here? I just downloaded the pack, put all the folders in a new pf folder in SDCARD/private/wii/app/RSBE/pf  and then I took the GCT file and put it in the codes folder in SDCARD/codes. If someone could tell me what I need to do to fix this I would be very appreciative.


did you try changing the gecko hooktype to axnextframe?  that generally resolves alot of problems, if you still get them, try restarting your wii  a few times. it seems that on the wii, sometimes brawlEx wont load.

i know i had previously said that it wasn't likely that it was brawlEx at fault, but alas i encountered the problem 2 times so far now. didn't change anything, just restarted the wii and it worked. so i take back my previous comments on the subject

[url]http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136[/url] ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136[/url])

It looks like Asf1nk figured out how to add the additional costumes and a camera fix.

This information should be archived in the thread.


it should. considering i dont think any of us want to dig through over 20 pages to find it lol


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 08, 2014, 10:33:54 PM
did you try changing the gecko hooktype to axnextframe?  that generally resolves alot of problems, if you still get them, try restarting your wii  a few times. it seems that on the wii, sometimes brawlEx wont load.

i know i had previously said that it wasn't likely that it was brawlEx at fault, but alas i encountered the problem 2 times so far now. didn't change anything, just restarted the wii and it worked. so i take back my previous comments on the subject

I think you're right. I just replaced the module file with the one that came with the pack and now it worked like a charm! I didn't even change the hook type cuz i was distracted by something and forgot to. So I guess you just have to keep trying until it works. Can't wait to try out these extra slots now. Thanks for the help.


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 08, 2014, 10:51:45 PM
So, quick question. I got everything to work with the clone engine itself by following sammi-husky's tutorial, and then I used his CSS/CSP tutorial to introduce those for two of the characters I have on my list (Scott Pilgrim and Lucina), and everything works fine.

Unless I try to play a stock match, or a stamina match, or anything outside of a basis timed brawl, really. I figure this is either because I missed a vital step perhaps when I went back and redid the tutorial to add Lucina? Or is it because the characters are now pointed to their own slots but they therefore don't have stock icons, making the game freeze whenever you try to activate a mode that requires them? I figured I'd ask, since it is only a problem on those two since using the CSS/CSP tutorial, but also because I read through the entire thread over the past day or three but might have missed where this could've been explained to somebody else having a similar problem.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 10:56:27 PM
So, quick question. I got everything to work with the clone engine itself by following sammi-husky's tutorial, and then I used his CSS/CSP tutorial to introduce those for two of the characters I have on my list (Scott Pilgrim and Lucina), and everything works fine.

Unless I try to play a stock match, or a stamina match, or anything outside of a basis timed brawl, really. I figure this is either because I missed a vital step perhaps when I went back and redid the tutorial to add Lucina? Or is it because the characters are now pointed to their own slots but they therefore don't have stock icons, making the game freeze whenever you try to activate a mode that requires them? I figured I'd ask, since it is only a problem on those two since using the CSS/CSP tutorial, but also because I read through the entire thread over the past day or three but might have missed where this could've been explained to somebody else having a similar problem.


!!!!!!!!!!!!!!! CRAP...your right. i totally forgot the stock icons, i'll include them in the tutorial for BP's and RSP's.

though, your telling me that you added csp's and css icons, and the game loaded past the SSS? because on the actual wii, it seems that without BP's and RSP's the game crashes.


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 08, 2014, 11:03:44 PM

!!!!!!!!!!!!!!! CRAP...your right. i totally forgot the stock icons, i'll include them in the tutorial for BP's and RSP's.

though, your telling me that you added csp's and css icons, and the game loaded past the SSS? because on the actual wii, it seems that without BP's and RSP's the game crashes.
Oh, yeah, haha, I forgot to add that I'm using Dolphin. It froze once I selected a stage with either character as a fighter. It got to the SSS, and that's about it. Timed Match is fine, but everything else seems to cause a freeze - but only with those two, as far as I know everybody else is fine.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 08, 2014, 11:08:00 PM
Oh, yeah, haha, I forgot to add that I'm using Dolphin. It froze once I selected a stage with either character as a fighter. It got to the SSS, and that's about it. Timed Match is fine, but everything else seems to cause a freeze - but only with those two, as far as I know everybody else is fine.

it may actually be just the BP's and RSP's, because as far as i know ASF's pack didn't add stock icons......though i didn't look too hard to make sure lol


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 08, 2014, 11:32:29 PM
it may actually be just the BP's and RSP's, because as far as i know ASF's pack didn't add stock icons......though i didn't look too hard to make sure lol
what would happen if you used the no battle portraits code?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 08, 2014, 11:38:20 PM
Is it just me or does Kirby not work with ExCharacters? I tried Kirby and yellow Kirby and that worked just fine with the BrawlEx codes turned on. But put an ExCharacter with Kirby and it freezes when I select a stage.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 08, 2014, 11:40:46 PM
Is it just me or does Kirby not work with ExCharacters? I tried Kirby and yellow Kirby and that worked just fine with the BrawlEx codes turned on. But put an ExCharacter with Kirby and it freezes when I select a stage.
Did you put the FitKirby[EXcharactername].pac  FitKirby[EXcharactername]00.pac and  FitKirby[EXcharactername]Spy.pac in the Kirby folder?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 08, 2014, 11:55:48 PM
Did you put the FitKirby[EXcharactername].pac  FitKirby[EXcharactername]00.pac and  FitKirby[EXcharactername]Spy.pac in the Kirby folder?
OH! That makes sense. I need to make sure and make those files in there. Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 09, 2014, 12:01:18 AM
Okay so I got a huge mess all of the sudden.

The CSS is so [censored]ed up that it has all of the 7 characters I added plus 7 more Mario slots and 2 randoms, along with that selecting a character immediately crashes the game.

Should I just post my pack and have people mess with it?

Also are Mewtwo and Roy's textures from Brawl compatible with any Mewtwo and Roy PSA or will I have to use something else from the vault?

I am really sorry if I sound desperate but this is the second time in a row where I posted something and it was completely ignored. So I'm requoting this. I originally asked the SFX question(if we could code in different sfx for other characters) but it was answered after someone else answered.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 09, 2014, 12:16:23 AM
I am really sorry if I sound desperate but this is the second time in a row where I posted something and it was completely ignored. So I'm requoting this. I originally asked the SFX question(if we could code in different sfx for other characters) but it was answered after someone else answered.
i don't think mewtwo and roy's textures are compatible with vbrawl at ALL.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 12:17:41 AM
I am really sorry if I sound desperate but this is the second time in a row where I posted something and it was completely ignored. So I'm requoting this. I originally asked the SFX question(if we could code in different sfx for other characters) but it was answered after someone else answered.


sorry if you got ignored, im sure it wasn't intended lol. i would have helped, but i probably wasn't at my computer at the time :P

go ahead and upload your files. i wont be able to look at it tonight, since its almost 1 am here, but i will definitely take a look at it the first chance i get, that is if someone doesn't help you before then.


Title: Re: The BrawlEx Clone Engine
Post by: GunBlaze on January 09, 2014, 07:46:05 AM
i don't think mewtwo and roy's textures are compatible with vbrawl at ALL.
Uhh, they are


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 09, 2014, 11:39:58 AM
Does somebody know how to get a kirby hat on a clone like shadow or waluigi


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 09, 2014, 12:59:40 PM
answered on page 56 i believe, pal


Title: Re: The BrawlEx Clone Engine
Post by: Falconpunch1729 on January 09, 2014, 01:04:33 PM
i have some questions

1:if im correct,i should be able to play with ganondorf and calikingz broly psa at the same time without any issues(same case scenario for any other character)?

2:does the clone engine support csp's and character sounds?

3:does it support bnk sound files through the sound replacement engine for gecko users?

4:if 3 is yes,if i put in brolys voice for ganon how can i make sure it just works on broly without replacing ganons voice?

5:if i wanted to keep ganondorfs victory theme,how would i give broly a custom victory theme,without replacing ganons?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 01:50:19 PM
i have some questions

1:if im correct,i should be able to play with ganondorf and calikingz broly psa at the same time without any issues(same case scenario for any other character)?

2:does the clone engine support csp's and character sounds?

3:does it support bnk sound files through the sound replacement engine for gecko users?

4:if 3 is yes,if i put in brolys voice for ganon how can i make sure it just works on broly without replacing ganons voice?

5:if i wanted to keep ganondorfs victory theme,how would i give broly a custom victory theme,without replacing ganons?

1: yessir you can.

2: the engine supports custom and completely independent cosmetics such as CSP's,  BP's, RSP's, and stock icons. thogh it doesnt support custom SFX. not by fault of the engine, but because there is no way to add new sounds to the game at the moment.

3: same as above

4: see 2

5: i dont think there is a way to add victory themes without replacing songs either, unfortunately, though i may be wrong because i haven't experimented with it.

im going to be (hopefully) uploading the tutorial today that will complete the previous tutorial, which is adding CSP's, BP's, RSP's, and stock icons. :P


Title: Re: The BrawlEx Clone Engine
Post by: spiritpyros on January 09, 2014, 01:57:20 PM
One question, can this be used in rio volition via USB flash drive? Because when I heard of it whin it first came out you couldn't do that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 03:00:52 PM
One question, can this be used in rio volition via USB flash drive? Because when I heard of it whin it first came out you couldn't do that.

im not really experienced on the subject in regards to rivolution, though some others on the board have answered that before, and from what i remember it doesn't :/


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 09, 2014, 03:34:22 PM
im not really experienced on the subject in regards to rivolution, though some others on the board have answered that before, and from what i remember it doesn't :/

Once I can find a way to get my save backed up, I might try to clear up this issue if by then it's hasn't been cleared up already, I was able to get CBliss working on Riivolution perfectly with one simple edit to the Riivolution xml file, so it may be the same sort of thing with BrawlEx.

Edit: In case someone wants to try it, here's the idea: add create="true" to the external folder lines in the Riivolution xml file (Make sure there's a line for every folder (fighter, sound, stage, system, module, etc, and in this case, add lines for the BrawlEx folder and it's subfolders too, be sure to add the create=true value to them all).


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 09, 2014, 03:35:46 PM
Does anyone know if adding additional character costumes is as simple as checking them in the BrawlEx Configuration program and adding the CSPs, BPs, & ABPs for them? Or is there more to it than that?

@ sammi-husky

Thanks for the tutorials, you won't believe how much they helped.

u mean to add character like cbliss?
just copy wario's last cosmetics lines except for 10, 0A and 0B
make sure to keep 0C because that closes the loop
also edit the fighter config file to load more charaters
00-09
i posted a pic some pages ago as to where to click for more characters in the fighter config file


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 09, 2014, 04:02:48 PM
Ugh! Everybody here seems to have like 10 clones already but I can't even get one. I downloaded ASF's pack and replaced the bx_fighter.rel like he said with the one from BrawlEx 1.2.0. Anyway, I selected Waluigi and went to SSS and selceted final destination. Well it froze like 2 seconds after being selected with teh annoying buzz of death. Can omebody shed some light on what I'm doing wrong. The icons show up perfectly and I have the gecko config ste up corretly :-\


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 04:09:06 PM
Ugh! Everybody here seems to have like 10 clones already but I can't even get one. I downloaded ASF's pack and replaced the bx_fighter.rel like he said with the one from BrawlEx 1.2.0. Anyway, I selected Waluigi and went to SSS and selceted final destination. Well it froze like 2 seconds after being selected with teh annoying buzz of death. Can omebody shed some light on what I'm doing wrong. The icons show up perfectly and I have the gecko config ste up corretly :-\

did you  happen to change anything other then bx_fighter in the pack? :o


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 09, 2014, 04:34:50 PM
Nope. Just the rel


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 04:38:25 PM
Nope. Just the rel

hmmm...how exactly are you loading the game..? generally freezing after the stage means missing BP's, but since you donwloaded ASF's pack, i know that isn't the case...


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 09, 2014, 04:49:58 PM
I'm using Gecko OS with an unhacked wii


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 09, 2014, 04:59:42 PM
I'm using Gecko OS with an unhacked wii
That might be your problem. Did you make sure to add the Disable Custom Stages code to the GCT? If you're using the hackless method, you have to make sure you do that, otherwise you'll get freezes on the Stage Select Screen. ASF's pack was made for the homebrew method, so it doesn't have that code in there.

Disable Custom Stages
046B841C 48000040

You can use GCT Edit to add it in, or use ASF's code list and Code Manager to create a new GCT.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 09, 2014, 05:14:41 PM
That may have been my problem. *facepalm*


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 09, 2014, 05:29:35 PM
Yeah, I'd love to learn how to do this for the Alloys and independent pokémon (as well as ZSS and Sheik) too.

I know I tried to edit a sc_selcharacter.pac file before to add Red Alloy's picture in his slot, but it just replaced the Random slot, and no edited CSS with Red Alloy's original ID (not 'clone' ID from the Giga and Co. Engine) would allow me to hover over the icon without freezing.

Image is below:

(http://i554.photobucket.com/albums/jj431/Tiberious_N/CSS_RedAlloy_zps92edfb4f.png)

Is it because of the missing large name? Or a missing stock icon? Or something else entirely?


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 09, 2014, 05:38:41 PM

sorry if you got ignored, im sure it wasn't intended lol. i would have helped, but i probably wasn't at my computer at the time :P

go ahead and upload your files. i wont be able to look at it tonight, since its almost 1 am here, but i will definitely take a look at it the first chance i get, that is if someone doesn't help you before then.

Thank you so much, here it is. Take your time. I know I seemed a tad impatient but I will gladly wait for this.

https://www.mediafire.com/?vqocb5jixq63jh8 (https://www.mediafire.com/?vqocb5jixq63jh8)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 09, 2014, 05:59:54 PM
Yeah, I'd love to learn how to do this for the Alloys and independent pokémon (as well as ZSS and Sheik) too.

I know I tried to edit a sc_selcharacter.pac file before to add Red Alloy's picture in his slot, but it just replaced the Random slot, and no edited CSS with Red Alloy's original ID (not 'clone' ID from the Giga and Co. Engine) would allow me to hover over the icon without freezing.

Image is below:

([url]http://i554.photobucket.com/albums/jj431/Tiberious_N/CSS_RedAlloy_zps92edfb4f.png[/url])

Is it because of the missing large name? Or a missing stock icon? Or something else entirely?

alloys and gigas are not working because their ids are messed up
hence why u add them to the css code they dont work, even if you add an icon.
that is the whole point of the Giga and  company engine codes
to fix their ids
unfortunately that code does not work with brawlex

how are the pokemon working?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 06:25:42 PM
Thank you so much, here it is. Take your time. I know I seemed a tad impatient but I will gladly wait for this.

https://www.mediafire.com/?vqocb5jixq63jh8 (https://www.mediafire.com/?vqocb5jixq63jh8)

your number for the CSS that you changed to 31, should be 2B. The numbers are in hex :P that, and you should probably disable the independant pokemon engine. if you want independant pokemon slots, change the 17 16 13 to 1D 1E 1C, that should be individual pokemon slots.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 09, 2014, 06:26:15 PM
 before I attempt to put Louie in, does this work on Riivolution?
At All?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 06:40:34 PM
before I attempt to put Louie in, does this work on Riivolution?
At All?

i honestly dont know, others have said before that it doesn't but i haven't tested it


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 09, 2014, 06:44:01 PM
Hey, sammi-husky. Have you managed to resolve the crashing issue when you were experimenting with transofrmation characters?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 06:51:34 PM
Hey, sammi-husky. Have you managed to resolve the crashing issue when you were experimenting with transofrmation characters?

unfortunately no, i continued to try for a while after, but the only thing i can think of is that the modules for transforming chars reference each other, whereas normal ones do not. :/
 
though, i could still be wrong. and if i am, and there is something im missing im sure PW would tell us what the problem is.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 09, 2014, 06:52:58 PM
 Well I guess I will be the first to try it, then!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 06:54:13 PM
Well I guess I will be the first to try it, then!

nice, im glad some people are still experimenting with Rivo, as i know alot of people here need it.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 09, 2014, 07:00:11 PM
unfortunately no, i continued to try for a while after, but the only thing i can think of is that the modules for transforming chars reference each other, whereas normal ones do not. :/
 
though, i could still be wrong. and if i am, and there is something im missing im sure PW would tell us what the problem is.

giga bowser uses bowser's rel

(http://i.imgur.com/yt2ydEk.png)
(http://i.imgur.com/D80Ehfh.png)


Title: Re: The BrawlEx Clone Engine
Post by: SnicksPG on January 09, 2014, 07:12:18 PM
Sup, I ran into an issue while trying to clone an additional 3 characters in addition to one I did earlier.

Basically I had my first clone(Zero) working just fine(no CSPs or anything fancy, just the standard cloning), and so I added 3 more characters in. I changed the CSS code accordingly and added in all the new characters' stuff, but when I loaded the game only one CSP was right(Pikachu's for Pichu which was the last character I put in), whereas Zero and the other two characters' CSPs were Mario icons which when highlighted just acted as if i picked the default mario icon, despite me not editing Zero's stuff at all. Pichu works completely fine though so im kinda lost at this point.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 07:16:48 PM
giga bowser uses bowser's rel

([url]http://i.imgur.com/D80Ehfh.png[/url])

([url]http://i.imgur.com/yt2ydEk.png[/url])


yep...have you noticed no transforming characters have Exmodules released though? :/ the modules themselves must be inherently more complex. what i meant was, im under the impression that the modules must reference something relating to the characters that allows the swapping. Probably pointers to code segments that handles all of the processes that encompass the actual swap.

but again, just speculation as i have minimal understanding of character modules. :P


Sup, I ran into an issue while trying to clone an additional 3 characters in addition to one I did earlier.

Basically I had my first clone(Zero) working just fine(no CSPs or anything fancy, just the standard cloning), and so I added 3 more characters in. I changed the CSS code accordingly and added in all the new characters' stuff, but when I loaded the game only one CSP was right(Pikachu's for Pichu which was the last character I put in), whereas Zero and the other two characters' CSPs were Mario icons which when highlighted just acted as if i picked the default mario icon, despite me not editing Zero's stuff at all. Pichu works completely fine though so im kinda lost at this point.


this sounds like exactly what happens if your using the 'css fix for giga and company code'


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 09, 2014, 07:28:30 PM
yep...have you noticed no transforming characters have Exmodules released though? :/ the modules themselves must be inherently more complex. what i meant was, im under the impression that the modules must reference something relating to the characters that allows the swapping. Probably pointers to code segments that handles all of the processes that encompass the actual swap.

but again, just speculation as i have minimal understanding of character modules. :P


this sounds like exactly what happens if your using the 'css fix for giga and company code'

i think that in order for a character to transform, it must share the same rel with another character
so

2 clones would have to share the same rel
but that is just part of it, the pointers will have to exist also

@KJP
By the way, now that the clone engine is out
ur best bet for transforming characters would be something like this,
u would have to include ur clone id's and you should be able to transform
easy and glitchless
http://youtu.be/3uTRkbLNEPQ (http://youtu.be/3uTRkbLNEPQ)


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 09, 2014, 07:42:15 PM
is there a solution to fix the bug that causes lucario clones to not have access to aura spheres GFXs? I wanted to port mewtwo but ran into two issues.

1/ project M mewtwo's shadow ball GFX doesn't showup
2/ trying to modify mewtwo's.pac file in any way freezes the game probably because of file size limits im guessing.

Though i was able to modify pm roy's file but only slightly and ended up just recreating him using vbrawl marth's pac i tried doing that for mewtwo with lucario but no luck sadly. :[


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 08:13:01 PM
i think that in order for a character to transform, it must share the same rel with another character
so 2 clones would have to share the same rel
but that is just part of it, the pointers will have to exist also

correct. unless PW has an idea to make something amazing that allows us to make any clone transform.

inside zelda's vBrawl module, it references all of shiek's articles, as well as other things. like this
Code:
ftSheikStatusUniqProcessSpecialLw.......................SheikFusin

wnSheikFusinParamAccesser...............

so..i think that a module for a transforming char would need to have the module created to reference these..even then i dont think it could become universal enough to allow us to make any clone transform to any character.

that would take alot of brainpower, and frankly i have no clue how it would be done.


Title: Re: The BrawlEx Clone Engine
Post by: SnicksPG on January 09, 2014, 08:15:34 PM
this sounds like exactly what happens if your using the 'css fix for giga and company code'
The only two codes I was using were File Patch and sputniks css code.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 08:18:47 PM
The only two codes I was using were File Patch and sputniks css code.
hmmm...can you post the css code possibly? i think i may know what it is


Title: Re: The BrawlEx Clone Engine
Post by: SnicksPG on January 09, 2014, 09:07:02 PM
hmmm...can you post the css code possibly? i think i may know what it is
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231942 29000000
Again I have 4 characters total.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 09, 2014, 09:14:03 PM
is there a solution to fix the bug that causes lucario clones to not have access to aura spheres GFXs? I wanted to port mewtwo but ran into two issues.

1/ project M mewtwo's shadow ball GFX doesn't showup
2/ trying to modify mewtwo's.pac file in any way freezes the game probably because of file size limits im guessing.

Though i was able to modify pm roy's file but only slightly and ended up just recreating him using vbrawl marth's pac i tried doing that for mewtwo with lucario but no luck sadly. :[
1. P:M's .pacs are NOT designed for vBrawl, so glhf.
2. Aura sphere SHOULD be in the FitWhatever.pac (the moveset), but afaik Articles can't have their GFX changed (correct me if I am incorrect).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 09:31:27 PM
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231942 29000000
Again I have 4 characters total.

it looks like you only added 1 extra ID though. if you were adding 4 charas it should look like this

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414229

so you told the css to make 4 extra slots, and only filled out the one for ID 40. the code still made the extra slots, but used the extra 0's at the end. which is why they were mario's :P


Title: Re: The BrawlEx Clone Engine
Post by: SnicksPG on January 09, 2014, 09:40:21 PM
it looks like you only added 1 extra ID though. if you were adding 4 charas it should look like this

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414229

so you told the css to make 4 extra slots, and only filled out the one for ID 40. the code still made the extra slots, but used the extra 0's at the end. which is why they were mario's :P

Oh I get it now, thanks man o/
I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 10:01:05 PM
Oh I get it now, thanks man o/
I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p

mmmhmm :P

each of those ID's are specific to the character that's gonna go in the slot.
if you have any trouble, i have 3 tutorials up, they're in the OP under video tutorials


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 09, 2014, 10:16:50 PM
Oh I get it now, thanks man o/
I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p
:facepalm:
its ok
css code can be something confusing

anyways dolphin keeps on crahing on me

it goes from jitc to interpretr mode
may have to reboot my computer
or do a system restore  :oshi:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 09, 2014, 10:32:57 PM
:facepalm:
its ok
css code can be something confusing

anyways dolphin keeps on crahing on me

it goes from jitc to interpretr mode
may have to reboot my computer
or do a system restore  :oshi:

O.o whyyyy..? why not just reinstall dolphin?

Post Merge: January 09, 2014, 11:25:09 PM
welp. did the tut, world decided to hate me today, tutorial sucked and too much went wrong.

i'll re-record tomorrow lol


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 09, 2014, 11:40:45 PM
That might be your problem. Did you make sure to add the Disable Custom Stages code to the GCT? If you're using the hackless method, you have to make sure you do that, otherwise you'll get freezes on the Stage Select Screen. ASF's pack was made for the homebrew method, so it doesn't have that code in there.

Disable Custom Stages
046B841C 48000040

You can use GCT Edit to add it in, or use ASF's code list and Code Manager to create a new GCT.

Oh my God, that's been my problem this entire time. I forgot I needed that code XD. Guess I should've mentioned I was using the hackless method, lol. Oh well, I'm glad I've got it working now. Thanks to you and Sammi. :)


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 10, 2014, 07:33:34 AM
alloys and gigas are not working because their ids are messed up
hence why u add them to the css code they dont work, even if you add an icon.
that is the whole point of the Giga and  company engine codes
to fix their ids
unfortunately that code does not work with brawlex

how are the pokemon working?

The pokémon are working via the Independent Pokémon Engine, meaning their 'IDs' are 5C, 5D and 5E. I hope this engine will allow me to change them back to their normal selves, but still independent (I have Pokémon Trainer as well for those that want the switching abilities and its drawbacks).

Finally, can the CSS Fixes for Zelda/Sheik and Samus/ZSS code work with this?

My intent is to have exactly this same screen, but with the Alloys getting their own full cosmetics (stock icons and all), and the Random fixed back up (note that the Random textures are still there, but I added the Red Alloy's ones beyond the Random slot in sc_selcharacter.pac).


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 10, 2014, 07:52:04 AM
The pokémon are working via the Independent Pokémon Engine, meaning their 'IDs' are 5C, 5D and 5E. I hope this engine will allow me to change them back to their normal selves, but still independent (I have Pokémon Trainer as well for those that want the switching abilities and its drawbacks).

Finally, can the CSS Fixes for Zelda/Sheik and Samus/ZSS code work with this?

My intent is to have exactly this same screen, but with the Alloys getting their own full cosmetics (stock icons and all), and the Random fixed back up (note that the Random textures are still there, but I added the Red Alloy's ones beyond the Random slot in sc_selcharacter.pac).

The CSS fixes for Zelda/Sheik and Samus/ZSS does work, i successfully added them to the menu and they work as they should, i don't know about pokemon engine one (it should work though) i'm just not using it because i'd rather have 3 extra clones opposed to having pokemon on the roster.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 10, 2014, 01:36:49 PM
ASF1nk has a pack. It's somewhere in the 20s.

My own question:
Is the engine supposed to crash BF in My Music?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 10, 2014, 01:46:53 PM
ASF1nk has a pack. It's somewhere in the 20s.

My own question:
Is the engine supposed to crash BF in My Music?
 I'm not having that broblem with my Gecko Version... Perhaps it's the BRSTM? Or the stage?

nice, im glad some people are still experimenting with Rivo, as i know alot of people here need it.
Hmmm... I did everything correctly when trying it with Riivo, but it doesn't even load the code. My GCT goes in the PF folder with my Riivolution.XML, and I have codes in there, but it doesn't even load the slot. I put all of the everything in correctly. All I can think of is editing the XML file to load them, But I have no experience in XML files.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 10, 2014, 01:49:03 PM
 I'm not having that broblem with my Gecko Version... Perhaps it's the BRSTM? Or the stage?
I mean in My Music. Match works completely normal.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 10, 2014, 01:52:20 PM
I mean in My Music. Match works completely normal.
 I had a similar problem with Project M's Metal Mario stage in My Music. I'm not sure why it does that, but with 3.0 it doesn't anymore. Perhaps you can ask them how to fix it? They do use the same clone engine I believe.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 10, 2014, 01:58:19 PM
Hmmm... I did everything correctly when trying it with Riivo, but it doesn't even load the code. My GCT goes in the PF folder with my Riivolution.XML, and I have codes in there, but it doesn't even load the slot. I put all of the everything in correctly. All I can think of is editing the XML file to load them, But I have no experience in XML files.

i believe someone earlier had an idea, here

"In case someone wants to try it, here's the idea: add create="true" to the external folder lines in the Riivolution xml file (Make sure there's a line for every folder (fighter, sound, stage, system, module, etc, and in this case, add lines for the BrawlEx folder and it's subfolders too, be sure to add the create=true value to them all)."

 I had a similar problem with Project M's Metal Mario stage in My Music. I'm not sure why it does that, but with 3.0 it doesn't anymore. Perhaps you can ask them how to fix it? They do use the same clone engine I believe.

P:M uses a completely different, more manual clone engine where each rel is made on a per character basis. :P

thuogh i cannot say i have had the issue, because i dont really go to my music.



Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 10, 2014, 02:31:35 PM
ASF1nk has a pack. It&#039;s somewhere in the 20s.

My own question:
Is the engine supposed to crash BF in My Music?
ASF1nk has a pack. It&#039;s somewhere in the 20s.

My own question:
Is the engine supposed to crash BF in My Music?
This happens sometimes when you have to many codes activated or when you use a certain code before. Make a backup of your current gct. Make a new gct with these 2 codes.
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


Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

I don't think you even need the File Patch code but use it just in case. Load up brawl and go to my music and edit your battlefield music. This code resets all the music for battlefield so it won't freeze. You should only be able to move the likely to play the song bar half way up. Do that for all songs. Your done. Replace your gct with your old gct. and go back to my music and you can move the rest of the music bar up.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 10, 2014, 02:45:58 PM
Is the engine supposed to crash BF in My Music?

This happened once to me too, not from this (haven't tried BrawlEx yet, plan to soon though), you might have something corrupted, this code I believe fixes it:

Battlefield My Music Reset (Resets all music back to as it should be, bar in the middle for probability):
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

Edit: Lol whoops, didn't see that the above post has this XD, sorry


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 10, 2014, 02:56:27 PM
This happened once to me too, not from this (haven&#039;t tried BrawlEx yet, plan to soon though), you might have something corrupted, this code I believe fixes it:

Battlefield My Music Reset (Resets all music back to as it should be, bar in the middle for probability):
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

Edit: Lol whoops, didn&#039;t see that the above post has this XD, sorry
Thats fine. I think I'm going to post all of them so if anyone has a problem with any my music stages.

SO if you having freezing with your my music here you go. Find the Music reset code you need and make a gct of it alone. Load up your game. Edit and test all music and then replace the gct with your old one after fixing the music. Here are the codes.
Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

Final Destination My Music Reset :
4A000000 9017EBF4
14000000 000026FD
14000004 00000132
14000008 000027ED
1400000C 00000132
14000010 000027EF
14000014 00000132
14000018 00002817
1400001C 00000132
14000020 0000281D
14000024 00000132
E0000000 80008000

Delfino Plaza My Music Reset :
4A000000 9017EC1C
14000000 00002720
14000004 00000232
14000008 0000271A
1400000C 00000232
14000010 0000271B
14000014 00000232
14000018 00002721
1400001C 002D0232
14000020 00002722
14000024 00AE0232
E0000000 80008000

Luigi's Mansion My Music Reset :
4A000000 9017EC44
14000000 0000271C
14000004 00BE0332
14000008 00002719
1400000C 00000332
14000010 00002718
14000014 00000332
14000018 000027CC
1400001C 00000332
14000020 000027CD
14000024 00840332
E0000000 80008000

Mushroomy Kingdom (Above and Below) My Music Reset :
4A000000 9017EC6C
14000000 00002714
14000004 00000432
14000008 00002723
1400000C 00000432
14000010 0000271D
14000014 00000432
14000018 00002715
1400001C 00000532
14000020 00002716
14000024 00240532
14000028 00002717
1400002C FFFF0532
E0000000 80008000

Mario Circuit My Music Reset :
4A000000 9017EC9C
14000000 00002725
14000004 FFFF0632
14000008 00002726
1400000C 00000632
14000010 00002727
14000014 00480632
14000018 00002728
1400001C FFFF0632
14000020 000027D5
14000024 00480632
14000028 000027DE
1400002C 00000632
14000030 000027CB
14000034 00000632
E0000000 80008000

75m My Music Reset :
4A000000 9017ECD4
14000000 0000272C
14000004 00000732
14000008 0000272B
1400000C 00000732
14000010 00002731
14000014 FFFF0732
E0000000 80008000

Jungle Falls My Music Reset :
4A000000 9017ECEC
14000000 00002729
14000004 00000832
14000008 00002730
1400000C 00000832
14000010 0000272D
14000014 00000832
14000018 0000272E
1400001C 00900832
14000020 0000272F
14000024 00000832
14000028 00002732
1400002C 00000832
14000030 0000272A
14000034 FFFF0832
E0000000 80008000

Pirate Ship My Music Reset :
4A000000 9017ED24
14000000 00002741
14000004 00000932
14000008 00002742
1400000C FFFF0932
14000010 00002739
14000014 00000932
14000018 0000273C
1400001C 00540932
14000020 0000273F
14000024 00000932
14000028 0000273D
1400002C 00000932
14000030 0000273E
14000034 FFFF0932
14000038 00002740
1400003C 00000932
E0000000 80008000

Bridge of Eldin My Music Reset :
4A000000 9017ED64
14000000 00002734
14000004 00000A32
14000008 0000273B
1400000C FFFF0A32
14000010 00002733
14000014 00000A32
14000018 00002736
1400001C 00000A32
14000020 00002737
14000024 00000A32
14000028 0000273A
1400002C 00960A32
14000030 00002743
14000034 00000A32
14000038 00002744
1400003C 00000A32
14000040 00002745
14000044 00000A32
E0000000 80008000

Norfair My Music Reset :
4A000000 9017EDAC
14000000 00002746
14000004 00000B32
14000008 00002748
1400000C 00000B32
14000010 00002747
14000014 00000B32
14000018 0000274A
1400001C 00000B32
14000020 000027DC
14000024 00000B32
14000028 000027D7
1400002C 00120B32
E0000000 80008000

Frigate Orpheon My Music Reset :
4A000000 9017EDDC
14000000 00002749
14000004 00000C32
14000008 0000274D
1400000C FFFF0C32
14000010 0000274C
14000014 00000C32
14000018 0000274B
1400001C 00000C32
14000020 0000274E
14000024 00000C32
14000028 0000274F
1400002C 00000C32
E0000000 80008000

Yoshi's Island My Music Reset :
4A000000 9017EE0C
14000000 00002751
14000004 00000D32
14000008 00002750
1400000C 00000D32
14000010 00002752
14000014 00480D32
14000018 00002754
1400001C 00000D32
14000020 00002755
14000024 00000D32
E0000000 80008000

Halberd My Music Reset :
4A000000 9017EE34
14000000 0000275C
14000004 00000E32
14000008 00002757
1400000C FFFF0E32
14000010 0000275B
14000014 00120E32
14000018 0000275A
1400001C 00540E32
14000020 00002758
14000024 00000E32
14000028 00002762
1400002C 00660E32
14000030 0000275D
14000034 00000E32
14000038 0000275E
1400003C 00000E32
14000040 00002759
14000044 00000E32
14000048 00002760
1400004C 00000E32
14000050 0000275F
14000054 FFFF0E32
14000058 00002761
1400005C 00000E32
E0000000 80008000

Space Armada My Music Reset :
4A000000 9017EE94
14000000 0000276C
14000004 00580F32
14000008 00002764
1400000C 00000F32
14000010 00002763
14000014 00480F32
14000018 00002765
1400001C 00000F32
14000020 00002766
14000024 00000F32
14000028 0000276D
1400002C 00480F32
14000030 00002767
14000034 00000F32
14000038 0000276B
1400003C 00000F32
14000040 00002769
14000044 00000F32
14000048 0000276A
1400004C 00000F32
14000050 000027CE
14000054 FFFF0F32
E0000000 80008000

Pokemon Stadium 2 My Music Reset :
4A000000 9017EEEC
14000000 0000276E
14000004 003C1032
14000008 00002770
1400000C 00001032
14000010 0000276F
14000014 00001032
14000018 00002771
1400001C 00001032
14000020 00002772
14000024 00121032
E0000000 80008000

Spear Pillar My Music Reset :
4A000000 9017EF14
14000000 00002773
14000004 00541132
14000008 00002775
1400000C 00001132
14000010 00002774
14000014 00191132
14000018 00002776
1400001C 001E1132
14000020 00002777
14000024 00001132
E0000000 80008000

Port Town Aero Dive My Music Reset :
4A000000 9017EF3C
14000000 00002778
14000004 00001232
14000008 0000277A
1400000C 00001232
14000010 00002779
14000014 001E1232
14000018 0000277B
1400001C FFFF1232
14000020 0000277C
14000024 00541232
14000028 0000277D
1400002C 001E1232
14000030 0000277E
14000034 005A1232
14000038 0000277F

1400003C 00001232
14000040 00002780
14000044 00001232
14000048 00002781
1400004C 00001232
14000050 000027D9
14000054 006C1232
14000058 00002810
1400005C 00001232
E0000000 80008000

Summit My Music Reset :
4A000000 9017EF9C
14000000 000027C9
14000004 FFFF1332
14000008 000027C8
1400000C 00001332
14000010 000027CA
14000014 00001332
14000018 000027C7
1400001C 00001332
14000020 0000280B
14000024 00001332
E0000000 80008000

Flat Zone 2 My Music Reset :
4A000000 9017EFC4
14000000 000027D4
14000004 00001432
14000008 000027C6
1400000C 00001432
14000010 0000280C
14000014 00001432
E0000000 80008000

Castle Siege My Music Reset :
4A000000 9017EFDC
14000000 00002783
14000004 00001532
14000008 00002785
1400000C 00001532
14000010 00002789
14000014 008A1532
14000018 00002787
1400001C 00001532
14000020 00002788
14000024 00001532
14000028 00002784
1400002C 00001532
14000030 0000278E
14000034 00001532
14000038 0000278A
1400003C 00721532
14000040 0000278B
14000044 00001532
14000048 0000278C
1400004C FFFF1532
14000050 0000278D
14000054 FFFF1532
14000058 0000280F
1400005C 006C1532
E0000000 80008000

Wario Ware, Inc. My Music Reset :
4A000000 9017F03C
14000000 000027A1
14000004 00001632
14000008 000027A2
1400000C 00001632
14000010 000027A8
14000014 00001632
14000018 000027A7
1400001C 00001632
14000020 000027A6
14000024 00001632
14000028 000027A5
1400002C 00001632
14000030 000027A4
14000034 00001632
14000038 000027A3
1400003C 00001632
E0000000 80008000

Distant Planet My Music Reset :
4A000000 9017F07C
14000000 0000279E
14000004 00001732
14000008 00002799
1400000C FFFF1732
14000010 0000279F
14000014 00001732
14000018 0000279A
1400001C FFFF1732
14000020 0000279C
14000024 00001732
14000028 000027A0
1400002C FFFF1732
14000030 0000279D
14000034 00001732
14000038 0000279B
1400003C 00001732
14000040 000027D8
14000044 00001732
E0000000 80008000

Sky World My Music Reset :
4A000000 9017F0C4
14000000 000027BF
14000004 00001832
14000008 000027C1
1400000C 008A1832
14000010 000027C0
14000014 00001832
14000018 000027C2
1400001C 00001832
E0000000 80008000

Mario Bros. My Music Reset :
4A000000 9017F0E4
14000000 00002724
14000004 00001932
14000008 000027C4
1400000C 00A81932
14000010 000027C3
14000014 00001932
14000018 000027CF
1400001C FFFF1932
14000020 000027D0
14000024 00001932
E0000000 80008000

New Pork City My Music Reset :
4A000000 9017F10C
14000000 00002795
14000004 00001A32
14000008 00002797
1400000C 00001A32
14000010 00002796
14000014 00001A32
14000018 00002798
1400001C 00001A32
14000020 00002793
14000024 00001A32
14000020 0000278F
14000024 00001A32
E0000000 80008000

Smashville My Music Reset :
4A000000 9017F13C
14000000 000027B3
14000004 00001B32
14000008 000027B4
1400000C 00001B32
14000010 000027B5
14000014 FFFF1B32
14000018 000027B8
1400001C 00001B32
14000020 000027B7
14000024 00001B32
E0000000 80008000

Shadow Moses Island My Music Reset :
4A000000 9017F164
14000000 000027E7
14000004 00641C32
14000008 000027E3
1400000C 00001C32
14000010 000027E4
14000014 00001C32
14000018 000027E9
1400001C FFFF1C32
14000020 000027E5
14000024 00001C32
14000028 000027E8
1400002C 00001C32
14000030 000027E6
14000034 00001C32
14000038 000027EB
1400003C 00001C32
14000040 000027EC
14000044 00001C32
E0000000 80008000

Green Hill Zone My Music Reset :
4A000000 9017F1AC
14000000 000027F2
14000004 00541D32
14000008 000027F5
1400000C 00001D32
14000010 000027F3
14000014 00001D32
14000018 000027F4
1400001C 00001D32
14000020 000027F7
14000024 00001D32
14000028 000027F8
1400002C 00001D32
14000030 000027F9
14000034 00001D32
14000038 000027FA
1400003C 00001D32
14000040 000027FB
14000044 00001D32
14000048 000027FC
1400004C FFFF1D32
14000050 000027FD
14000054 00001D32
14000058 000027FE
1400005C FFFF1D32
E0000000 80008000

Picto Chat My Music Reset :
4A000000 9017F20C
14000000 000027D2
14000004 00001E32
14000008 000027DA
1400000C 00001E32
14000010 000027DB
14000014 00001E32
14000018 000027DF
1400001C 00001E32
14000020 000027E0
14000024 00001E32
14000028 000027E1
1400002C 004E1E32
14000030 000027DD
14000034 00001E32
14000038 000027D6
1400003C 00001E32
14000040 00002812
14000044 00001E32
E0000000 80008000

Hanenbow My Music Reset :
4A000000 9017F254
14000000 000027D3
14000004 00001F64
E0000000 80008000

Temple (Melee) My Music Reset :
4A000000 9017F25C
14000000 00002735
14000004 00002032
14000008 00002816
1400000C 00002032
E0000000 80008000

Yoshi's Island (Melee) My Music Reset :
4A000000 9017F26C
14000000 00002803
14000004 00582132
14000008 0000280D
1400000C 00002132
E0000000 80008000

Jungle Japes (Melee) My Music Reset :
4A000000 9017F27C
14000000 00002801
14000004 00002232
14000008 00002818
1400000C 00002232
E0000000 80008000

Onett (Melee) My Music Reset :
4A000000 9017F28C
14000000 0000280A
14000004 00002332
14000008 00002811
1400000C 00662332
E0000000 80008000

Green Greens (Melee) My Music Reset :
4A000000 9017F29C
14000000 00002805
14000004 00002432
14000008 00002804
1400000C 00002432
E0000000 80008000

Pokemon Stadium (Melee) My Music Reset :
4A000000 9017F2AC
14000000 00002807
14000004 008C2532
14000008 0000280E
1400000C FFFF2532
14000010 00002808
14000014 00002532
E0000000 80008000

Rainbow Cruise (Melee) My Music Reset :
4A000000 9017F2C4
14000000 00002800
14000004 00002632
14000008 000027FF
1400000C 008A2632
E0000000 80008000

Corneria (Melee) My Music Reset :
4A000000 9017F2D4
14000000 00002806
14000004 00002732
14000008 0000281A
1400000C 00002732
E0000000 80008000

Big Blue (Melee) My Music Reset :
4A000000 9017F2E4
14000000 00002809
14000004 00002832
14000008 0000281B
1400000C 00002832
E0000000 80008000

Brinstar (Melee) My Music Reset :
4A000000 9017F2F4
14000000 00002819
14000004 00542932
14000008 00002802
1400000C 00002932
E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 10, 2014, 03:23:48 PM
The pokémon are working via the Independent Pokémon Engine, meaning their 'IDs' are 5C, 5D and 5E. I hope this engine will allow me to change them back to their normal selves, but still independent (I have Pokémon Trainer as well for those that want the switching abilities and its drawbacks).

Finally, can the CSS Fixes for Zelda/Sheik and Samus/ZSS code work with this?


My intent is to have exactly this same screen, but with the Alloys getting their own full cosmetics (stock icons and all), and the Random fixed back up (note that the Random textures are still there, but I added the Red Alloy's ones beyond the Random slot in sc_selcharacter.pac).

So do the pokemon codes work with Brawl Ex?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 10, 2014, 03:29:26 PM
I'm probably wrong and this is a coincidence like I messed something up somewhere,but does adding more characters give it a higher chance to freeze the game?

Like my CSS has 49 slots and all have different movesets would having something like 40 work better?

Like I said it's probably just something I screwed up.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 10, 2014, 03:32:14 PM
I'm probably wrong and this is a coincidence like I messed something up somewhere,but does adding more characters give it a higher chance to freeze the game?

Like my CSS has 49 slots and all have different movesets would having something like 40 work better?

Like I said it's probably just something I screwed up.
more slots
more chances of messing up
make sure all the .pac files needed are installed

and do BP's really make the game freeze
if i remember all i would get was blank bp's


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 10, 2014, 03:34:53 PM
more slots
more chances of messing up
make sure all the .pac files needed are installed

and do BP's really make the game freeze
if i remember all i would get was blank bp's

blank BP's freeze the wii, yes. at least in my experience. and according to ASF's troubleshooting tips earlier in the thread


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 10, 2014, 03:38:05 PM
This happens sometimes when you have to many codes activated or when you use a certain code before. Make a backup of your current gct. Make a new gct with these 2 codes.
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


Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

I don't think you even need the File Patch code but use it just in case. Load up brawl and go to my music and edit your battlefield music. This code resets all the music for battlefield so it won't freeze. You should only be able to move the likely to play the song bar half way up. Do that for all songs. Your done. Replace your gct with your old gct. and go back to my music and you can move the rest of the music bar up.
Thanks. :P I thought I was gonna have to delete my save.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 10, 2014, 03:41:01 PM
Thanks. :P I thought I was gonna have to delete my save.
You would have been mad, because it would still freeze lol but your welcome.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 10, 2014, 04:09:49 PM
I'm not using BP's or anything,but the more slots more chances to freeze thing makes since,I'm going to delete a slot or two and try again.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 10, 2014, 04:11:13 PM
I&#039;m not using BP&#039;s or anything,but the more slots more chances to freeze thing makes since,I&#039;m going to delete a slot or two and try again.
Mine exactly froze if I didn't have BPs and RSPs


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 10, 2014, 04:34:51 PM
Nevermind it worked,I guess the last slot I added I messed up on.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 10, 2014, 07:40:56 PM
whew. tut's rendering out. anybody who wants to check it out, i add new csp's, BP's, and RSP's. it's a follow up tutorial on the css icons and csp's tutorial as the game would freeze on anything but timed matches, and on the wii, it wouldn't work at all.

i'll post a link when its up


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 10, 2014, 08:04:59 PM
whew. tut's rendering out. anybody who wants to check it out, i add new csp's, BP's, and RSP's. it's a follow up tutorial on the css icons and csp's tutorial as the game would freeze on anything but timed matches, and on the wii, it wouldn't work at all.

i'll post a link when its up

Sweet, can't wait to have Sephiroth working 100%


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 10, 2014, 08:36:40 PM
The crash I reported with Sephy and Roy's NB stopped happening when I used the updated MarthEx .rels.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 10, 2014, 08:54:07 PM
The crash I reported with Sephy and Roy's NB stopped happening when I used the updated MarthEx .rels.

My Sephiroth is only crashing because he's missing some cosmetics at the moment. The clone itself works perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 10, 2014, 08:56:02 PM
Tutorial is up. :P hopefully the quality clears up a little after youtube gets their crap together lol

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


at least for adding more then up to 8, the franchise icon bit at the end is a little... not right. but that is ONLY for the results screen and it shouldn't cause any crashes or anything


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 10, 2014, 11:32:58 PM
Tutorial is up. :P hopefully the quality clears up a little after youtube gets their crap together lol

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


at least for adding more then up to 8, the franchise icon bit at the end is a little... not right. but that is ONLY for the results screen and it shouldn't cause any crashes or anything


So i followed through and i think i got all of the cosmetics to show up but for some reason the game freezes after the battle. I'm guessing i did the hex part incorrectly or i messed up on result.pac. What is the reason of subtracting 1 from the franchise icon ID during the hex part and do we always subtract by 1?

Also has team battle been freezing for anyone? When i use it and hover the hand over a clone the game freezes.


Title: Re: The BrawlEx Clone Engine
Post by: KingJellyFish on January 10, 2014, 11:40:14 PM



ASF1nk's BrawlEx Pack (https://www.dropbox.com/s/99m4g1a3efh6xuo/ASF1nks%20BrawlEx%20Pack.rar)


Is anybody else having trouble with this build? I took the contents of the .rar and put them in
X:\private\wii\app\rsbe\pf
Then I took the .gct file and put it in
X:\codes
But When I launch the game through Gecko, it freezes right after I select "BRAWL" just before the CSS shows up.  Is there something really obvious I'm forgetting to do?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 11, 2014, 12:04:25 AM
Is anybody else having trouble with this build? I took the contents of the .rar and put them in
X:\private\wii\app\rsbe\pf
Then I took the .gct file and put it in
X:\codes
But When I launch the game through Gecko, it freezes right after I select "BRAWL" just before the CSS shows up.  Is there something really obvious I'm forgetting to do?


You may need to update the bx_fighter.rel. Also, if that doesn't work change the config settings in Gecko's hook type to axnextframe if you haven't.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 12:31:20 AM
So i followed through and i think i got all of the cosmetics to show up but for some reason the game freezes after the battle. I'm guessing i did the hex part incorrectly or i messed up on result.pac. What is the reason of subtracting 1 from the franchise icon ID during the hex part and do we always subtract by 1?

Also has team battle been freezing for anyone? When i use it and hover the hand over a clone the game freezes.

The reason for subtracting one...i honestly dont know. the vBrawl stuff did it, ASF's pack did, and it didn't work when i didn't do it. so i subtracted one and it worked lol. but yes, always subtracted by one.

if your freezing at the results screen, make sure that your RSP is getting loaded (pf/menu/common/char_bust_tex) and that everything is named correctly. if it's cosmetic slot 110, the name of the file will be
MenSelchrFaceB1100. so slot 110+ add a 0 to the end.

also make sure that the texture inside is labled like this

MenSelchrFaceB.1101

so 110+ the number of the color. in this case 1. though generally they have one for each.

and the last thing you need to do is make sure that you put STGRESULT.pac in pf/stage/melee

if your STILL getting freezes, then in the cosmetic config of the character, change the number back to what it originally was. that should stop the freezing, but ONLY if your RSP's are set up right. otherwise they will still freeze.


Title: Re: The BrawlEx Clone Engine
Post by: KingJellyFish on January 11, 2014, 12:43:49 AM
You may need to update the bx_fighter.rel. Also, if that doesn't work change the config settings in Gecko's hook type to axnextframe if you haven't.

I updated the bx_fighter.rel, it got me to the CSS screen, but all of the additional characters were Mario, and made no announcer sounds when selected. I tried to start a match as just Capt. Falcon Vs. Bowser, and it froze after selecting a map before the match started. I repeated this with different characters and different maps. I changed my Gecko's hook type, but it didn't make a difference in this case.

Any idea how to fix this?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 12:46:41 AM
did you try following one of my video tutorials in the OP of the thread? if your sure you have everything set up right, then i dont know what to say. freezing on the css and having the characters be mario's sounds like a problem with the CSS code, or that Brawl can't find the character files.

can you post the CSS code your using?


Title: Re: The BrawlEx Clone Engine
Post by: KingJellyFish on January 11, 2014, 01:06:43 AM
did you try following one of my video tutorials in the OP of the thread? if your sure you have everything set up right, then i dont know what to say. freezing on the css and having the characters be mario's sounds like a problem with the CSS code, or that Brawl can't find the character files.

can you post the CSS code your using?

I haven't yet watched one of your tutorial videos, I just found out about this and wanted to see if I could get ASF1nk's build to work, since I thought a pre-made build would be the easiest way to use this clone engine. I'm not sure if I set everything up right, but I explained in my first post a few posts up how I set everything up. According to the build I downloaded, this is the CSS code:

BrawlExCustom 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 0000002C
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454629 00000000
[\spoiler]


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 11, 2014, 01:17:05 AM
I'm curious, if all the Brawl characters' portraits were re-encoded to CMPR and the MiscData files set to ExtendedLZZ7, would it freeze the game when it tries to load the CSS? Or would it theoretically reduce the file size by anywhere up to 1/4 and still be usable, meaning that more clone character CSP's and the like can be added without risk of going over the file limit?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 11, 2014, 01:19:18 AM
I'm curious, if all the Brawl characters' portraits were re-encoded to CMPR and the MiscData files set to ExtendedLZZ7, would it freeze the game when it tries to load the CSS? Or would it theoretically reduce the file size by anywhere up to 1/4 and still be usable, meaning that more clone character CSP's and the like can be added without risk of going over the file limit?

Yeah, I think that's what ASF1nk did when he created cBliss actually, to make room for all the extra costume portraits. It would be rather tedious, of course, which is probably why no one's done it yet.


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 11, 2014, 01:41:23 AM
Yeah, I think that's what ASF1nk did when he created cBliss actually, to make room for all the extra costume portraits. It would be rather tedious, of course, which is probably why no one's done it yet.
Well, because I had a feeling that nobody would have tried it, I went and did it myself with a copy of the sc_selcharacter I'm currently using. Each portrait encoded to CMPR and each of the MiscData files set to ExtendedLZ77 compression. Took my filesize down 0.30 MB. I'm going to put in on my SD and test in a moment whether it works or not.

EDIT: And it works! The quality of the CSP's are obviously a little degraded quality-wise, but that's a small price to pay for more CSP's to better represent the clone characters.

EDIT 2: And it seems, too, I was very off - it actually took it down 1.30 MB. That's an entire MB worth of space that's been gained.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 11, 2014, 02:16:12 AM
Well that worked, quite well the only thing that didn't work was the stock icons but that's not important much. A curious thing I ran into though, is the random mark turned into the new mark 21 I added. I'm not sure if I did something wrong or if that's something else but otherwise it's fully functional.  I had an issue with freezing at first, but then I realized I had not renamed the textures inside InfFace and MenSelchrFaceB were not numbered properly.

Many, many thanks for your help Sammi-husky as well as everyone else in this forum you folks are great.

I have one last question though I know it's not currently possible to add new voices but lets say I wanted to give a cloned character an existing voice (for example a Marth clone Pit's voice) and would this also work for bosses? I'd really love to give that Raptor over wolf PSA  Ridley's voice.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 11, 2014, 03:23:26 AM
Umm, a couple different questions this time.

What happens when playing one of these Ex characters in Multi-Man Brawl when it comes time to spawn the 25th fighter (a normal character)? Will it crash the game?

Second, does a character need its actual module in an Ex form in order to get cloned? If so, I'll probably need some way to make or have a 'ZakoEx' module made, as I intend to move the Alloys into these Ex slots (in the spaces used by the Giga & Co. Engine code, just for compatibility's sake) so they can finally have all the visuals the regular characters do.

Edit: Where are the franchise icons used in the results screen stored? The tutorial notes that they're a different format than the usual franchise icons, being white and transparent, but I want to know where this second set is stored so I can find out what format and size they use.


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 11, 2014, 03:40:06 AM
Okay, new problem - or maybe old problem and I just don't know how to fix it, haha: with my sc_selcharacter module, I followed the CSS/CSP tutorial and inserted a total of 7 CSP and CSS slots and stuff. The first two load fine and accurately show the CSP and name (Scott Pilgrim and Lucina, for reference), but the other five (Waluigi, Shadow, Deadpool, Rosalina, and Nephenee - in that order) seem to all have decided to defer to the latest-included of the five - in this case, Nephenee - and all five slots show Nephenee's CSP and name, though they correctly show the character outfits upon hovering over and/or selecting said characters.

The only thing I can think of is that the Cosmetic Config files' Hex numbers for their MiscData numbers (112-116) turn out to be between 70-74; that's the only thing I can think of that may be posing a problem, though I am unsure why. It did this to me already, showing the then-three as Deadpool, and now that I added Rosalina and Nephenee, it is continuing the problem, so it may be something on my end, but I have gone through and double-checked and nothing seems to be in the wrong place or mislabled to where it would cause something like this.

Perhaps I was all over the place in trying to explain, haha, but if this is a known problem that was already solved, my apologies, as I didn't want to go back through all 62 pages of the topic to find it if so.


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 11, 2014, 05:08:43 AM
Does this work with USB Loader GX because I am currently playing the NTSC version through it as I live in the PAL region


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 11, 2014, 06:17:44 AM
i have the same guestion as saef1234
the second is when i place everything from kirby in the folder: fitkirby FitKirbyDrmario  FitKirbyDrmario00 and FitKirbyDrmarioSpy but when kirby need  to transform with a drmario hat he doesn't have the hat so what did i wrong


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 11, 2014, 08:02:46 AM
The reason for subtracting one...i honestly dont know. the vBrawl stuff did it, ASF's pack did, and it didn't work when i didn't do it. so i subtracted one and it worked lol. but yes, always subtracted by one.

if your freezing at the results screen, make sure that your RSP is getting loaded (pf/menu/common/char_bust_tex) and that everything is named correctly. if it's cosmetic slot 110, the name of the file will be
MenSelchrFaceB1100. so slot 110+ add a 0 to the end.

also make sure that the texture inside is labled like this

MenSelchrFaceB.1101

so 110+ the number of the color. in this case 1. though generally they have one for each.

and the last thing you need to do is make sure that you put STGRESULT.pac in pf/stage/melee

if your STILL getting freezes, then in the cosmetic config of the character, change the number back to what it originally was. that should stop the freezing, but ONLY if your RSP's are set up right. otherwise they will still freeze.

I reset Sephiroth's cosmetic config back to the original hex and now it doesn't freeze but now none of the RSPs are showing up (even characters like mario, kirby, and link) the issue can't be in the cosmetic config then since my id was correct and the icon was working during the battle when i had it. After that i added my old results.pac and the RSPs showed up again, so i obviously messed up in there some how, i guess i will just redo that part of the tutorial.

EDIT: Screw it, i came up with a workaround. I just linked Sephiroth's franchise icon to Cloud's and now it works perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 10:19:43 AM
i have the same guestion as saef1234
the second is when i place everything from kirby in the folder: fitkirby FitKirbyDrmario  FitKirbyDrmario00 and FitKirbyDrmarioSpy but when kirby need  to transform with a drmario hat he doesn't have the hat so what did i wrong
 Did you make sure that the kirby hat is set to on in the .rel file?


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 11, 2014, 10:26:13 AM
Tutorial is up. :P hopefully the quality clears up a little after youtube gets their crap together lol

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


at least for adding more then up to 8, the franchise icon bit at the end is a little... not right. but that is ONLY for the results screen and it shouldn't cause any crashes or anything


Do I have to do something different with the hexing because I tried using the modified files provided in the link of the video but all it did was give me a different CSS and  the extra character slot didn't change at all. Could it be because I cloned marth while you cloned mario?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 11, 2014, 10:32:32 AM
something I dont understand is how to setup it with the wii. do I need anything else than the
CSS code? like the common2 file or any other codes?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 11, 2014, 11:00:37 AM
 Did you make sure that the kirby hat is set to on in the .rel file?
no i didn't do that do you know how to do that because i dont know


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 11, 2014, 11:27:09 AM
I believe your supposed to open up the fighter config for the character you are cloning and where it says Kirby and a pull down menu that has it default set to single, change it to none so it won't freeze when you fight Kirby. If I'm wrong someone please correct me


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 12:06:13 PM
Well, because I had a feeling that nobody would have tried it, I went and did it myself with a copy of the sc_selcharacter I'm currently using. Each portrait encoded to CMPR and each of the MiscData files set to ExtendedLZ77 compression. Took my filesize down 0.30 MB. I'm going to put in on my SD and test in a moment whether it works or not.

EDIT: And it works! The quality of the CSP's are obviously a little degraded quality-wise, but that's a small price to pay for more CSP's to better represent the clone characters.

EDIT 2: And it seems, too, I was very off - it actually took it down 1.30 MB. That's an entire MB worth of space that's been gained.
is this the original sc_selcharacter?
mind posting it
im sure a lot of people would be thankful


max size if 3.87mb
u have 2.5 mb
a lot of space left
even for 100 characters


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 12:07:22 PM
something I dont understand is how to setup it with the wii. do I need anything else than the
CSS code? like the common2 file or any other codes?


i have a video guide in the OP that explains how to set everything up in detail. but you need the filepatch code that came with download. (in the readme) and you need to take the two folders from core files and put them on your sdcard in pf.

Do I have to do something different with the hexing because I tried using the modified files provided in the link of the video but all it did was give me a different CSS and  the extra character slot didn't change at all. Could it be because I cloned marth while you cloned mario?

that video assumes that you had watched the previous video on CSS icon's and CSP's. the process is the same, but the files in the download are not ALL you need for the setup to work. just the files you need to ADD to an already working BrawlEx setup. :P i would need a little more info to help with the problem.

Okay, new problem - or maybe old problem and I just don't know how to fix it, haha: with my sc_selcharacter module, I followed the CSS/CSP tutorial and inserted a total of 7 CSP and CSS slots and stuff. The first two load fine and accurately show the CSP and name (Scott Pilgrim and Lucina, for reference), but the other five (Waluigi, Shadow, Deadpool, Rosalina, and Nephenee - in that order) seem to all have decided to defer to the latest-included of the five - in this case, Nephenee - and all five slots show Nephenee's CSP and name, though they correctly show the character outfits upon hovering over and/or selecting said characters.

The only thing I can think of is that the Cosmetic Config files' Hex numbers for their MiscData numbers (112-116) turn out to be between 70-74; that's the only thing I can think of that may be posing a problem, though I am unsure why. It did this to me already, showing the then-three as Deadpool, and now that I added Rosalina and Nephenee, it is continuing the problem, so it may be something on my end, but I have gone through and double-checked and nothing seems to be in the wrong place or mislabled to where it would cause something like this.

Perhaps I was all over the place in trying to explain, haha, but if this is a known problem that was already solved, my apologies, as I didn't want to go back through all 62 pages of the topic to find it if so.

if you had modified the pack that ASF  put up, then you shouldn't changed the number in anmtexpat. if you watch the tutorial, i changed it to 1 number higher then the last frame index we added. in ASF's he already has slot's 110-117 set up. so if you changed the frame index to 1101 then all characters afterwards would use 1101.

Does this work with USB Loader GX because I am currently playing the NTSC version through it as I live in the PAL region

yep works with usbloader GX to my knowledge. PW said he had it working on it at least.


Well, because I had a feeling that nobody would have tried it, I went and did it myself with a copy of the sc_selcharacter I'm currently using. Each portrait encoded to CMPR and each of the MiscData files set to ExtendedLZ77 compression. Took my filesize down 0.30 MB. I'm going to put in on my SD and test in a moment whether it works or not.

EDIT: And it works! The quality of the CSP's are obviously a little degraded quality-wise, but that's a small price to pay for more CSP's to better represent the clone characters.

EDIT 2: And it seems, too, I was very off - it actually took it down 1.30 MB. That's an entire MB worth of space that's been gained.

i was gonna say, i had done this on my setup, it saves ALOT of space.

Well that worked, quite well the only thing that didn't work was the stock icons but that's not important much. A curious thing I ran into though, is the random mark turned into the new mark 21 I added. I'm not sure if I did something wrong or if that's something else but otherwise it's fully functional.  I had an issue with freezing at first, but then I realized I had not renamed the textures inside InfFace and MenSelchrFaceB were not numbered properly.

Many, many thanks for your help Sammi-husky as well as everyone else in this forum you folks are great.

I have one last question though I know it's not currently possible to add new voices but lets say I wanted to give a cloned character an existing voice (for example a Marth clone Pit's voice) and would this also work for bosses? I'd really love to give that Raptor over wolf PSA  Ridley's voice.

glad the tuts helped. :P as for changing the voices, you can change the soundbank in the fighter config. as for finding the soundbank...that's something you'll have to research because i couldn't find a list :/


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 11, 2014, 02:26:24 PM

glad the tuts helped. :P as for changing the voices, you can change the soundbank in the fighter config. as for finding the soundbank...that's something you'll have to research because i couldn't find a list :/

Me either I guess I can look into the respective fighter configs to find the values but I guess I'm out of luck for boss voices at the moment.


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 11, 2014, 06:09:53 PM

that video assumes that you had watched the previous video on CSS icon's and CSP's. the process is the same, but the files in the download are not ALL you need for the setup to work. just the files you need to ADD to an already working BrawlEx setup. :P i would need a little more info to help with the problem.

I did everything instructed in the video but when I went to view the end product there was no change so I decided to replace my files with the modified ones provided but it still did not work


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 11, 2014, 06:15:13 PM
Problem!! I had sucessfully cloned three characters: Rosalina over Peach, Daisy over Peach, and at first I had Lyndis over Marth but later changed it to Lucina over Marth. I replaced the Lyn .pac and .pcs files with the ones from Lucina. I selected Lucina and selected final detination and it froze. :( Any Idea what I did wrong


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 11, 2014, 06:18:57 PM
Something else I noticed was that the csp only shows up when brawlex is not read properly and there are two random slots which both have the modified csp instead of one random and the other the extra character


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 11, 2014, 07:09:48 PM
Fun thing I may have discovered when playing around with marks, I wanted to use Snake's Foxhound mark for a Gray Fox over Metaknight clone, but I didn't want to make a whole new one, so I copied the value from snakes cosmetic config and exported Mark 17 (Brawls Metal gear Mark) and imported it, no renaming, into the STGResult.pac file and it worked! It didn't before I imported it so that's an easy fix rather than making a lot of copied marks.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 07:23:21 PM
no i didn't do that do you know how to do that because i dont know
 You need to change it in the .rel editor.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 07:54:54 PM
I did everything instructed in the video but when I went to view the end product there was no change so I decided to replace my files with the modified ones provided but it still did not work

did you try axnextframe? brawlEx seems to like it better. :P


Title: Re: The BrawlEx Clone Engine
Post by: SharpHackz200 on January 11, 2014, 07:56:53 PM
Ok I think I did everything right, but when the stage is loading and says ready to fight it just stays there for a long time :srs:  It didn't made that sound though when the game is freezing from a hack error :(
Does anybody know why this happens??? :-\


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 08:02:28 PM
GNGFAFKLDJASLBNADGKLFJ! Ugh... sorry about that, I can't figure out how to make a path for the Clone engine folders in the .xml file! Help, please?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:08:41 PM
GNGFAFKLDJASLBNADGKLFJ! Ugh... sorry about that, I can't figure out how to make a path for the Clone engine folders in the .xml file! Help, please?
No es compatible con riivo


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 11, 2014, 08:11:21 PM
Ok I think I did everything right, but when the stage is loading and says ready to fight it just stays there for a long time :srs:  It didn't made that sound though when the game is freezing from a hack error :(
Silent=File not found. You need all of them.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 08:13:26 PM
Not compatible with Riivo
 I know, I'm trying to make it compatible somehow. I was thinking XML... and apparently you aren't supposed to use the File Patch Code with Riivo, so I'm not sure. Maybe I have to find a way for the File Patch Code to work with riivo before anything else? I'd be fine if I could figure out how to get Smashbros_sound.brsar to work with Gecko. If someone can tell me that, all of the Riivo users can go back to gecko, because that means gecko can do everything that Riivo can do for brawl.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:15:18 PM
 I know, I'm trying to make it compatible somehow. I was thinking XML... and apparently you aren't supposed to use the File Patch Code with Riivo, so I'm not sure. Maybe I have to find a way for the File Patch Code to work with riivo before anything else? I'd be fine if I could figure out how to get Smashbros_sound.brsar to work with Gecko. If someone can tell me that, all of the Riivo users can go back to gecko, because that means gecko can do everything that Riivo can do for brawl.

does this not work for you?
http://forums.kc-mm.com/index.php?topic=61460.0 (http://forums.kc-mm.com/index.php?topic=61460.0)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 11, 2014, 08:16:29 PM
 I know, I'm trying to make it compatible somehow. I was thinking XML... and apparently you aren't supposed to use the File Patch Code with Riivo, so I'm not sure. Maybe I have to find a way for the File Patch Code to work with riivo before anything else? I'd be fine if I could figure out how to get Smashbros_sound.brsar to work with Gecko. If someone can tell me that, all of the Riivo users can go back to gecko, because that means gecko can do everything that Riivo can do for brawl.
Except THPs.

And SFX in Gecko=Replacement Soundbank Engine

[[censored] ninja'd]


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 08:17:17 PM
does this not work for you?
[url]http://forums.kc-mm.com/index.php?topic=61460.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=61460.0[/url])
 Oh! I didn't know that's how it worked. Well I feel stupid now, thanks man!
Except THPs.

And SFX in Gecko=Replacement Soundbank Engine

[[censored] ninja'd]
 Last I heard, THPs now work with File Patch Code. Or maybe someone is just lying.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:19:38 PM
Last I heard, THPs now work with File Patch Code. Or maybe someone is just lying.

http://youtu.be/HA1mbZ_MMh8 (http://youtu.be/HA1mbZ_MMh8)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 11, 2014, 08:22:01 PM
 Oh! I didn't know that's how it worked. Well I feel stupid now, thanks man!  Last I heard, THPs now work with File Patch Code. Or maybe someone is just lying.
And I thought they were too big for FPC, although I'll look into it.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:23:39 PM
And I thought they were too big for FPC, although I'll look into it.
too big as in file size for the sd card?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 11, 2014, 08:25:25 PM
too big as in file size for the sd card?

As in the file size of the file.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:28:42 PM
As in the file size of the file.
I once loaded the .brsar(124mb) file of the sd card with fp4, though it occassionally froze lol
but it could have been the coding
not the size
necessarily


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 11, 2014, 08:31:09 PM
There's a v4?


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 11, 2014, 08:35:18 PM
 I know, I&#039;m trying to make it compatible somehow. I was thinking XML... and apparently you aren&#039;t supposed to use the File Patch Code with Riivo, so I&#039;m not sure. Maybe I have to find a way for the File Patch Code to work with riivo before anything else? I&#039;d be fine if I could figure out how to get Smashbros_sound.brsar to work with Gecko. If someone can tell me that, all of the Riivo users can go back to gecko, because that means gecko can do everything that Riivo can do for brawl.
 Oh! I didn&#039;t know that&#039;s how it worked. Well I feel stupid now, thanks man!  Last I heard, THPs now work with File Patch Code. Or maybe someone is just lying.
Riivo also has unlimited space for hacks which is why I want this to work with it. 2gb is not enough space for some users. When you have all the music replaced, filled your all textures slots, pcs and pac. PSA, motion and all stages you have over 2 gb. I am a Riivo user that has almost a 3gb sd and will appreciate if we can get it to work with it.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 08:36:28 PM
Riivo also has unlimited space for hacks which is why I want this to work with it. 2gb is not enough space for some users. When you have all the music replaced, filled your all textures slots, pcs and pac. PSA, motion and all stages you have over 2 gb. I am a Riivo user that has almost a 3gb sd and will appreciate if we can get it to work with it.
As would I... I've been using Riivo for so long I've basically forgotten how anything else (gecko/usb loader) works.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 11, 2014, 08:40:53 PM
There's a v4?
yea
its buggy so it was never released
Riivo also has unlimited space for hacks which is why I want this to work with it. 2gb is not enough space for some users. When you have all the music replaced, filled your all textures slots, pcs and pac. PSA, motion and all stages you have over 2 gb. I am a Riivo user that has almost a 3gb sd and will appreciate if we can get it to work with it.
*cough*sdhcextension*cough*


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 11, 2014, 08:42:30 PM
As would I... I&#039;ve been using Riivo for so long I&#039;ve basically forgotten how anything else (gecko/usb loader) works.
My friend and I are trying to get it to work. I can get to the CSS screen with a random icon that freezes. I'm trying everything to get it to work.
yea
its buggy so it was never released*cough*sdhcextension*cough*
So the SD extension allows more than 2gb of hacks?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 08:46:15 PM
So the SD extension allows more than 2gb of hacks?
 If you aren't using a hackless wii, yes.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 11, 2014, 08:59:10 PM
 If you aren&#039;t using a hackless wii, yes.
Sounds like a riddle. My wii is soft modded does that mean this will work?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 09:09:32 PM
i think...that this won't work without the filepatch code, as i cant forsee any way other then that code telling the game to load the brawl ex files.

 IF someone gets it to actually load brawlEx, then its more then likely possible. with changing your xml to use the right paths


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 11, 2014, 09:14:05 PM
Adding to what  OmegaS3 said, a couple more reasons it would be great for this to work with Riivolution:

1: you can install Riivolution on a friend's unmodded wii but you can't install Gecko.

2: mods seem to be more stable on Riivolution in general (I experienced a couple bad sound related bugs when trying a mod of mine on Gecko a couple months ago).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 11, 2014, 09:21:53 PM
i personally prefer gecko..but that's just me. :P


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 11, 2014, 09:53:55 PM
yea
its buggy so it was never released*cough*sdhcextension*cough*
yea
its buggy so it was never released*cough*sdhcextension*cough*
How do I exactly get it to work. I used it with FPC 3.5.1b and my brawlex codes and it doesn't load.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 11, 2014, 10:28:30 PM
Welp, got Louie working with gecko.
Now where is that Riivo solution... Somewhere hidden in the depths of space.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 11, 2014, 10:49:53 PM
Welp, got Louie working with gecko.
Now where is that Riivo solution... Somewhere hidden in the depths of space.
You should invest in the SDHC Extension. It actually works. It works and we have the riivo space we need.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 11, 2014, 11:32:52 PM
question..

Bx_fighter.rel is loaded even using the normal FPC 3.5.1(not B)
and brawl loads it if it is on the module folder inside a brawl ISO or WBFS backup?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 12, 2014, 12:29:30 AM
You should invest in the SDHC Extension. It actually works. It works and we have the riivo space we need.


How did you get it to work with BrawlEx?

I was thinking of using this http://forums.kc-mm.com/index.php?topic=51912.0 (http://forums.kc-mm.com/index.php?topic=51912.0) with FPC 3.5.1b and custom CSS code for two pf folders and just use the same id's since they would be using the same codesets like put 3F files in both of them since 3F would be in your gct.

Haven't tested any of this just thinking about it,If this is true then wouldn't we have 200 characters split 100/100(if we can figure out how to have over 50 CSS slots that is).


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 12, 2014, 12:47:01 AM
I got the csp to work for the extra character but now the names of the csps have disappeared. Does anyone know why?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 12, 2014, 04:22:23 AM
question..

Bx_fighter.rel is loaded even using the normal FPC 3.5.1(not B)
and brawl loads it if it is on the module folder inside a brawl ISO or WBFS backup?
it should, FPC 3.5.1b only fixing the music loading correctly when the Common files is replaced from the start! its the Modules inside Common2 file that loads both Fighter and Bx_fighter

and I guess it should work if you set up correctly since Common2/Sora_melee is loading stuff from the Module folder inside the ISO/WFST and now Common2 file also looking for the bx_fighter that calls for the all BrawlEx4 folder! the FPC code only calls "If this file exist on SD Card, Load that instead from the ISO". so my best guess is bx_fighter would also look inside ISO for those 4 folders if you added them or planing to have it on a SD Card


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 12, 2014, 06:09:27 AM
why does the game crash whenever I try to get both me and the cpu to be the same extra character?


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 12, 2014, 08:13:54 AM
How did you get it to work with BrawlEx?

I was thinking of using this [url]http://forums.kc-mm.com/index.php?topic=51912.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=51912.0[/url]) with FPC 3.5.1b and custom CSS code for two pf folders and just use the same id&#039;s since they would be using the same codesets like put 3F files in both of them since 3F would be in your gct.

Haven&#039;t tested any of this just thinking about it,If this is true then wouldn&#039;t we have 200 characters split 100/100(if we can figure out how to have over 50 CSS slots that is).
It was easy. Once you have brawlex started and working for you. Just download this.

http://projectmgame.com/en/news/patch-and-launcher (http://projectmgame.com/en/news/patch-and-launcher)

Extract it to the root of your sd card. Then add this code to your .gct.
SDHC Extension[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020


Now all you have to do is load homebrew channel and boot up Project M Launcher and hit play. Your Done.

This allows you to to exceed the 2gb worth of hacks and also supports SDHC SD cards. It's something to invest in for Riivo users or someone who has more than 2gb worth of hacks.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 12, 2014, 08:33:16 AM
it should, FPC 3.5.1b only fixing the music loading correctly when the Common files is replaced from the start! its the Modules inside Common2 file that loads both Fighter and Bx_fighter

and I guess it should work if you set up correctly since Common2/Sora_melee is loading stuff from the Module folder inside the ISO/WFST and now Common2 file also looking for the bx_fighter that calls for the all BrawlEx4 folder! the FPC code only calls "If this file exist on SD Card, Load that instead from the ISO". so my best guess is bx_fighter would also look inside ISO for those 4 folders if you added them or planing to have it on a SD Card

thanks for answering P:, but i have to add that I already figured it out myself, yes ,bx fighter loads inside an iso, I tryed the brawlex 1.1.2.1 build (for DVD-WBFS backups, ) , I puted  all config files on the root of my backup, and the other files inside the files folder, and I got a crash xD,. then I did another Backup but without BX_Fighter, and everything worked, but Dantarion Alternate Stage Loader didnt, then I Builted another backup, but replacing BrawEx Common2 with the original, and everything worked, even the ASL code,..

my first guess is that common2 (not _en) and Bx_folder should be on the SD, and the config files should be on the root of brawl game backup, to make BrawlEx1.1.2.1 work.. I should try that later..

-- By the way. and as I said before, common2_en messes up ASL code, that file is the cause of why ASL code dont work with brawlEx...



Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 12, 2014, 08:41:58 AM
a question, is it true that only the Fixed modules that comes with the package is cloneable? like the Ft_pikachu BX 1.1.rel? I just want to be sure cause I will try to create a module that is not there to be useable but I want to be sure my work is not in vain


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 12, 2014, 08:44:44 AM
why does it crash at the stage selection screen whenever I use the cloned and original pikachu at the same time but not with any other clones?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 10:22:29 AM
Wait. With this clone engine, does that mean we could just set up Dr.Mario, Roy, Dixie, Pra_Mai, Toon Zelda, and Tetra a character slot and they'd work fine? :happy:


Title: Re: The BrawlEx Clone Engine
Post by: Eggman12 on January 12, 2014, 11:07:10 AM
No we can’t because these characters are not in the disc. There are just some files who mention them, nothing else.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 12, 2014, 11:08:40 AM
Wait. With this clone engine, does that mean we could just set up Dr.Mario, Roy, Dixie, Pra_Mai, Toon Zelda, and Tetra a character slot and they'd work fine? :happy:

If you could find them some PSAs from the vault, then you could use those.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 12, 2014, 11:14:45 AM
No we can’t because these characters are not in the disc. There are just some files who mention them, nothing else.
You ----------------------------- . <---The point.

Wait. With this clone engine, does that mean we could just set up Dr.Mario, Roy, Dixie, Pra_Mai, Toon Zelda, and Tetra a character slot and they'd work fine? :happy:
To an extent, yes.

If you could find them some PSAs from the vault, then you could use those.
The only members of the Forbidden 7 we can get at the moment are Mewtwo, Roy, and Dr. Mario.

In order to get a cloning base for the other characters, we would need Diddy Kong, Zelda, Sheik, and the Ice Climbers to have a P&P rel.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 11:26:04 AM
You ----------------------------- . <---The point.
To an extent, yes.
The only members of the Forbidden 7 we can get at the moment are Mewtwo, Roy, and Dr. Mario.

In order to get a cloning base for the other characters, we would need Diddy Kong, Zelda, Sheik, and the Ice Climbers to have a P&P rel.
And from my understanding, currently Zelda and Sheik are impossible with the clone engine, due to them being transforming characters, right?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 12, 2014, 11:32:06 AM
And from my understanding, currently Zelda and Sheik are impossible with the clone engine, due to them being transforming characters, right?
Correct.

You'll likely need to add references to every character's rel if you want to associate them for Transforming.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 11:35:15 AM
Aww. :oshi: I really wanted them. Oh well, I guess I'll wait till Zelda, Sheik, IC, and Diddy are cloneable


Title: Re: The BrawlEx Clone Engine
Post by: kangaroogreen on January 12, 2014, 11:48:36 AM
So I've gotten the new clone character to show up, and I've followed ever step in the video linked in the OP.

But the results I've gotten so far are one freeze when I've loaded the CSS, and after fiddling with the module again, I got a second random slot that freezes when you hover over it. Anyone have any idea what's up?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 12, 2014, 12:54:10 PM
Aww. :oshi: I really wanted them. Oh well, I guess I'll wait till Zelda, Sheik, IC, and Diddy are cloneable
i posted up a pack with mewtwo, dr mario and roy somewhere in the first 10 pages


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 01:03:09 PM
 So, can anyone help me? I can use my laptop now, so I am able to edit my SD Card. It goes past the loading screen, then just stays at a black screen. I'm now using Gecko so, Am I doing anything wrong? I'm also using the hackless method, since I'm using a Wii U.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 01:31:20 PM
i posted up a pack with mewtwo, dr mario and roy somewhere in the first 10 pages
 
Yea, I know, I'm using it right now. I just wanted to see if I could add in Plusle and Minun, Dixie Kong, and Toon Zelda and Tetra. Welp, oh well


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 02:45:34 PM
 Well, I just realized it was my Sc_Selcharacter file size that did that. I think anyway. Gonna fix it and then test it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 12, 2014, 02:55:50 PM
a question, is it true that only the Fixed modules that comes with the package is cloneable? like the Ft_pikachu BX 1.1.rel? I just want to be sure cause I will try to create a module that is not there to be useable but I want to be sure my work is not in vain

yep, only the modules he provided are cloneable. mainly because the .rels are heavily modified from vBrawls. PW gave some insight into it on like page 20 lol

he said
"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."


and "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 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."

he also explained how to convert the offsets on the openSA website to fileoffsets in order to patch the relocation data.

"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."


So I've gotten the new clone character to show up, and I've followed ever step in the video linked in the OP.

But the results I've gotten so far are one freeze when I've loaded the CSS, and after fiddling with the module again, I got a second random slot that freezes when you hover over it. Anyone have any idea what's up?

gonna need a little more info to help..does it freeze when loading the CSS screen? or after you select the icon? or hovering over the icon?

Well, I just realized it was my Sc_Selcharacter file size that did that. I think anyway. Gonna fix it and then test it.

i think im going to make a stock and grid sc_selcharacter file that has ALOT of memory stripped and compressed. i'll upload it when i do.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 03:39:04 PM
Oh, well this is new. I had sucessfully cloned 6 characters, Rosalina, Daisy, Mewtwo, Lucina, Dr.Mario, and Roy. The stock matches worked fine up until I added Roy. Now it freezes when I try to do stock :( Any idea that will help?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 03:45:31 PM
:roy: DAMNIT! I can't fix the filesize! Maybe because I'm using a sc_selcharacter that is meant to be used with Cbliss? I don't know! I think that might be it. I'm gonna go in and delete all the cbliss stuff. Not without making a backup, of couse.
Oh, well this is new. I had sucessfully cloned 6 characters, Rosalina, Daisy, Mewtwo, Lucina, Dr.Mario, and Roy. The stock matches worked fine up until I added Roy. Now it freezes when I try to do stock :( Any idea that will help?
:roy: I don't know since I don't even have 1 functioning with CSPs and all that, but maybe the BPs or RSPs? I dunno, do they all have CSPs or not?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 12, 2014, 04:29:41 PM
Thank you Sammi-husky! I noticed this at page 50 so I was late to the party xD

anyway, with that piece of information, I actually created a Metaknight BrawlEx module! fully working and everything, I will actually try to aim to do Jigglypuff next!

I will post the download link here soon, I need to head to the bed right now!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 12, 2014, 04:58:46 PM
Oh, well this is new. I had sucessfully cloned 6 characters, Rosalina, Daisy, Mewtwo, Lucina, Dr.Mario, and Roy. The stock matches worked fine up until I added Roy. Now it freezes when I try to do stock :( Any idea that will help?

does the roy have his own CSP's and BP's? it will freeze on stock matches if those are missing. you could probably just set the cosmetic id of roy to marths. that should fix stocks. if that was the problem.

Thank you Sammi-husky! I noticed this at page 50 so I was late to the party xD

anyway, with that piece of information, I actually created a Metaknight BrawlEx module! fully working and everything, I will actually try to aim to do Jigglypuff next!

I will post the download link here soon, I need to head to the bed right now!

awesome! i would LOVE to know more about how you went about doing it. EY already made a Metaknight module..but i would really like to know how you made the module. i've examined about everything in EY's, but i feel like im missing some things


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 12, 2014, 05:30:25 PM
Is a Captain Falcon module possible?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 05:34:53 PM
:drmario: Hey, Sammi-husky, I need your help here. I have the Sc_selcharacter set to Extended LZ77, removed all the Cbliss stuff, and I have Louie's CSP file set to Extended LZ77, and the file size is still 2.89. Help? I'm using Brawlbox v0.68 if that makes a difference. I BELIEVE I had it set to use 0.70, but my computer is an ass.
Is a Captain Falcon module possible?
:drmario: I believe so, but they haven't made one yet.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 12, 2014, 05:38:54 PM
So does this work with file patch code 3.5.3?The one that lets you add a RSB4 folder.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 05:46:07 PM
Ok, how would I do that? I tried to watch your csp video, but it says it as removed by the user. And I also tied to watch the BP one, but it never loaded


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 05:50:07 PM
Ok, how would I do that? I tried to watch your csp video, but it says it as removed by the user. And I also tied to watch the BP one, but it never loaded
:roy: https://www.youtube.com/watch?v=qEGSgNMWrPo&list=UUCC3-Ug_l3LCpbAo8K3DOGQ&feature=c4-overview (https://www.youtube.com/watch?v=qEGSgNMWrPo&list=UUCC3-Ug_l3LCpbAo8K3DOGQ&feature=c4-overview) there you go.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 12, 2014, 05:54:33 PM
Thank you so much ;D


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 12, 2014, 06:51:35 PM
:mewtwo: THANK GOD I figured it out, for some reason when I compress the Miscdata files in the char_bust_tex_lz77 to ExtendedLZ77, it increased their file size, and thus made it go over the limit.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 12, 2014, 06:56:07 PM
:mewtwo: THANK GOD I figured it out, for some reason when I compress the Miscdata files in the char_bust_tex_lz77 to ExtendedLZ77, it increased their file size, and thus made it go over the limit.

mhmm..that folder can't be compressed. it freaks out. but everything in it can be changed to extended lz77 and all of the textures can be re-encoded to be cmpr


Title: Re: The BrawlEx Clone Engine
Post by: kangaroogreen on January 12, 2014, 08:53:11 PM
gonna need a little more info to help..does it freeze when loading the CSS screen? or after you select the icon? or hovering over the icon?

Just hovering over the icon. Everything else is fine until I attempt to do that.
I read back to the start of the thread, and a few people were having the same trouble, but I don't think anyone ever posted what was happening.



Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 12, 2014, 08:58:21 PM
My problem was I never edited the module Id to 90+ and you should set your hooktype to axnextframe.

After that it worked for me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 12, 2014, 10:51:32 PM
Just hovering over the icon. Everything else is fine until I attempt to do that.
I read back to the start of the thread, and a few people were having the same trouble, but I don't think anyone ever posted what was happening.



if you change it to axnextfram, that should fix it. is it a random icon?

(awesome, im reply 1000) lol


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 12, 2014, 11:27:33 PM
hey guys after doing some troubleshooting i figured that to reduce the errors in the css, i only included the cosmetic and fighter configs for my clones

also

i haven t really gotten any freezes from not including stock icons, bp's, and all that info.pac stuff
on the wii and on dolphin

matter of fact i only had the default cosmetics set up for roy mewto and dr mario and i would still be able to play fine

last character i made had his own css icon with no working battle portraits,it would default back to the original character, and it wouldnt freeze

also PW said that u could get the clones working with just fighter configs,
i tried it and they worked
but the css icons of course just showed Marios


Title: Re: The BrawlEx Clone Engine
Post by: Inawordyes on January 13, 2014, 12:21:02 AM
is this the original sc_selcharacter?
mind posting it
im sure a lot of people would be thankful


max size if 3.87mb
u have 2.5 mb
a lot of space left
even for 100 characters
Yep, no problem, I already went through with a copy and did as thorough a clean as I could for the stuff I added, so it should just be the VBrawl contents (deleting my custom stuff saved ... 0.11, I think). I just need to figure out where I can upload it at.

if you had modified the pack that ASF  put up, then you shouldn't changed the number in anmtexpat. if you watch the tutorial, i changed it to 1 number higher then the last frame index we added. in ASF's he already has slot's 110-117 set up. so if you changed the frame index to 1101 then all characters afterwards would use 1101.
Haha, I didn't use ASF's pack, never downloaded it. I did everything by hand, so in this case, the frame index is 1171 because the 7 CSP's range from 110-116. I don't think the frame count index is the issue, especially since the problem I'm having isn't affecting all the custom CSP's, only the middle-four (the first two is fine, and the last can technically be considered "fine", seeing as all the others are defaulting to it, haha), but then again, you're more experienced with this than I am.

When I figure out the above I can upload a copy of my not-edited-out selcharacter if anybody wants to take a look and see if/where I messed up when doing the files.


Title: Re: The BrawlEx Clone Engine
Post by: BlazingFury on January 13, 2014, 01:17:33 AM
I ported waluigi(pit) to toonlink and whenever I double jump he goes into a t-stance.  :oshi: :oshi: Also I  try to edit waluigi's(pit's) soundbank to toonlink so that I can use a waluigi soundpack for toonlink. Can anyone help me make waluigi have toonlink's soundbank?

Post Merge: January 13, 2014, 01:34:11 AM
Also I ported naruto over gamewatch and it froze the game I added all the files correctly and edited the module correctly :oshi: :oshi:


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 13, 2014, 04:24:02 AM
Just hovering over the icon. Everything else is fine until I attempt to do that.
I read back to the start of the thread, and a few people were having the same trouble, but I don't think anyone ever posted what was happening.


:ylink: I've had that issue with multiple other characters. It's the CSP Images, when you import them, they need to be in CMPR format. NOTHING ELSE.


Title: Re: The BrawlEx Clone Engine
Post by: kangaroogreen on January 13, 2014, 06:37:07 AM
:ylink: I've had that issue with multiple other characters. It's the CSP Images, when you import them, they need to be in CMPR format. NOTHING ELSE.

Well I'm not even at the step where you add cosmetics yet. I'm still attempting to even get the clone selectable.
And I'll try the axnextframe thing now then, because that sounds like it'll work.

And no man, Yukko's the best character.


Title: Re: The BrawlEx Clone Engine
Post by: Drugfreechu on January 13, 2014, 06:43:17 AM
How would I increase the maximum number of slots in the CSS? Right now it is 50, but how would I increase that number to 100?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 08:08:25 AM
and now I have port Jigglypuff too into BrawlEx! fully working and everything!

Download link for my version of Metaknight: http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel (http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel)

Download link for Jigglypuff: http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel (http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel)

even if I tested those 2 on my own wii, someone should try them out!
How would I increase the maximum number of slots in the CSS? Right now it is 50, but how would I increase that number to 100?

the CSS can only hold 50 slots but its no code for it to make it handle it!


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 13, 2014, 08:22:47 AM


Post Merge: January 13, 2014, 01:34:11 AM
Also I ported naruto over gamewatch and it froze the game I added all the files correctly and edited the module correctly :oshi: :oshi:

I get the same issue. I believe certain rels while having certain Ex characters will have freezing issues. I tried importing a Marth character on G&W and it seems to work.. 


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 13, 2014, 08:30:42 AM
and know I have port Jigglypuff too into BrawlEx! fully working and everything!

Download link for my version of Metaknight: [url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url])

Download link for Jigglypuff: [url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url])

even if I tested those 2 on my own wii, someone should try them out!the CSS can only hold 50 slots but its no code for it to make it handle it!


Jigglypuff and MK rels? Awesome!

How would I increase the maximum number of slots in the CSS? Right now it is 50, but how would I increase that number to 100?


Phantom Wings says the CSS only allows 50 at the moment but there are codes that can let you work around that.

So in other words, not possible yet but we definitely need to find out how soon, as well as writing brawlex modules, adding new sound banks, and fixing GFX glitches between clones and characters. If we get all of that, then the clone engine will be perfect.


Title: Re: The BrawlEx Clone Engine
Post by: BlazingFury on January 13, 2014, 08:56:37 AM
Jigglypuff and MK rels? Awesome!

Phantom Wings says the CSS only allows 50 at the moment but there are codes that can let you work around that.

So in other words, not possible yet but we definitely need to find out how soon, as well as writing brawlex modules, adding new sound banks, and fixing GFX glitches between clones and characters. If we get all of that, then the clone engine will be perfect.

Yeah this engine has some issues but it is a work in progress still beats only having 35 characters  ;D


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 13, 2014, 09:03:39 AM
can you have 2 clones of the same character, if so how would I name the second clone?


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 13, 2014, 09:50:29 AM
So in other words, not possible yet but we definitely need to find out how soon, as well as writing brawlex modules, adding new sound banks, and fixing GFX glitches between clones and characters. If we get all of that, then the clone engine will be perfect.

And putting a complete stop to the mod sometimes not functioning + make it work on Riivolution (I finally have my save backed up and may be testing my XML modification theory soon).

Post Merge: January 13, 2014, 09:55:36 AM
Yeah this engine has some issues but it is a work in progress still beats only having 35 characters  ;D

I'm pretty sure it's more like 41 lol.


Title: Re: The BrawlEx Clone Engine
Post by: BlazingFury on January 13, 2014, 10:34:05 AM
and now I have port Jigglypuff too into BrawlEx! fully working and everything!

Download link for my version of Metaknight: [url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url])

Download link for Jigglypuff: [url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url])

even if I tested those 2 on my own wii, someone should try them out!the CSS can only hold 50 slots but its no code for it to make it handle it!


sora pikazz thanks for the rel but it froze the game I thought this rel would solve the freezing  :oshi:  when I used the rel for tails(meta knight) over jigglypuff. I think the pcs file for tails is causing the crash however, the pac was fine because I played tails in training mode and it did not freeze.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 11:19:19 AM
sora pikazz thanks for the rel but it froze the game I thought this rel would solve the freezing  :oshi:  when I used the rel for tails(meta knight) over jigglypuff. I think the pcs file for tails is causing the crash however, the pac was fine because I played tails in training mode and it did not freeze.
so you using a module file for a character (meta knight) by using jigglypuffs module? I know that was old school and old way to "clone" but shouldn't you be using metaknights module for the metaknights PSA now when you got the ability to add one slot?

damn, I got confused by myself


Title: Re: The BrawlEx Clone Engine
Post by: BlazingFury on January 13, 2014, 11:32:09 AM
so you using a module file for a character (meta knight) by using jigglypuffs module? I know that was old school and old way to "clone" but shouldn't you be using metaknights module for the metaknights PSA now when you got the ability to add one slot?

damn, I got confused by myself

No I used meta knight's rel to port tails over jigglypuff. I had to edit the module id and character id to port over jigglypuff.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 13, 2014, 11:39:22 AM
and now I have port Jigglypuff too into BrawlEx! fully working and everything!

Download link for my version of Metaknight: [url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/22hg2p5pm18q05b/ft_metaknight+BX+v1.1%28pikamaxi%29.rel[/url])

Download link for Jigglypuff: [url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url] ([url]http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel[/url])

even if I tested those 2 on my own wii, someone should try them out!the CSS can only hold 50 slots but its no code for it to make it handle it!
the jigglybuff rel works perfect to me thanks now i have a knuckles clone  :)


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 11:41:43 AM
No I used meta knight's rel to port tails over jigglypuff. I had to edit the module id and character id to port over jigglypuff.
why are you doing that now when you dont have to port over someone now when you can have one own, I do find that you need port metaknight over jigglypuff to use it as it own character in the CSS uneeded now. try to not port it over jigglypuff this time and simply using the module thats needed+all the needed dat file to your own character


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 12:14:07 PM
im working on a captain falcon .rel right now. only a few wierd bugs to work out, think you could take a look at it pikazz? the only 2 Major problems are that it has is that when captain falcon dies, he stays on the top platform and...well stays there. game doesn't freeze though, you can still pause the game and quit. and the cpu will still try to fight.

the other thing is that his final smash freezes. most likely because the car is an article.

here's the link
https://www.dropbox.com/s/opmv9f4lk8t1pc3/ft_captainex.rel (https://www.dropbox.com/s/opmv9f4lk8t1pc3/ft_captainex.rel)


the other strange bugs are, if you use aerial side-b, he does some strange spin mid-air after the attack. if you shield, he's stuck in shield until you dodge.
and his jab100 animation locks and loops itself over and over if you try it


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 13, 2014, 12:47:41 PM
What about a Ganondorf REL?!
That's the most wanted in Brawl Vault.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 13, 2014, 12:50:15 PM
What about a Ganondorf REL?!
Just be patient.

That's the most wanted in KC:MM.
*cough*Fixed.*cough*


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 13, 2014, 12:58:52 PM
*cough*Fixed.*cough*

XD LOL


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 13, 2014, 01:02:02 PM
*cough*Fixed.*cough*

My mistake LOL.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 01:22:09 PM
im working on a captain falcon .rel right now. only a few wierd bugs to work out, think you could take a look at it pikazz? the only 2 Major problems are that it has is that when captain falcon dies, he stays on the top platform and...well stays there. game doesn't freeze though, you can still pause the game and quit. and the cpu will still try to fight.

the other thing is that his final smash freezes. most likely because the car is an article.

here's the link
https://www.dropbox.com/s/opmv9f4lk8t1pc3/ft_captainex.rel (https://www.dropbox.com/s/opmv9f4lk8t1pc3/ft_captainex.rel)


the other strange bugs are, if you use aerial side-b, he does some strange spin mid-air after the attack. if you shield, he's stuck in shield until you dodge.
and his jab100 animation locks and loops itself over and over if you try it
I am bad about articles :c I cant promise anything


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 13, 2014, 01:24:20 PM
What about a Ganondorf REL?!
That's the most wanted in Brawl Vault.
:mewtwo: ^^
This. I would like to have both Ganon and Demise, alongside them Akuma/Oni. Can we make that happen?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 01:30:46 PM
:mewtwo: ^^
This. I would like to have both Ganon and Demise, alongside them Akuma/Oni. Can we make that happen?

i'll try. i don't think ganon has any articles to speak of...i think..lol. i'll give it a try


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 01:36:08 PM
i'll try. i don't think ganon has any articles to speak of...i think..lol. i'll give it a try
I actually thought giving ganon a try! but I have hard time to get stuff I need D: my Wiiscrubber dont want to scrub the ISO or the dropbox side doesnt work atm :x


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 13, 2014, 01:58:04 PM
I got a ganon rel by using wiiscrubber.

https://www.dropbox.com/s/v8ecen7u7di8e1v/ft_ganon.rel (https://www.dropbox.com/s/v8ecen7u7di8e1v/ft_ganon.rel)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 13, 2014, 02:07:06 PM
I got a ganon rel by using wiiscrubber.

https://www.dropbox.com/s/v8ecen7u7di8e1v/ft_ganon.rel (https://www.dropbox.com/s/v8ecen7u7di8e1v/ft_ganon.rel)
. . .

._.

You can't use a normal Ganon rel...


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 02:09:48 PM
. . .

._.

You can't use a normal Ganon rel...
I think he ment to me that I couldn't get one D: xD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 02:12:52 PM
. . .

._.

You can't use a normal Ganon rel...

he meant, pikazz could use it to make the exmodule XD since you need to start with one in order to modify it lol


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 13, 2014, 02:16:15 PM
Oh. My bad.

Sorry for misunderstanding.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 13, 2014, 02:22:57 PM
Its cool,anyway I tried the file patch code 3.5.3 upgrade

http://forums.kc-mm.com/index.php?topic=51912.0 (http://forums.kc-mm.com/index.php?topic=51912.0)

It wouldn't switch folders and it froze on css...


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 13, 2014, 02:27:58 PM
 :rage: NO! IT WON'T GO PAST THE BLACK SCREEN! Is it over the file size still!? I don't know! I need to check once I take the SD card over the wii U... maybe the stock icons went over the limit... by the way... does the RunLength compression work with this or not?

Post Merge: January 13, 2014, 02:30:54 PM
Nope. Not over the limit! Isn't this just great... Once again, can anyone help me? It finishes the loading screen, and then freezes at a black screen! I don't understand... It doesn't make the beep of death, it just stops there!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 02:41:04 PM
:rage: NO! IT WON'T GO PAST THE BLACK SCREEN! Is it over the file size still!? I don't know! I need to check once I take the SD card over the wii U... maybe the stock icons went over the limit... by the way... does the RunLength compression work with this or not?

Post Merge: January 13, 2014, 02:30:54 PM
Nope. Not over the limit! Isn't this just great... Once again, can anyone help me? It finishes the loading screen, and then freezes at a black screen! I don't understand... It doesn't make the beep of death, it just stops there!

I haven't tested runlength, but probably not. :/


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 13, 2014, 02:47:06 PM
I haven't tested runlength, but probably not. :/
:oshi: wow, that might have been my problem. Alright, I DOUBT this will work because NOTHING ever works for me, but I'll try it.

Post Merge: January 13, 2014, 02:54:29 PM
:>.>: Wait, on wii do I need to set the hook to Axnextframe?

Post Merge: January 13, 2014, 02:55:19 PM
  :notimp: Well, I can't seem to fix it. WHY FOR THE LIFE OF ME!?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 03:10:50 PM
:oshi: wow, that might have been my problem. Alright, I DOUBT this will work because NOTHING ever works for me, but I'll try it.

Post Merge: January 13, 2014, 02:54:29 PM
:>.>: Wait, on wii do I need to set the hook to Axnextframe?

Post Merge: January 13, 2014, 02:55:19 PM
  :notimp: Well, I can't seem to fix it. WHY FOR THE LIFE OF ME!?

yes, on wii it should be axnextframe. :O


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 13, 2014, 03:25:10 PM
yes, on wii it should be axnextframe. :O
:>.>palm: Damn... I'll try that.

Post Merge: January 13, 2014, 03:25:56 PM
:nyeh: it didn't change anything! I'm a little ticked here...


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 13, 2014, 03:34:25 PM
What about a Ganondorf REL?!
That's the most wanted in Brawl Vault.
^This.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 04:01:41 PM
^This.

im on it, trying at least...can't figure something out. no accessor errors just crashing before the match starts.

in all honesty, pikazz is more experienced in rels. he'll probably have one before i do :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 13, 2014, 04:21:49 PM
Hey, will that Ganon .rel work just like the Plug&Play rels?
Or is this Clone Engine needed for it to work?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 13, 2014, 04:24:19 PM
okay, I tried to do one with the ganon rel! encounter the same problem Dant had in the livestream, one needs to be specialized. I believe its a article :/ but I am not good with that, need proper teacher about how to port those "special"/"article" ones thats been done in the BrawlEx modules!

but it works when original ganon is on the field :'D *SHOT*


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 04:29:40 PM
okay, I tried to do one with the ganon rel! encounter the same problem Dant had in the livestream, one needs to be specialized. I believe its a article :/ but I am not good with that, need proper teacher about how to port those "special"/"article" ones thats been done in the BrawlEx modules!

but it works when original ganon is on the field :'D *SHOT*

do you think you could post it? id like to see what im doing differently..mine also works when ganon is on the field..strange. but when he ISN'T on the field. i get this before the match starts

27:06:682 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: #ftManager entry : EntryId[050000] ChrKind[63:None] Color[0] SlotNo[0]
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe010b] := 00000001 (PC: 00000908)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe010f] := fffffffe (PC: 00000910)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe0113] := 00000375 (PC: 00000914)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe02a1] := 00000002 (PC: 00000920)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe017f] := 82000048 (PC: 00000928)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe0183] := 80765d48 (PC: 00000930)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe0187] := 8076f498 (PC: 00000938)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe018b] := 20000000 (PC: 00000940)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe0297] := 80765d5c (PC: 00000948)
27:06:686 Src\HW\MemmapFunctions.cpp:260 E[MI]: hwwrite [fffe029b] := 0000b032 (PC: 00000950)


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 13, 2014, 04:37:28 PM
Noob Question. Can you download ASF's pack and replace the portraites that you want, the boot up the game and they'd be replaced?  :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 04:38:31 PM
Noob Question. Can you download ASF's pack and replace the portraites that you want, the boot up the game and they'd be replaced?  :P

yep, should be able to


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 13, 2014, 05:35:50 PM
(http://i.imgur.com/d63IT4l.png)

Official Giga Bowser Release Version 1

Giga Bowser Download:
Giga Bowser V1 (https://docs.google.com/file/d/0B2G9p_N3oTiaY1lDNHhOanA0TWs/edit?pli=1)
To download zip, go to file and hit download.
Updates:
1/13/14 First Release

What is this release and how does it work?
This hack adds Giga Bowser on his own slot to your custom Character
Selection Screen.
It uses my custimized Giga Bowser and Bowser's Config Files
(Fighter,CSS,Slot,and Cosmetic)

(http://i.picresize.com/images/2014/01/13/7uW6.png)

(http://i.picresize.com/images/2014/01/13/dYpSQ.png)
(http://i.picresize.com/images/2014/01/13/7bPzK.png)

It also uses one simple code:

Character/Costume Replacement(spunit) edited for Giga by MW

80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF3000
4A001001 00000000
10000000 0000002C
E0000000 80008000
86000000 00000004
86000001 0000005C
62000000 00000000


This code fixes the Id of the Configs for Giga Bowser.

Which files do you need?
Everything you need is included in the download.  This hack works with either
bx_fighter.rel
If you are injecting it to your own modset You need my Giga's custom config files, and one code added to your
BrawlEx setup.
You will need A modified sc_selcharacter to enable extra bones for 1 extra CSS
icon.
And You will also need to edit your CSS code to add Giga to your roster.
I have also included a balanced version of Gkoopa in the fighter folder, credits to Eldirian.  It makes Giga "Kill-able" and balanced.  A normal version of him is there too, if you want that instead just do the renaming.
The CSP, CSS icon, and names are in the menu2 folder
How do I add bones to my sc_selcharater.pac to enable an extra icon for
Giga?
Follow this tutorial throughly.  Tutorial courtesy of sammy-husky.  Thanks
sammy.
BrawlEx Custom CSP's and CSS icons [tutorial] (http://www.youtube.com/watch?v=qEGSgNMWrPo#)
How do I edit my Custom CSS code to add an extra character?
If you havent set up your Custom CSS code, follow this guide:(giga's id will
be 30)
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)
If you have set up your Custom CSS, follow this guide:(giga's id will be 30)
Example 1 extra Id:

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
0A231930 29000000

Example 4 extra ID's

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231930 3F404129

How does the character slot for Giga Bowser work?
The config files have been modified so that you can scroll in Giga Bowser's
slot only one time, because only one character exists.
Also, the cosmetics have been adjusted so that you dont need Battle Portraits,
and stock icons.  The game will load Bowser's default items.
So why only one character for Giga Bowser?
Because Giga Bowser's module only calls for one character, you only need one
CSP(which is included in the download).

IMPORTANTE:
Before attempting to add GKoopa to your Brawlset, I strongly recommend to
experiment/master with BrawlEX to make things easier
Giga Bowser's ID will Always be 30 for this hack.  So you need to add 30
to your custom CSS code.
DONT use any giga company engine codes, giga css fix codes, etc.  All u
need is filepatch code, custom CSS code, and the Character replacement fix I
included in the download.
Minor issues of using Giga will still exist.  Version 2 may include some simple
codes to fix them
Default issues known:
If Giga activates FS, he can no longer move.(easy to avoid by not pressing
the A attack if you accidently grab the FS ball)
If two Gigas present, gameplay will be fine but game will go into a silent
freeze when re-entering the CSS.
Occasionaly the animations for the stage result screen of Giga have him in a
T-stance.(can be easily fixed by using a PSA)

Troubleshoot:
-My CSS shows all Giga bowsers for my clones
Solution:  Your CSS, and Slot configs for your other clones may be corrupted.  Try removing them as they are not necessary to exist for Brawl EX to work
-My CSS shows a random for Giga Bowser and it freezes when I scroll near
it.
Solution:  The custom CSS icon, and CSS icon name for Giga Bowser may
not have been set up properly in your sc_selcharacter.pac file.  Follow this
tutorial throughly.  Tutorial courtesy of sammy-husky.  Thanks sammy.
BrawlEx Custom CSP's and CSS icons [tutorial] (http://www.youtube.com/watch?v=qEGSgNMWrPo#)

FAQ:
Will this work on Dolphin, and Wii?
Yes
Will this work without BrawlEX?
No.
Can this hack work with custom PSA's?
Yes.  Currently there are about two.
Can this hack work with different costumes?
Any Giga costume on the vault would work, but remember you can only choose
One.


And
Enjoy!
*gigaroars*







Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 13, 2014, 05:56:20 PM
Looks awesome man, good job.

 im sure alot of people are gonna want this since the giga and company code is incompatable :P


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 13, 2014, 06:12:24 PM
Because, well, relevant, if you want to put Giga into a Brawl interface without any mods, try using these textures instead:

(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrChrNmGKoopa_zpsf70c3a69.png)
(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrChrNmSGKoopa_zps31180c33.png)
(http://i554.photobucket.com/albums/jj431/Tiberious_N/Info_MenSelchrChrNmSGKoopa_zpsb48b021e.png) (yes, I even tried a Battle Name for this one)


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 13, 2014, 08:03:38 PM
@ Don Jon Bravo

You got Giga Bowser to work eh? Nice job, i'm going to have to download that.

@ Sammi-Husky & Pikazz

Good luck with the Ganondorf rel guys! Did PW have any explanation on how to make a brawlex rel? I think the sooner the community gets rels for all the characters the better, so i want to help, or at least i will try.

I figured out how to give the clones their own announcer call like Asf1nk did with his pack, would anyone want a brief guide on how to do so?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 13, 2014, 08:04:56 PM
^I would love that.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 13, 2014, 08:12:42 PM
Welp, I did some testing, and it seems editing the xml file for Riivolution doesn't make this work, even with a gct file that has the file patch code stuff removed :/


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 13, 2014, 08:18:56 PM
Welp, I did some testing, and it seems editing the xml file for Riivolution doesn't make this work, even with a gct file that has the file patch code stuff removed :/

See, the thing with Riivo is that it disables using the SD card, for files like BrawlEx and snapshots. I even tried loading from my USB, but having BrawlEx on my SD, even that didn't work.

And @ShadowSnake: Yes.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 13, 2014, 09:33:21 PM
giving clones there own announcer calls is rather simple but tedious for me, especially because you have to replace another ingame sfx with the announcer call your adding though i personally just would replace the wifi spectator and coin blaster sfxs as no buddy really would care if those were altered though it is funny when going into those modes and everytime i shoot a coin it yells mewtwo :p

And luckily after nearly two weeks i managed to create a psuedo clone of Project M Mewtwo (without the floating ability) for vbrawl, though wish i could figure out how to fix the glitch that brawlbox does to lucario.pac files where if he jumps and does up b he can't do it again until he jumps but it's nothing extremely diffucult to play around with in an actual match. Now all i gotta do is get the stock icons working for roy and mewtwo  :af:


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 13, 2014, 10:56:23 PM
Awww...I was hoping for floating ability.

Still at least he's usable.Anyway to make him float or is that impossible if you want to make him work in vbrawl?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 14, 2014, 05:21:58 AM
Don Jon Bravo: wow, you got a secondary character to work! thats lovely! I played a little with that too but no result xD

also, what CSS did you use? I am not into that stuff cause I love brawls CSS but that CSS you uses beats everything I have seen! would you mind to give it to me on PM? :3
@ Sammi-Husky & Pikazz

Good luck with the Ganondorf rel guys! Did PW have any explanation on how to make a brawlex rel? I think the sooner the community gets rels for all the characters the better, so i want to help, or at least i will try.
he taught me a bit how to port P&P from NTCS to PAL, successfully made a PAL P&P lucario thanks to him. he said himself that P&P and BrawlEx is look alike except BrawlEx is easier than P&P so I learned that way!

but he didnt taught me when it came into Article offsets or the special ones D:


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 14, 2014, 07:22:41 AM
well i could have made him float but i didn't want him to float so i excluded reentering the code they had for it. Basically i used vbrawl lucario as a base and redid him using mewtwo's hitbox data SFX and GFX as well as hurtboxes. Took days to get right. Though if i were to add in that floating ability i would probably have to start from scratch to avoid messing up.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 14, 2014, 11:28:08 AM
I got a question about the Giga Bowser fix, you said we can only pick one costume, can't you modify the files to add more than one outfit for gigs or is there some sort of block against that.

Also does it freeze when Bowser does his final smash?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 14, 2014, 01:16:06 PM
 :roy: Could I use the project /m launcher with this?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 14, 2014, 01:38:21 PM
well i could have made him float but i didn't want him to float so i excluded reentering the code they had for it. Basically i used vbrawl lucario as a base and redid him using mewtwo's hitbox data SFX and GFX as well as hurtboxes. Took days to get right. Though if i were to add in that floating ability i would probably have to start from scratch to avoid messing up.

Well if your going to need to start from scratch then forget about it,it's not that big of a deal.

Could you post those files of Mewtwo you made?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 14, 2014, 02:17:58 PM
VBrawl style Mewtwo
The Figther.Pac
https://www.mediafire.com/?wdd77au42758088 (https://www.mediafire.com/?wdd77au42758088)
The MotionEtc file (not needed but recommended)
https://www.mediafire.com/?bll9n0513ayk2rv (https://www.mediafire.com/?bll9n0513ayk2rv)

Might upload it to the vault once i get a chance to iron out him some more


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 14, 2014, 02:51:23 PM
Thanks for that!
I noticed he t-poses on his jab also is possible to allow him to still move after his up-b?

Does anyone else get freezes on the the strap screen sometimes?It mostly freezes on the now loading screen.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 14, 2014, 02:58:31 PM
giving clones there own announcer calls is rather simple but tedious for me, especially because you have to replace another ingame sfx with the announcer call your adding though i personally just would replace the wifi spectator and coin blaster sfxs as no buddy really would care if those were altered though it is funny when going into those modes and everytime i shoot a coin it yells mewtwo :p

And luckily after nearly two weeks i managed to create a psuedo clone of Project M Mewtwo (without the floating ability) for vbrawl, though wish i could figure out how to fix the glitch that brawlbox does to lucario.pac files where if he jumps and does up b he can't do it again until he jumps but it's nothing extremely diffucult to play around with in an actual match. Now all i gotta do is get the stock icons working for roy and mewtwo  :af:

But how do assign a SFX to a cloned character?!


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 14, 2014, 03:07:40 PM
VBrawl style Mewtwo
The Figther.Pac
https://www.mediafire.com/?wdd77au42758088 (https://www.mediafire.com/?wdd77au42758088)
The MotionEtc file (not needed but recommended)
https://www.mediafire.com/?bll9n0513ayk2rv (https://www.mediafire.com/?bll9n0513ayk2rv)

Might upload it to the vault once i get a chance to iron out him some more

Good luck with ironing him out, it wouldn't be a clone engine without a good mewtwo psa on the roster.

  
Don Jon Bravo: wow, you got a secondary character to work! thats lovely! I played a little with that too but no result xD

also, what CSS did you use? I am not into that stuff cause I love brawls CSS but that CSS you uses beats everything I have seen! would you mind to give it to me on PM? :3he taught me a bit how to port P&P from NTCS to PAL, successfully made a PAL P&P lucario thanks to him. he said himself that P&P and BrawlEx is look alike except BrawlEx is easier than P&P so I learned that way!

but he didnt taught me when it came into Article offsets or the special ones D:

Yeah I tried writing some P&P modules awhile back and i could never figure out articles. Good to hear BrawlEx ones are easier though.

@ Thread

I will write the SFX announcer call tutorial some time today or tomorrow hopefully. It really is pretty easy to do.

Also i managed to get my selcharacter.pac to nearly 2,500 KB lower than the filesize limit with 9 clones added as well, that being said i think we need to find a way to push past the 50 characters on the css limit soon because that's 50 extra characters just waiting to be added to the roster. Wouldn't that just require writing a hex code telling the selcharacter.pac to allow more than 50? Easier said than done though.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 14, 2014, 03:14:43 PM
Also i managed to get my selcharacter.pac to nearly 2,500 KB lower than the filesize limit with 9 clones added as well, that being said i think we need to find a way to push past the 50 characters on the css limit soon because that's 50 extra characters just waiting to be added to the roster. Wouldn't that just require writing a hex code telling the selcharacter.pac to allow more than 50? Easier said than done though.

It's a bit more complex than that, isn't it? I think someone mentioned that all the slots need bones and animations to tell where they show up at and such, as well.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 14, 2014, 03:15:38 PM
To assign SFXs to a cloned character you will have to first get whatever your new SFXs are and put them over something else in the game, like over the subspace bosses and then find the sounbanks id number in this case Galleoms which was used for mewtwo's is 13C and in the fighter config file that your using put that number in for the sound bank reference. Then in the fighter.pac file for your clone your going to have to assign for every move each individual SFX by their id number which can be found by opening a Smashbros_sound.brsar in brawlbox, then in the misc section there should be a part that says Misc sound list your going to need to change these as well in order to get sounds like when your clone is KO'd or in dizzy state to have their own SFX. It's definitely what took up a lot of the time  i spent making both him and roy on top of fixing issues with both.

Thanks for that!
I noticed he t-poses on his jab also is possible to allow him to still move after his up-b?

Does anyone else get freezes on the the strap screen sometimes?It mostly freezes on the now loading screen.

Mewtwo t poses on jab because i'm assuming in your fighter config file you have it set to 3 jabs and has rapid jab which this mewtwo i made is designed to just have one jab and no rapid jab until i can get that to work without freezing. I probably should've linked my Fighter config file with this and i've tried to let him move after up-b but the problem is he can up-b again and after doing that it causes him to not be able to up-b until he gets hit. I tried working around that by plugging in a disallow air special command once up-b ends but it causes the game to freeze when going into a match. Hopefully i can figure out a work around that doesn't crash the game. Also hopefully the whole issue with clones and articles gets figured out soon as mewtwo's shadow ball is tied graphically to lucarios which causes them both if in the same match to look identical to whoevers .pac file was loaded first.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 14, 2014, 03:35:57 PM
It's a bit more complex than that, isn't it? I think someone mentioned that all the slots need bones and animations to tell where they show up at and such, as well.

yep, and when i tried, ASF said he had tried beforehand as well. and that it would be more complicated then just adding the bones, he said he thinks it's how the css is coded to handle and organize the new slots when one is enabled. it would require expiramentation, but im going to work on it.

I MAY MAKE A CODE THAT ALLOWS A SECOND CSS SCREEN BY PRESSING THE R-TRIGGER......if i can find a way to expand the css.

the problem with that? playing with friends may get annoying as someone may want a chara on the other page so it'l become a war to see who chooses their characters first...but i digress, that is a small price to pay for such an extensive mod to the css.

^^^(IF i can expand it). which i figure would be hard enough as is. >.> lol and then the other part would be complicated as hell too. but possible i think..i would have to experiment


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 14, 2014, 04:35:17 PM
Good Luck with that CSS code sammi.

Also thanks for the jab tip for mewtwo in his fighter config.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 14, 2014, 04:48:10 PM
yep, and when i tried, ASF said he had tried beforehand as well. and that it would be more complicated then just adding the bones, he said he thinks it's how the css is coded to handle and organize the new slots when one is enabled. it would require expiramentation, but im going to work on it.

I MAY MAKE A CODE THAT ALLOWS A SECOND CSS SCREEN BY PRESSING THE R-TRIGGER......if i can find a way to expand the css.

the problem with that? playing with friends may get annoying as someone may want a chara on the other page so it'l become a war to see who chooses their characters first...but i digress, that is a small price to pay for such an extensive mod to the css.

^^^(IF i can expand it). which i figure would be hard enough as is. >.> lol and then the other part would be complicated as hell too. but possible i think..i would have to experiment

make a code so that it loads slots 1-50 then hold r to load 51-100

and if u pick fo example sonic on teh first page, you can back out, hold r, go back in, dont unselect sonic, then pick shadow


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 14, 2014, 04:49:36 PM
make a code so that it loads slots 1-50 then hold r to load 51-100

and if u pick fo example sonic on teh first page, you can back out, hold r, go back in, dont unselect sonic, then pick shadow

That's a good concept.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 14, 2014, 04:49:48 PM

I MAY MAKE A CODE THAT ALLOWS A SECOND CSS SCREEN BY PRESSING THE R-TRIGGER......if i can find a way to expand the css.

the problem with that? playing with friends may get annoying as someone may want a chara on the other page so it'l become a war to see who chooses their characters first...but i digress, that is a small price to pay for such an extensive mod to the css.




that has been done in FPC3.5.3
http://forums.kc-mm.com/index.php?topic=51912.0 (http://forums.kc-mm.com/index.php?topic=51912.0)
if u want to contribute to it, it would be nice to "scroll" through the rosters, in FPC3.5.3  u need to go to stages, than go back to ur new roster...

Personally I would prefer expanding the roster...

and for u other guys, thanks enjoy Giga Bowser

for the alloys i think ill include all of them in one slot
fighter00-blue
fighter01-red
fighter02-yellow
etc.
im not too exited about them, but i guess they would be nice to have

I got a question about the Giga Bowser fix, you said we can only pick one costume, can't you modify the files to add more than one outfit for gigs or is there some sort of block against that.

Also does it freeze when Bowser does his final smash?


i added more fighters in the fighter config, and in the cosmetics config, yet I couldnt get him to load more than the first costume
I also used some codes to say that the first costume uses a second, third or fourth costume, and the game still loaded the 00 costume.
So i guess the info is somewhere in bowser's rel
gigabowser uses bowser's rel

As to giga's minor glitches still exist.  the game doesnt freeze in FS mode, but giga can no longer move until he is beaten.  easy to avoid by not pressing the "A" button to activate FS if you accidently grabbed it.
Maybe PSA work can fix this issue, like a null FS entry?
idk much about PSA but i guess that can work, or even a code


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 14, 2014, 05:15:08 PM
Yeah, if it's possible, I would much rather have players able to all freely select any of the 100 characters available in one game the way you would in a normal CSS, any other way is just calling for problems with everyone trying to choose different characters.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 14, 2014, 08:36:05 PM
the game is already has the programming that says 'when c stick is tilted in this direction, move the scene in this direction' on the css. so it's not impossible to change the way the camera moves when its pressed.

The reason i dont want to fit them all on one section of the css, is because they would be incredibly small in order to double them. about as small as giga bowser and wario man's slots from asf's CSS's. so yea, REALLY small lol

i think it would be cool if the css could slide to the left, or scroll back and forth.

though currently i've been occupied trying to make more exmodules for everyone. captain falcon is a pain in the butt.



Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 14, 2014, 09:53:10 PM
I realize I'm a little late to the party here, and my problem has probably been addressed earlier, but I'm kinda stuck using a USB Loader now, and I just can't get it to work. The character slot appears on my CSS and everything looks like it's working until I attempt to enter a stage, then the game either just plain stalls without freezing or freezes with the loud beep.

Basically I'm trying to load a second Lucario after having followed the steps from the videos. I've even eliminated all my extra codes other than the File Patch and Character Select.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 14, 2014, 10:08:01 PM
Did you try changing the hooktype?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 14, 2014, 10:11:01 PM
I realize I'm a little late to the party here, and my problem has probably been addressed earlier, but I'm kinda stuck using a USB Loader now, and I just can't get it to work. The character slot appears on my CSS and everything looks like it's working until I attempt to enter a stage, then the game either just plain stalls without freezing or freezes with the loud beep.

Basically I'm trying to load a second Lucario after having followed the steps from the videos. I've even eliminated all my extra codes other than the File Patch and Character Select.

first things first, are you loading the hooktype set to axnextframe? if not, try that.

the next thing to check is that it's loading all the files.  make sure you edited the .rel to use the slot ID that you added to the CSS.

then make sure you have all the files from the original brawl disk for the character your loading, copying them to a new folder named after what you set it to in the fighter config, then renaming all the vbrawl lucario files to whatever you named the new character.

lucarioEx = name all the files 'FitLucarioEx.pac, FitLucarioEx00.pac' and so on and so forth. the module will also be ft_lucarioex.rel



Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 14, 2014, 10:45:16 PM
Okay! I got it working and feel like a bit of a tool because I forgot to edit the module file. Thank you. This works out perfectly now. If only I can get the CSS adjusted then I've got a new complete build that works without any freezing in multiplayer. cBliss compatability would be nice as well, but I'm just happy to finally be able to expand the character select.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 14, 2014, 11:53:33 PM
the game is already has the programming that says 'when c stick is tilted in this direction, move the scene in this direction' on the css. so it's not impossible to change the way the camera moves when its pressed.

The reason i dont want to fit them all on one section of the css, is because they would be incredibly small in order to double them. about as small as giga bowser and wario man's slots from asf's CSS's. so yea, REALLY small lol

i think it would be cool if the css could slide to the left, or scroll back and forth.


The only potential issue I could see with that is ensuring that each player's selector hand remains within view of the camera. I suppose it isn't entirely mandatory, but it is something to consider.

One thing I've considered is hijacking the Tournament mode character select screen which already has scrolling implemented. It wouldn't fix the problem of keeping everything in view all at once, but because selection is done using a box cursor, icons could be made a whole lot smaller without having troubles selecting them. Of course, you would need to find a way to allow all 4 players to select their characters at once instead of being restricted to the first controller, but it's worth a thought I suppose.


Also, I've created a chart to help a little bit with the confusion of Fighter, Slot, CSSSlot, and Cosmetic Ids. I'm not sure how much it will help, but maybe some of you will find it useful.

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


Title: Re: The BrawlEx Clone Engine
Post by: TheSuperestSmashBros on January 14, 2014, 11:55:35 PM
Hello, I've been using the BrawlEx clone engine and it is really cool, but I have a couple of questions:  

1. What is the situation with Kirby and the clones?  I read somewhere that all the clone's Kirby Copy abilities act like alloys so the copies won't crash or give kirby an ability, but every time I try to play a match that involves kirby and a clone, the game just freezes at start of the match.  Is that supposed to happen?  Do you need the FitKirbyClone.pac, FitKirbyClone00.pac, and FitKirbyCloneSpy00.pac files? I tried it with and without them and doesn't work either way.  

2.  Do team colors work yet?  If I turn on team mode and then hover over any cloned character the game freezes.  Again, I'm not sure if this is supposed to happen?  I maybe could have set something up wrong, but I don't think I did.  Other than that, everything else works fine for me.  But I still have another question or two

3.  How do you add more than original amount of costumes to a character, like cBliss does?  Because I heard you don't need cBliss.

4. Is there a way to make some clones not use any soundbank at all?  Because for some characters, I'd would rather like them to have no voice at all, than for them to have the same voice as other characters. 


And again I also just want to say that the BrawlEx Clone Engine is very cool, It's awesome to have so many extra characters!!! So thank you to Phantom Wings for creating this, thank you to Sammi-husky for the video tutorials, and thank you to everyone else on this thread who has been helping and contributing.  It is all very helpful.  



Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 12:33:51 AM
The only potential issue I could see with that is ensuring that each player's selector hand remains within view of the camera. I suppose it isn't entirely mandatory, but it is something to consider.

One thing I've considered is hijacking the Tournament mode character select screen which already has scrolling implemented. It wouldn't fix the problem of keeping everything in view all at once, but because selection is done using a box cursor, icons could be made a whole lot smaller without having troubles selecting them. Of course, you would need to find a way to allow all 4 players to select their characters at once instead of being restricted to the first controller, but it's worth a thought I suppose.


Also, I've created a chart to help a little bit with the confusion of Fighter, Slot, CSSSlot, and Cosmetic Ids. I'm not sure how much it will help, but maybe some of you will find it useful.

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

interesting, i didn't think of using the tournament mode css..i guess a short term fix for people wanting to have more then 50 would be to find a way to use the button combo's that allow you to start as zss and shiek, though i think that would require the modules still be edited in the same way that would enable transforming characters...since im sure that the vBrawl coding for that is that it just loads the secondary character first. though assuming you setup a module for say mario to load a second character, but didn't give him the ability to switch.

as for making the hand stay in view, there may be a coordinates address in memory or something for the hands position that could be set to the coordinates of the first slot on the next page. though that's just wishfull thinking lol.

then in theory it may be possible to not have a physical CSS icon and bones and whatnot, since the data may still be there, but holding the button or selecting him via the way the pokemon trainer selects the pokemon he sends out by clicking the csp.

it would be an applicable hotfix to this situation in case we can't expand it. :P just a cool thought.

and for that chart, yea that's REALLY helpful actually lol. now i can just look them up here without fumbling through the config templates for the right ones XD


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 15, 2014, 12:37:02 AM
Hello, I've been using the BrawlEx clone engine and it is really cool, but I have a couple of questions:  

1. What is the situation with Kirby and the clones?  I read somewhere that all the clone's Kirby Copy abilities act like alloys so the copies won't crash or give kirby an ability, but every time I try to play a match that involves kirby and a clone, the game just freezes at start of the match.  Is that supposed to happen?  Do you need the FitKirbyClone.pac, FitKirbyClone00.pac, and FitKirbyCloneSpy00.pac files? I tried it with and without them and doesn't work either way.  

2.  Do team colors work yet?  If I turn on team mode and then hover over any cloned character the game freezes.  Again, I'm not sure if this is supposed to happen?  I maybe could have set something up wrong, but I don't think I did.  Other than that, everything else works fine for me.  But I still have another question or two

3.  How do you add more than original amount of costumes to a character, like cBliss does?  Because I heard you don't need cBliss.

4. Is there a way to make some clones not use any soundbank at all?  Because for some characters, I'd would rather like them to have no voice at all, than for them to have the same voice as other characters. 


And again I also just want to say that the BrawlEx Clone Engine is very cool, It's awesome to have so many extra characters!!! So thank you to Phantom Wings for creating this, thank you to Sammi-husky for the video tutorials, and thank you to everyone else on this thread who has been helping and contributing.  It is all very helpful.  



1. Pretty sure You need ft_kirby.rel from the modules folder.
2. Nope
3. Use the included program to edit the FighterConfig.
4. Maybe have them use the generic soundbank 000?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 15, 2014, 12:42:30 AM
Is there a way to make ASL code to work with BRawlEX?


Title: Re: The BrawlEx Clone Engine
Post by: TheSuperestSmashBros on January 15, 2014, 01:08:40 AM
1. Pretty sure You need ft_kirby.rel from the modules folder.
2. Nope
3. Use the included program to edit the FighterConfig.
4. Maybe have them use the generic soundbank 000?

for Q1.  I do have the ft_kirby.rel in and it is still freezing, does it work for you?


Edit for Q1:  Nevermind, I watched the brawlminus tutorial instead of vbrawl tutorial at first since it came out first, but now looking at the vbrawl tutorial, I see I have to change it to none for kirby in the resources section of the fighter config using the utility.


for Q3.  Do you just check the boxes of what colors you want to add in the config utility program? because I
tried that, and i still can only scroll through the regular costumes though.

for Q4.  Hmmm, where do you switch the sound bank?


Edit for Q4: I also noticed that you can switch soundbanks with the utility as well.  So Thank you for helping anyways though.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 01:33:10 AM
for Q1.  I do have the ft_kirby.rel in and it is still freezing, does it work for you?


Edit for Q1:  Nevermind, I watched the brawlminus tutorial instead of vbrawl tutorial at first since it came out first, but now looking at the vbrawl tutorial, I see I have to change it to none for kirby in the resources section of the fighter config using the utility.


for Q3.  Do you just check the boxes of what colors you want to add in the config utility program? because I
tried that, and i still can only scroll through the regular costumes though.

for Q4.  Hmmm, where do you switch the sound bank?


Edit for Q4: I also noticed that you can switch soundbanks with the utility as well.  So Thank you for helping anyways though.


heh :P sorry bout that. i play minus almost exclusively so i ended up using that for the first tut xD glad they could help though.

for the costume stuff, look  here  (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136)

ASF explained it in the second half of his post :P


Title: Re: The BrawlEx Clone Engine
Post by: TheSuperestSmashBros on January 15, 2014, 02:12:56 AM
heh :P sorry bout that. i play minus almost exclusively so i ended up using that for the first tut xD glad they could help though.

for the costume stuff, look  here  ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136[/url])

ASF explained it in the second half of his post :P



It's ok haha, thanks for the link on the costume stuff!!


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 15, 2014, 02:54:33 AM
for the alloys i think ill include all of them in one slot
fighter00-blue
fighter01-red
fighter02-yellow
etc.
im not too exited about them, but i guess they would be nice to have

Please don't, or at least leave instructions on how to make them their own slots again. Not everyone wants a unified Alloy slot.


Title: Re: The BrawlEx Clone Engine
Post by: kangaroogreen on January 15, 2014, 08:32:49 AM
Please don't, or at least leave instructions on how to make them their own slots again. Not everyone wants a unified Alloy slot.

I would actually. One slot would save a lot of room for other roster characters.

But the only problem is how would you make it load separate PSA files for each costume?

Edit: Oh man, and I just noticed that there's a character call of the announcer saying "Fighting Alloy Team" In the sound files already. So somebody do this now and I will love you forever..


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 15, 2014, 10:03:15 AM
i have a problem with the clones, on dolphin works eveything perfect but on usb loader gx it shows random icons, and yes i load it with axnextframe all the files on dolphin i also have on my sd


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on January 15, 2014, 12:58:19 PM
everything worked fine when i added a slot for roy and grayfox so i added 4-5 more slots for cloud and a few others, the css and everything works, the characters load in training mode and nothing freezes, but when i go to vs mode the match freezes after about 40 seconds to a Minute goes by. I checked my setup and everything seems fine. I'll go back and check again, in the meantime any ideas?


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 15, 2014, 03:31:55 PM
I've not been following this thread for a while. As far as voices, cosmetics, movesets, etc. goes: where are we currently?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 03:39:24 PM
I've not been following this thread for a while. As far as voices, cosmetics, movesets, etc. goes: where are we currently?


i have 2 video's now on everything for cosmetics in the playlist here :P

 Cosmetic stuff (http://www.youtube.com/playlist?list=PL51H6MSHJ1l5gS5tZIHw_9LLbibLG72zq&feature=mh_lolz)

the second half of ASF's post  here (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136) explains how to achieve the cbliss effect with BrawlEx.

there is a PSA repository  here (http://forums.kc-mm.com/index.php?topic=65218.0) for BrawlEx that the community is putting together so you don't have to sift through the vaults.

voices aren't going to be possible until someone takes a look at the BrawlBox source code and figures out how to  allow us adding RSAR nodes and whatnot. blackjax posted earlier here as well saying that he commented out the failed attempts in the source here

https://code.google.com/p/brawltools2/source/browse/trunk/BrawlLib/Wii/Audio/RSARConverter.cs (https://code.google.com/p/brawltools2/source/browse/trunk/BrawlLib/Wii/Audio/RSARConverter.cs)



Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 15, 2014, 03:46:03 PM
Cool, glad to see we've come this far. I'm sure we'll get voices eventually. As the clone engine initially taught us, nothing's impossible :P


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 15, 2014, 03:57:26 PM
Does anyone have a list of the soundbank offsets for the fighter configs? I'm trying to give one of my clones duon's soundbank. Duon doesn't have a fighter config but i need that offset to get this to work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 15, 2014, 04:02:37 PM
Does anyone have a list of the soundbank offsets for the fighter configs? I'm trying to give one of my clones duon's soundbank. Duon doesn't have a fighter config but i need that offset to get this to work.


I don't think there's a full list with all the bosses, but after playing around a long while back trying to get Roy's sounds working, I found that Duon's soundbank ID is 13E. His .sawnd file should be named 325.sawnd

I actually uploaded a pack of Roy files that gave him his Project M moveset and voice so someone else could have it. If you want it, it's here (http://"https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip").


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 05:54:13 PM
I've prepared a txt file that outlines the each character's soundbank and corresponding Kirby soundbank. this doesn't include bosses, but im sure it will be of use to someone.

https://www.dropbox.com/s/os6gykkgvnnn7g4/Soundbank%20ID%27s.txt (https://www.dropbox.com/s/os6gykkgvnnn7g4/Soundbank%20ID%27s.txt)


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 15, 2014, 06:46:55 PM
 :mewtwo: People are probably tired of hearing from me, but I really need a solution to my Black Screen Freeze error. I really hope the reason I haven't been answered is because nobody knows what to do. I would really hate to be ignored. For those just reading about my problem, the game goes past the strap loader, and the loading screen, but it doesn't go past the black screen before the opening cinamatic. Please, I really want to hurt people with my purple WAAAAA man.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 15, 2014, 06:48:50 PM
:mewtwo: People are probably tired of hearing from me, but I really need a solution to my Black Screen Freeze error. I really hope the reason I haven't been answered is because nobody knows what to do. I would really hate to be ignored. For those just reading about my problem, the game goes past the strap loader, and the loading screen, but it doesn't go past the black screen before the opening cinamatic. Please, I really want to hurt people with my purple WAAAAA man.

Corrupted info.pac?

Also Roster size shouldnt be a problem, all you have to do is move them close to each other like this:
and get rid of the names

(http://i.imgur.com/XzR5rnr.jpg)

Or this?
(http://images2.wikia.nocookie.net/nincompoopedia/id/images/7/7b/Mugen018sc.png)


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 15, 2014, 06:55:38 PM
Sammi, I followed your tutorial for vBrawl, but the added Lucas still shows up as Mario and then freezes at the SSS. I've tried changing the Gecko hooktype and checked to make sure all the files were properly named. I'm loading Gecko through the stage builder on a hackless Wii.

If it's not too much trouble, could you take a look at my setup and see what I did wrong?

http://www.mediafire.com/download/djc6eve4b5ti5hq/ssbb.rar (http://www.mediafire.com/download/djc6eve4b5ti5hq/ssbb.rar)


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 15, 2014, 07:01:17 PM

Here is the complete list of soundbank IDs.

Remember the sounbank IDs are set in the Fighter Config file.

Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 15, 2014, 07:02:09 PM
Corrupted info.pac?
 :ylink: Hmm... Possibly. I might need to download Sammi's stock info.pac and delete mine with the Levi-brush font. I'll report back shortly.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 15, 2014, 07:13:19 PM
I don't think there's a full list with all the bosses, but after playing around a long while back trying to get Roy's sounds working, I found that Duon's soundbank ID is 13E. His .sawnd file should be named 325.sawnd

I actually uploaded a pack of Roy files that gave him his Project M moveset and voice so someone else could have it. If you want it, it's here (http://"[url]https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip[/url]").


Thanks! Roy's sounds work perfectly.


Here is the complete list of soundbank IDs.

Remember the sounbank IDs are set in the Fighter Config file.

Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Now that will come in handy, thanks. Where exactly did you find the soundbank IDs? I looked everywhere for them.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 07:15:31 PM
lol right after i spent all that time writing the one i made for the charactes XD

i suppose mine is more relevant to brawlEx, but DAMN! i couldn't find a complete list either, this will be great. thanks ASF!


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 15, 2014, 07:26:17 PM
Thanks for that soundbank list, ASF. If I can ever clone my Tabuu PSA, it'll come in handy!


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 15, 2014, 07:41:14 PM
Corrupted info.pac?

Also Roster size shouldnt be a problem, all you have to do is move them close to each other like this:
and get rid of the names

([url]http://i.imgur.com/XzR5rnr.jpg[/url])

Or this?
([url]http://images2.wikia.nocookie.net/nincompoopedia/id/images/7/7b/Mugen018sc.png[/url])



The problem with small CSS Icons is the fact that 1: the game uses something similar to a mouse cursor to highlight/select a character rather than the usual method in Character Select Screens, and 2: people may want to choose the same character (again, too many "cursors" for such small icons). These 2 issues would be nothing if someone could make SSBB use the normal method (Keyboard/D-Pad method, you could say, the one that most fighting games use in their CSS) for highlighting characters.

Post Merge: January 15, 2014, 07:47:35 PM

@ASF1nk Sorry if I'm bothering you at all, but I sent you a PM like almost a week ago, and I'm just wondering if you're making/going to make that awesome tutorial that is going to help us all put a stop to GFX bugs? Again, I apoligise if I'm pestering you at all.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 07:49:48 PM
yep, the reason that i didn't suggest just making them smaller is that the hands and chip is what selects the character. if it were indeed just highlighting them and selecting them like in other games, then that would be the ideal choice :P


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 15, 2014, 08:03:16 PM
The problem with small CSS Icons is the fact that 1: the game uses something similar to a mouse cursor to highlight/select a character rather than the usual method in Character Select Screens, and 2: people may want to choose the same character (again, too many "cursors" for such small icons). These 2 issues would be nothing if someone could make SSBB use the normal method (Keyboard/D-Pad method, you could say, the one that most fighting games use in their CSS) for highlighting characters.

Post Merge: January 15, 2014, 07:47:35 PM



yea
that is no issue
go to 3:09

http://youtu.be/nus8vuFisbI?t=3m9s (http://youtu.be/nus8vuFisbI?t=3m9s)


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 15, 2014, 08:05:51 PM
 :mewtwo: well, I broke my damn foot, I'll be re-united with my wii u tomorrow.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 15, 2014, 08:08:39 PM

yea
that is no issue
go to 3:09

[url]http://youtu.be/nus8vuFisbI?t=3m9s[/url] ([url]http://youtu.be/nus8vuFisbI?t=3m9s[/url])


I guess that's a start XD

Is it possible to make the hands & coins smaller rather than bigger? And is it possible to resize the CSP windows along with the images in them?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 15, 2014, 08:10:29 PM
I guess that's a start XD

Is it possible to make the hands & coins smaller rather than bigger? And is it possible to resize the CSP windows along with the images in them?
yes
its even possible to make the hand and the coins invinsible, it should be done easily by setting the cull mode to "cull alll" in their respective materials.

as for the CSP's they can be resized and moved using phantom wing's css modifier program


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 08:39:12 PM
I guess that's a start XD

Is it possible to make the hands & coins smaller rather than bigger? And is it possible to resize the CSP windows along with the images in them?

its possible to resize pretty much anything on the css. but even just half sized icons are REALLY small.

 I.E the giga bowser and wario man slots in ASF's CSS's.


Title: Re: The BrawlEx Clone Engine
Post by: CutterKirby64 on January 15, 2014, 08:56:54 PM
I'm not sure if this has been already discussed, sorry if it was, but how can I add Zero Suit Samus, Sheik and the Pokemons to the CSS? I've tried to simply add their ID to the CSS code (04 for Zero Suit Samus), but nothing happened. I'm currently using ASF1nk's pack.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 15, 2014, 09:32:46 PM
Oh wow that list of soundbanks~! Also you guys are making such great progress with this CSS stuff I never know what I'm gonna see next time I check in.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 15, 2014, 09:39:10 PM
I'm not sure if this has been already discussed, sorry if it was, but how can I add Zero Suit Samus, Sheik and the Pokemons to the CSS? I've tried to simply add their ID to the CSS code (04 for Zero Suit Samus), but nothing happened. I'm currently using ASF1nk's pack.

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

Did you add to the css icon count? It will be a different number on Asf1nk's pack like 3C or something. you just add however many characters you put in to that count.

Like this.

3C + 3 = 3F

Anything after F goes to the next actual number like 40. You probably already knew how hex count works, but just incase.


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 15, 2014, 10:55:09 PM
I created the soundbank list using BrawlBox.

About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't want conflicting GFX.

@ToadKart
I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.

Use the bx_fighter from BrawlEx v1.1.2.0. (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 15, 2014, 10:55:53 PM
I created the soundbank list using BrawlBox.

About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't wan't conflicting GFX.

@ToadKart
I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.

Use the bx_fighter from BrawlEx v1.1.2.0. (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip)
Always a good way to learn is something simple like this.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 10:58:31 PM
I created the soundbank list using BrawlBox.

About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't wan't conflicting GFX.

@ToadKart
I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.

Use the bx_fighter from BrawlEx v1.1.2.0. (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip)

take your time man. im sure were all grateful enough that we have the clone engine working thus far, besides just the fact that your GOING to make one eventually is enough :P

can't wait to see it!


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 15, 2014, 11:12:05 PM
Made BrawlEx today's blog feature! I'd say that it deserves it for what it's accomplished.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 15, 2014, 11:13:23 PM
I created the soundbank list using BrawlBox.

About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't wan't conflicting GFX.

@ToadKart
I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.

Use the bx_fighter from BrawlEx v1.1.2.0. (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip)

I figured PSA was involved on decloning characters but it is great to know we can finally have truly independent clones. I look forward to your tutorial.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 15, 2014, 11:18:28 PM
Made BrawlEx today's blog feature! I'd say that it deserves it for what it's accomplished.

Whew! lol awesome!


Title: Re: The BrawlEx Clone Engine
Post by: Dark Aura on January 15, 2014, 11:26:36 PM
I'm certain this has been asked before, so my apologies in advance for being a broken record, but is this compatible with Project M? If it is, will just following the Vanilla Meathod work or does it need special treatment?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 15, 2014, 11:46:18 PM
I'm certain this has been asked before, so my apologies in advance for being a broken record, but is this compatible with Project M? If it is, will just following the Vanilla Meathod work or does it need special treatment?

Totally not compatible with PM.

Had some IRL problems to resolve through almost half of Janurary hence why I haven't been able to even try to make a .rel for Toony. I'll begin this weekend since the problem is resolved.



Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 16, 2014, 12:51:41 AM
I created the soundbank list using BrawlBox.

About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't want conflicting GFX.

@ToadKart
I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.

Use the bx_fighter from BrawlEx v1.1.2.0. (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip)

I still got the same result with that bx_fighter.rel. Would I need to replace all of the other files from 1.1.2.1 with the ones from 1.1.2.0 as well or is that the only one that's different?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 16, 2014, 01:40:05 AM
I know a while back ASF1nk explained how to add costumes to the roster, and I tested it out with Mario and it's just plain not accessing the 01 slot skin and replacing it with the 06 slot skin. I'm thinking it's due to the code I used on the CSSSlot.dat file in a Hex Editor. I basically copied ASF1nk's code from Fox from the second half of his post here: http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136 (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136)

Would be a big help if there's a post or something that refers how to do this for every character since some have different amounts of costumes.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 16, 2014, 04:42:31 AM
i stopped playing brawl ages ago i would like to test this out but since im kinda lazy to set up everything :af: would anyone that has like 10 or something around that number of slots added or  send me his entire private folder and codes? i dont care wich characters are there since i would replace them latter on.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 16, 2014, 08:36:40 AM
something I did with some help with PW:
Lets the Swap begin! [beta] (http://www.youtube.com/watch?v=2iGzsL2hjzM#ws)

as you can see in the video, I used a modified Jigglypuff and Marth Modules to make them able to switch between eachother! as you see in the end of the video, they switch but they dont appear on the stage :/
thats the only thing missing! and i think I know whats cause the error!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 16, 2014, 11:13:25 AM
Can you use the extra stage loader and BrawlX together?
Can you use Cbliss and BrawlX together?


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 16, 2014, 11:19:08 AM
Nicely done pikazz, looking forward to more progress and future potential.

@ToadKart
Replacing the bx_fighter.rel did it for me. Keep in mind you also need the disable custom stages code if you're using the 'hackless' method. I don't think it's included in your codeset.

Code:
Disable Custom Stages [PhantomWings]
046B841C 48000040



Title: Re: The BrawlEx Clone Engine
Post by: Kaye Cruiser on January 16, 2014, 11:43:12 AM
Somebody give me the ultimate Slowpoke awards.

Seriously, how the HELL did I not ever see THIS? O_o

This is absolutely incredible. I may have to put P:M to the side for a bit so I can mess with this...I swear, this alone may get me back to hacking again. D:

Excellent job, Phantom. I swear, you've done it again. I knew there was a legitimate reason why I feel like 2014 will be a significantly better year than 2012 and 2013. <3


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 16, 2014, 11:52:18 AM
Nicely done pikazz, looking forward to more progress and future potential.

@ToadKart
Replacing the bx_fighter.rel did it for me. Keep in mind you also need the disable custom stages code if you're using the 'hackless' method. I don't think it's included in your codeset.

Code:
Disable Custom Stages [PhatomWings]
046B841C 48000040



I have that code in my current codeset. I had uploaded the wrong gct file with that pack, but I edited that post with my current file.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 16, 2014, 01:48:52 PM
Nice work Pikazz.

So we can switch characters and be in the same slot?
Does that mean I can have multiple characters on 1 slot?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 16, 2014, 01:52:46 PM
Nice work Pikazz.

So we can switch characters and be in the same slot?
Does that mean I can have multiple characters on 1 slot?
PhantomWings confirmed that up to 4 characters can be in a slot. Though Pikazz's main priority is to make the 2 character switching to be as perfect as possible.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 16, 2014, 02:02:42 PM
Nice work Pikazz.

So we can switch characters and be in the same slot?
Does that mean I can have multiple characters on 1 slot?

like KJP said except think like Zelda/sheik and Samus/ZSS but we can use 2 completely diffirent Modules instead for one that every transforming have (Zelda and Sheik using the ft_zelda.rel) and swap between them with a attack example Down B


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 02:06:16 PM
like KJP said except think like Zelda/sheik and Samus/ZSS but we can use 2 completely diffirent Modules instead for one that every transforming have (Zelda and Sheik using the ft_zelda.rel) and swap between them with a attack example Down B

I have a question - is it possible to map a transformation to a taunt?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 16, 2014, 02:17:18 PM
 :roy: Well, that solution didn't work. I'm really dissapointed. I'm REALLY dissapointed. Maybe it's the menu or something. I'm going to get this to work TODAY.

Also, turns out my foot isn't broken, just a slight fracture. It'll be better in a couple weeks.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 16, 2014, 02:22:29 PM
I have a question - is it possible to map a transformation to a taunt?

You can map transformation to any button combination/attack with PSA via terminate instance :P


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 16, 2014, 02:55:16 PM
The 2 characters per slot is great!!!

err but I have to bring some feedback... Exbrawl freezes If I use a moddified iso, Even if I amn not touching any config files, I just added the custom stages, some custom music, and the rels for the custom stagees, and it froze,.. I tried many custom moddified iso, an it always freezes my brawl...

I just got BrawlEx running .. using a non modified WBFS or iso...


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 16, 2014, 03:01:35 PM
So with the transforming characters almost working, Zelda, Sheik, Samus, and ZSS are a posibility in cloning??? :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 16, 2014, 03:01:52 PM
Well 2 each seems like enough anyway's with 50 slots
50*2=100 which is A LOT of characters.

Also with the FPC3.5.3 we can switch between pf folders.Good Luck on perfecting it.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 03:02:41 PM
So with the transforming characters almost working, Zelda, Sheik, Samus, and ZSS are a posibility in cloning??? :af2:
We still need BrawlEX rels for them.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 16, 2014, 03:14:07 PM
I'm still in the process of making a couple exmodules, I'm working on falcon and canon right now. And I believe eternal yoshi is working on toon link. And we have working jiggs and metaknight So were making good progress :P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 03:14:55 PM
I can't wait! It'll be beautiful!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 16, 2014, 03:41:37 PM
I'm also working on transforming chars :P when I get the process down to a science I'll make a video tut.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 16, 2014, 04:01:44 PM
I'm also working on transforming chars :P when I get the process down to a science I'll make a video tut.
That would make my day.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 16, 2014, 04:14:44 PM
okay, I need to say a thing about this "2" character per slot. yes, it is possible to have 2 slots on one character, with or without transforming.

but here comes the tricky part! if it is over an extra slot (or any otherslot), you cannot be the secondary! even if it is over Zelda it will not work cause somehow, you cant select "Sheik" from the start :/

the only thing that works 100% is using the Samus slot by holding in R to be the second character like in my video! even using her stuff for the extra slot doesnt work :/

But I havent test the Pokemon Trainer by using its stuff! it might work that way but I kinda expect same result

EDIT: Also... Its now 100% working! except for 2 glitches
Let the Swap begin! [Advanced Brawl Hack] (http://www.youtube.com/watch?v=BHcEbx_Ponk#ws)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 16, 2014, 05:18:02 PM
hmm
i just got an idea

what if half of the costumes are 1 character, and the other half are other character
using this method

for example 00-05 are jiggly

00-10 are Marth

that would kinda like give u 100 slots

of course we will sacrifice the other Icons...



Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 16, 2014, 05:25:29 PM
hmm
i just got an idea

what if half of the costumes are 1 character, and the other half are other character
using this method

for example 00-05 are jiggly

00-10 are Marth

that would kinda like give u 100 slots

of course we will sacrifice the other Icons...
the only problem with that would be to make the 6-10 to be load with the Module 40 while the 0-5 would be load with Module 3F


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 16, 2014, 05:28:50 PM
Ok in another approach
if we learn to handle the CSS slots like shiek and zelda
as when u pick to the left/right corner of the character, the cosmetics and character changes
and if we do it like the Pokemons
we would be able to have 400 characters :srs:
50*4=200

and we may not even have to temper with adding bones to the existing sc_selcharacter screen
as there will be 1 bone for 4 slots


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 16, 2014, 05:33:41 PM
Ok in another approach
if we learn to handle the CSS slots like shiek and zelda
as when u pick to the left/right corner of the character, the cosmetics and character changes
and if we do it like the Pokemons
we would be able to have 400 characters :srs:
50*4=200

and we may not even have to temper with adding bones to the existing sc_selcharacter screen
as there will be 1 bone for 4 slots
I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 16, 2014, 05:36:52 PM
I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!
remeber
u will probably have to add cosmetics for them too
like a CSS icon
and their corresponding CSP's
it can be a temperal solution for adding more characters
though truly i would prefer a monstrous screen of slots like Mugen Lol


also if we break the pokemon trainer slot, transformation may be possible in between whatever characters are set in those files


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 16, 2014, 05:50:34 PM
i would prefer a monstrous screen of slots like Mugen Lol

I agree, well maybe not as many characters as some mugens (It's over 9000! XD). I'm not at all saying 100 isn't enough. for a good amount of time, if we can get this game to allow all 100 slots on the CSS, I think people will be satisfied.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 16, 2014, 07:04:08 PM
I'm also working on transforming chars :P when I get the process down to a science I'll make a video tut.

That would be great, also can't wait for the cap and ganon rels. Have you figured out patching articles yet?

I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!

Impressive work with the transformation rels and good luck with the pokemon method!


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 16, 2014, 08:05:48 PM
Once I get a new laptop charger and get back to modding the game, I will try to learn everything I can front to back about this BrawlEx mod (I'm really excited to test it) and once I fully understand it and the codes, I will try to cook up a mod that includes that, cBliss and the Melee/64 Expansion mod if that's ok with everyone including PhantomWings and the creators of the cBliss and Melee/64 Expansion mods.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 16, 2014, 08:39:02 PM
Once I get a new laptop charger and get back to modding the game, I will try to learn everything I can front to back about this BrawlEx mod (I'm really excited to test it) and once I fully understand it and the codes, I will try to cook up a mod that includes that, cBliss and the Melee/64 Expansion mod if that's ok with everyone including PhantomWings and the creators of the cBliss and Melee/64 Expansion mods.
cBliss ain't compatible. Just saiyan.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 08:40:24 PM
cBliss ain't compatible. Just saiyan.

Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 16, 2014, 08:52:19 PM
Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.

^ this

I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 09:36:28 PM
^ this

I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.

That would be awesome.

We should make some stock files to max out the costumes for every character. I haven't expanded anyone myself yet, but I'm going to look over the tutorial again and try it.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 16, 2014, 09:43:23 PM
cBliss ain't compatible. Just saiyan.

I'm not so sure about that, I was told that cBliss and the Melee/64 Expansion mod could not work together, but I said otherwise and made it happen, so who knows. Anything is possible in video game modding

Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.

True, I guess I would use if for giving each characters (ExClones included obviously) 4 alternate colors and 5 alternate outfits

^ this I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.

I don't see why it wouldn't work :)

Post Merge: January 16, 2014, 09:46:59 PM
That would be awesome. We should make some stock files to max out the costumes for every character. I haven't expanded anyone myself yet, but I'm going to look over the tutorial again and try it.

That's exactly wat I want to do, that's why I wanted to make the cBliss mod compatable, more outfits :D and then the Melee/64 Stage Expansion mod to play every Smash Bros. Stage in History :)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 16, 2014, 09:50:23 PM
Whoops. I started looking at the tutorial and realized I made a mistake - it's not the Cosmetic Config file that's used to change the costumes, it's the CSSSlot config. Still, really easy to do.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 16, 2014, 10:30:54 PM
@mr.unusual

i posted this a while ago

Brawl Ex Cbliss Fusion ([url]http://www.youtube.com/watch?v=YaxhTIHCVlA#ws[/url])

^^both of those characters are clones

just copy wario's bottom cosmetics lines except for 10, 0A and 0B
make sure to keep 0C because that closes the loop
u may have to move 0C so its next in order after the last digits of costumes
u also need to edit the fighter config file to load more charaters
00-09

ganon, sonic and wolf can get 12 characters as oppose to 10 because of the csp gaps


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 16, 2014, 10:53:01 PM
Whelp...there it goes, I've lost my internet connection. Sorry in advance for people whose SD card I was supposed to look at. For now I'm using verizon data..

Pikazz, would you mind sharing the process on how you did it?  i've been experimenting with it, by borrowing some of the techniques in your special throws tutorial, but when I try to open the module again AFTER I'm done, module editor 2 it gives me An index is out of bounds of the array error. It would be great if you could share the process :)

Jesus. Typing on my phone is terrible....


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 16, 2014, 11:00:51 PM
That would be awesome.

We should make some stock files to max out the costumes for every character. I haven't expanded anyone myself yet, but I'm going to look over the tutorial again and try it.

I would like to add that I'm all for this.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 16, 2014, 11:08:24 PM
@mr.unusual

i posted this a while ago
^^both of those characters are clones

just copy wario's bottom cosmetics lines except for 10, 0A and 0B
make sure to keep 0C because that closes the loop
u may have to move 0C so its next in order after the last digits of costumes
u also need to edit the fighter config file to load more charaters
00-09

ganon, sonic and wolf can get 12 characters as oppose to 10 because of the csp gaps

And this is why I gotta do my research and learn this thing like the back of my hand lol. I'm kind of a n00b at the coding and hexidecimal parts lol I don't understand a lot of what you said except for the lat part with Gannon sonic and wolf being able to have 12 slots, but once I finally learn all that, I'm sure it won't be hard :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 16, 2014, 11:16:48 PM
Ganon REL. Ganon REL. Ganon REL.

X3
Sorry, I had to say it.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 16, 2014, 11:28:59 PM
Mugenwii. Can you explain what you mean by "just copy wario's bottom cosmetics lines except for 10, 0A and 0B"

Here's Wario's CSS slot DAT. I just wanna know how to copy this.
(http://snag.gy/FFm8x.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 16, 2014, 11:48:39 PM
O.O


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 16, 2014, 11:49:46 PM
@Segtendo~ I don't see why he mentioned a 10, I don't see any 10. But I think he meant something like this~

05000001 02050302 08040103 02060007
01090308 0C000000 00000000 00000000

Just copy those two lines and replace the two last lines of whichever character you're doing this for.
Although I may be wrong, so you should probably keep a backup handy. If you need me to illustrate further I'll try and grab some screenshots, although I haven't tested this yet.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 17, 2014, 03:13:41 AM
Pikazz, would you mind sharing the process on how you did it?  i've been experimenting with it, by borrowing some of the techniques in your special throws tutorial, but when I try to open the module again AFTER I'm done, module editor 2 it gives me An index is out of bounds of the array error. It would be great if you could share the process :)
sure, but you probely already know everything! a new <fighter>.[3][15], update the offset that leads to the Method in <fighter>.[2][2] and giving <fighter>.[17][26] the right information! it might be something more I missed about not making the character teleport to the middle of the stage!

and I also get that error as soon I resize the Section1 so you are on your own xD my both transforming character cant be open in Module Editor 2 either!


Title: Re: The BrawlEx Clone Engine
Post by: AxemBlue on January 17, 2014, 10:15:28 AM
Would this work with a custom layout CSS like this? http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28771 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28771)


Title: Re: The BrawlEx Clone Engine
Post by: DoctorFlux(Mariodk) on January 17, 2014, 11:49:40 AM
Would this work with a custom layout CSS like this? [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28771[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28771[/url])
good questing
i was thinking about the same if the clone engine works with custom CSS menus that is made with this tool here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21743 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21743) (as that CSS menu is made with)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 17, 2014, 11:51:24 AM
As long as all of the slots are arranged properly in it (and not just the ones that are shown in the images), then I don't see any reason that it shouldn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 17, 2014, 12:03:05 PM
OK, stupid question coming through. If you were to delete ASF's cloned characters and replace them with you own, like you didn't even use the same base chracter, and you replaced BPs, CSPs, RSPs, Franchhise Icons, and such. Would they work fine or would they show the original character. The reason for asking is because the CSP tutorial confused me, but thats beside the point.  :)


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 17, 2014, 12:04:36 PM
OK, stupid question coming through. If you were to delete ASF's cloned characters and replace them with you own, like you didn't even use the same base chracter, and you replaced BPs, CSPs, RSPs, Franchhise Icons, and such. Would they work fine or would they show the original character. The reason for asking is because the CSP tutorial confused me, but thats beside the point.  :)

Yes they will. I replaced Deadpool with Master Chief, Wolverine with Vegeta, and Kid Buu with Mewtwo.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 17, 2014, 12:07:19 PM
OK, stupid question coming through. If you were to delete ASF's cloned characters and replace them with you own, like you didn't even use the same base chracter, and you replaced BPs, CSPs, RSPs, Franchhise Icons, and such. Would they work fine or would they show the original character. The reason for asking is because the CSP tutorial confused me, but thats beside the point.  :)

If you're changing the base character, you need to make sure you change the Fighter Config and Module files as well. Like, if you wanted to replace Wolverine with, say, a Pit clone instead of a Wolf clone. If you're using the same base character, then just replacing the fighter's .pac files would be fine. But yeah, you can change the CSPs and all that no problem.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 17, 2014, 12:33:26 PM
Alright awesome!!! Thanks so much!! And yea I already have six working clones so the modules and crap are set up. Save for cosmetics. ;D


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 17, 2014, 01:00:05 PM
I replaced Wolverine with Scott Pilgrim. Had to do some editing, but I got it to work.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 17, 2014, 01:53:37 PM
:mewtwo:  Can somebody have a look at my codes and tell me if any of these would make BrawlEX freeze after the loading screen?



File Patch Code v3.5.1: [Phantom Wings]
* 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

Colored shields [Phantom wings] (20 lines)
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

-Diddy has 2 Jab-
* 04B0B82C 00000002

-Diddy has 0 RapidJab-
* 04B0B830 00000000

-Diddy has 0 Crawl-
* 04B0B844 00000000

-Diddy has 0 WallJump-
* 04B0B84C 00000000

-Diddy has 0 WallCling-
* 04B0B850 00000000

-Diddy has Marth's soundbank-
* 4A000000 80AD89E0
* 1400006C 00000013
* E0000000 80008000

-Diddy has no entry-
* 00AD804B 00000000

-Diddy has no result-
* 00AD8083 00000000

No Battle Portraits/battle franchises [spunit262]
* C20E08BC 00000002
* 7C9F2378 38C00002
* 90C40000 00000000

Unlock Everything. (Except for Subspace Emissary) [WiiMaster]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
* 4A000000 80AD89E0
* 14000024 0000013D
* E0000000 80008000
* 42000000 90000000
* 0417B658 FFFFFFFF
* 42000000 90000000
* 0817BE80 80638063
* 21100004 00000000
* 42000000 90000000
* 0817C398 80638063
* 215D0004 00000000
* 42000000 90000000
* 0817CB68 02020202
* 201F0004 00000000
* E0000000 80008000

Dedede has Sonic's IC-Constant
* C2858928 00000003
* 2C040020 40820008
* 3880002F 1C040038
* 60000000 00000000

King Dedede has normal jump
* 04B0B954 00000001

CSS Fix:
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

Smash Ball Activator: [Phantom Wings]
* 4A000000 80000000
* 1482B194 38000000
* 14814E14 38000000

Infinite Smash Balls
* 4A000000 80000000
* 1462C3A0 00000000

Disable Custom Stages 1.1 [Phantom Wings]
* 046B841C 48000040

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

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 00000025
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 29000000

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


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 17, 2014, 01:58:53 PM
Code:
-Diddy has 2 Jab-
* 04B0B82C 00000002

-Diddy has 0 RapidJab-
* 04B0B830 00000000

-Diddy has 0 Crawl-
* 04B0B844 00000000

-Diddy has 0 WallJump-
* 04B0B84C 00000000

-Diddy has 0 WallCling-
* 04B0B850 00000000

-Diddy has Marth's soundbank-
* 4A000000 80AD89E0
* 1400006C 00000013
* E0000000 80008000

-Diddy has no entry-
* 00AD804B 00000000

-Diddy has no result-
* 00AD8083 00000000

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
* 4A000000 80AD89E0
* 14000024 0000013D
* E0000000 80008000
* 42000000 90000000
* 0417B658 FFFFFFFF
* 42000000 90000000
* 0817BE80 80638063
* 21100004 00000000
* 42000000 90000000
* 0817C398 80638063
* 215D0004 00000000
* 42000000 90000000
* 0817CB68 02020202
* 201F0004 00000000
* E0000000 80008000

Dedede has Sonic's IC-Constant
* C2858928 00000003
* 2C040020 40820008
* 3880002F 1C040038
* 60000000 00000000

King Dedede has normal jump
* 04B0B954 00000001

CSS Fix:
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000
Turn off these and report back. Some codes similar to these, I had to turn off to get to work. Most character stuff can be edited in the Config utility.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 17, 2014, 02:38:25 PM
How do i make it so that i can fit more icons on the css. I haven reached a limt but i've got a pot of characters lined up and so if it maxes at 50 icons i'll need to shrink them.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 17, 2014, 02:43:57 PM
How do i make it so that i can fit more icons on the css. I haven reached a limt but i&#039;ve got a pot of characters lined up and so if it maxes at 50 icons i&#039;ll need to shrink them.

Hasn't been done yet mate.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 17, 2014, 02:50:58 PM
Hasn't been done yet mate.
Hasn't been done yet mate.
Hasn't been done yet mate.

Awe man... Well i'm gonna add in the char, squirtle, ivy, zero suit, and sheik spots, so i guess after that i'll have only enough room for a few. But i've been savin movesets i've liked and i'm eager for a way to fit more. Hooefully someone'll post it here.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 17, 2014, 03:06:48 PM
Awe man... Well i&#039;m gonna add in the char, squirtle, ivy, zero suit, and sheik spots, so i guess after that i&#039;ll have only enough room for a few. But i&#039;ve been savin movesets i&#039;ve liked and i&#039;m eager for a way to fit more. Hooefully someone&#039;ll post it here.
Sam said he would try to get it to have more room. Give him time and maybe he will surprise all of us. Not only that. If you change the 3 pokemon back to pkm trainer, and zelda and sheik are together. You should get back 4 icons. 5 if you also take out ZSS.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 17, 2014, 05:53:43 PM
Mugenwii. Can you explain what you mean by "just copy wario's bottom cosmetics lines except for 10, 0A and 0B"

Here's Wario's CSS slot DAT. I just wanna know how to copy this.

@Segtendo~ I don't see why he mentioned a 10, I don't see any 10. But I think he meant something like this~

05000001 02050302 08040103 02060007
01090308 0C000000 00000000 00000000

Just copy those two lines and replace the two last lines of whichever character you're doing this for.
Although I may be wrong, so you should probably keep a backup handy. If you need me to illustrate further I'll try and grab some screenshots, although I haven't tested this yet.


lil is correct

so copy these yellow lines, and fix the numbers as shown to your characters

also remember to open up ur fighter config and check characters from 00-09

(http://i.imgur.com/pDLTSCy.png)

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


and finally add ur extra csp's

Also, u may not even have to remove the 0A and 0B, as long as you dont check them on the fighter confi file you would probably be fine



Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 17, 2014, 06:11:22 PM
:mewtwo:  Can somebody have a look at my codes and tell me if any of these would make BrawlEX freeze after the loading screen?



File Patch Code v3.5.1: [Phantom Wings]
* 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

Colored shields [Phantom wings] (20 lines)
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

-Diddy has 2 Jab-
* 04B0B82C 00000002

-Diddy has 0 RapidJab-
* 04B0B830 00000000

-Diddy has 0 Crawl-
* 04B0B844 00000000

-Diddy has 0 WallJump-
* 04B0B84C 00000000

-Diddy has 0 WallCling-
* 04B0B850 00000000

-Diddy has Marth's soundbank-
* 4A000000 80AD89E0
* 1400006C 00000013
* E0000000 80008000

-Diddy has no entry-
* 00AD804B 00000000

-Diddy has no result-
* 00AD8083 00000000

No Battle Portraits/battle franchises [spunit262]
* C20E08BC 00000002
* 7C9F2378 38C00002
* 90C40000 00000000

Unlock Everything. (Except for Subspace Emissary) [WiiMaster]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
* 4A000000 80AD89E0
* 14000024 0000013D
* E0000000 80008000
* 42000000 90000000
* 0417B658 FFFFFFFF
* 42000000 90000000
* 0817BE80 80638063
* 21100004 00000000
* 42000000 90000000
* 0817C398 80638063
* 215D0004 00000000
* 42000000 90000000
* 0817CB68 02020202
* 201F0004 00000000
* E0000000 80008000

Dedede has Sonic's IC-Constant
* C2858928 00000003
* 2C040020 40820008
* 3880002F 1C040038
* 60000000 00000000

King Dedede has normal jump
* 04B0B954 00000001

CSS Fix:
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

Smash Ball Activator: [Phantom Wings]
* 4A000000 80000000
* 1482B194 38000000
* 14814E14 38000000

Infinite Smash Balls
* 4A000000 80000000
* 1462C3A0 00000000

Disable Custom Stages 1.1 [Phantom Wings]
* 046B841C 48000040

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

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 00000025
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 29000000

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

Also make sure to use FPC 3.51b, not 3.51.


Title: Re: The BrawlEx Clone Engine
Post by: Therenover on January 17, 2014, 06:28:47 PM
WARNING, WARNING  NOOB QUESTION ALERT -->  I recently installed gecko is for the soul purpose of using this engine and when it loads it says sd codes loaded applying, but no hacks work at all and all I did was use Asf1's pack pack with the file patch code.

Does anyone know what I did wrong?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 17, 2014, 06:31:36 PM
Did you make sure you put all of ASF's files in the proper places? Most of the folders need to go in /private/wii/app/RSBE/pf

The codes need to go in /DATA/GECKO/CODES


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 17, 2014, 06:54:01 PM
css fixes codes dont work with brawl ex

it has been stated several times

they mess with the fighter config id's and i guess with pretty much all the other configs


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 17, 2014, 07:06:28 PM
 Now I have a bunch if working clones. I tested everything. All there outfits, PSA, Final and motion and they all work. But why is it when I go to do a four player match the it freezes after I choose a stage. (All stages are there btw)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 17, 2014, 07:11:56 PM
Okay, so idk if this is a noob question or not, but would this sort of thing NOT work with the Extra Stage loader? You know, the extra 37 stage slots you can get? Would something like that conflict with this?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 17, 2014, 07:23:34 PM
Alright, I'm having some 'issues' with sc_selcharacter that are very strange, to say the least. I successfully added a full set of cosmetics for my first clone, then checked the file size to be sure I didn't go over and it worked perfectly. I added all the cosmetics for my second, and they worked fine as well. I then checked my file size again to see how much more room I had when - surprise, surprise - I saw that I was already over the limit (3.81), and it was still working. To make sure I didn't accidentally do this again, I went through all the other character portraits and changed them to CMPR and Extended LZ77. The file size went down to 2.56, and I put it in the game to see how much the quality would change, and even though I changed nothing else, it froze.

This isn't a problem since my original one that is over the size limit still works for some reason, but I'm very confused about it. I really hope someone has an explanation, because I certainly don't. It'll probably bother me until I figure it out.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 17, 2014, 07:36:52 PM
It's probably been said, but incase it hasn't, attempting to set up a team match with a clone freezes the game at css.

And justso it doesn't get buried, does anyone know if the 37 extra stage loader works?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 17, 2014, 07:54:01 PM
It's probably been said, but incase it hasn't, attempting to set up a team match with a clone freezes the game at css.

Try putting the clones on red team, I have the same problem but for some reason if I put them on red team it works.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 17, 2014, 08:02:47 PM
Why red?It doesn't really make since...


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 17, 2014, 08:04:16 PM
I actually have no idea, I just kept testing the different team colors to see if any worked.


Title: Re: The BrawlEx Clone Engine
Post by: Therenover on January 17, 2014, 08:18:52 PM
Did you make sure you put all of ASF's files in the proper places? Most of the folders need to go in /private/wii/app/RSBE/pf

The codes need to go in /DATA/GECKO/CODES

it didnt work none of my hacks work the css screen at least loads up now but the random icons show up


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 17, 2014, 08:22:03 PM
it didnt work none of my hacks work the css screen at least loads up now but the random icons show up

When Gecko loads up, did you go into the config and change the hook type to Axtnextframe?


Title: Re: The BrawlEx Clone Engine
Post by: Therenover on January 17, 2014, 08:34:38 PM
When Gecko loads up, did you go into the config and change the hook type to Axtnextframe?

yes when i did that my hacks still dont load and it freezes before i get to the css screen


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 18, 2014, 12:12:36 AM
It seems many people are struggling to get the basics down. I posted this before, but it may be beneficial to many. This pack is a copy of my sd card with nothing but the clone engine on it. It has every character that is clonable at the moment cloned. No cosmetic/moveset changes, just 1:1 clones.

CLONE ENGINE PACK DOWNLOAD (http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 18, 2014, 12:15:17 AM
It seems many people are struggling to get the basics down. I posted this before, but it may be beneficial to many. This pack is a copy of my sd card with nothing but the clone engine on it. It has every character that is clonable at the moment cloned. No cosmetic/moveset changes, just 1:1 clones.

CLONE ENGINE PACK DOWNLOAD ([url]http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip[/url])


You already posted this.


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 18, 2014, 12:18:55 AM
You already posted this.
I know, I only wanted to post it once more. It seems since the blog feature more people are trying it and are having no luck. This might be a good start for them.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 18, 2014, 07:54:19 AM
MAY BE IMPORTANT IN CASE IT WASN'T TESTED YET!

Okay, I would like to confirm that is seems to work with Phantom Wing's Custom Stage Expansion 2.0. I haven't tried custom music however.



Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 18, 2014, 07:58:02 AM
I cannot begin to describe how amazed I am that this has been accomplished. PhantomWings, you are absolutely phenomenal.

I just wish I could rack my brain around how all of this works. I've got too much on my mind with college and whatnot. If anyone releases a pack that includes all of the original fighters and a number of clones (any interesting characters would be fine), please let me know.

Now that the holy grail has been found, there is only so much more that can be done for Brawl to be perfect.  like geno


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 18, 2014, 08:33:01 AM
Now that the holy grail has been found, there is only so much more that can be done for Brawl to be perfect.  like geno


And blood & gore (for the more extreme gamers :D), I guess this video is a start as an example, add all limbs being dismemberable and better effects to the concept (along with maybe various versions with more/less blood & gore): Smash Bros. Brawl EXTREME VIOLENCE (Bootleg) (http://www.youtube.com/watch?v=Ef7kyNVU--c#ws)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 18, 2014, 08:35:29 AM
and making BRAWLEX compatible with Dantarion alternate stage loader..................................


Title: Re: The BrawlEx Clone Engine
Post by: DentDex on January 18, 2014, 09:10:55 AM
I'm not sure if this has already been answered, but is it possible to have two cloned characters? I want to have kid buu and mewtwo for lucario, while still having Lucario as an option.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 09:20:39 AM
I'm not sure if this has already been answered, but is it possible to have two cloned characters? I want to have kid buu and mewtwo for lucario, while still having Lucario as an option.

You can clone them as many times as you want.


Title: Re: The BrawlEx Clone Engine
Post by: DentDex on January 18, 2014, 09:24:25 AM
You can clone them as many times as you want.
Oh, okay. Well do you mind telling me what I would need to rename the module file? I know that for kid buu i just renamed it "fitlucarioex.rel" and it works fine. But I dont know how to do mewtwo over lucario because I can't have two modules named "fitlucarioex.rel".


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 09:26:45 AM
Oh, okay. Well do you mind telling me what I would need to rename the module file? I know that for kid buu i just renamed it "fitlucarioex.rel" and it works fine. But I dont know how to do mewtwo over lucario because I can't have two modules named "fitlucarioex.rel".

When setting up the Fighter Config and naming them, you don't have to use LucarioEx. You can name it anything as long as it doesn't have spaces or special characters, so entering Mewtwo or KidBuu and having ft_mewtwo.rel or ft_kidbuu.rel would work.


Title: Re: The BrawlEx Clone Engine
Post by: DentDex on January 18, 2014, 09:37:48 AM
When setting up the Fighter Config and naming them, you don't have to use LucarioEx. You can name it anything as long as it doesn't have spaces or special characters, so entering Mewtwo or KidBuu and having ft_mewtwo.rel or ft_kidbuu.rel would work.
Hmm, well i just tried that. I'm able to pick all three lucario characters on the css, and no freezing. When i pick the third one( for mewtwo) and go to the sss I pick a stage, but when I pick a stage it doesnt load, it just stays on the picked stage as if its taking forever to load.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 09:40:16 AM
Did you make sure to make a Mewtwo folder in fighter and put all of his PSA files in there? Don't forget that you'll need FitMewtwo.pac, FitMewtwoMotionEtc.pac, FitMewtwoFinal, FitMewtwoDark, FitMewtwoSpy, and all of his costume files.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 18, 2014, 11:01:17 AM
I downloaded asfl1nk's pack and replaced the module he said to replace, but it doesn't work. All of the extra icons are "random" and the second I move the pointer, it freezes. I'm on riivolution for what that's worth. Oh well, I shouldn't be spending time on this right now anyway, I have so much to do.


Title: Re: The BrawlEx Clone Engine
Post by: DentDex on January 18, 2014, 11:07:18 AM
Did you make sure to make a Mewtwo folder in fighter and put all of his PSA files in there? Don't forget that you'll need FitMewtwo.pac, FitMewtwoMotionEtc.pac, FitMewtwoFinal, FitMewtwoDark, FitMewtwoSpy, and all of his costume files.
I got it to work! Thanks man!


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 18, 2014, 11:10:47 AM
OK, at this point I have absolutely NO IDEA at what's wrong, but I'm so close to giving up. I tried both riivolution AND gecko to clone Mario, and every single time all I got was a second random slot that froze the game. I checked to make sure the core files were there, I redid the whole creation, there's not a single step I overlooked or missed. Is BrawlEx just refusing to load? Do I need some new code that allows BrawlEx to load?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 11:14:48 AM
OK, at this point I have absolutely NO IDEA at what's wrong, but I'm so close to giving up. I tried both riivolution AND gecko to clone Mario, and every single time all I got was a second random slot that froze the game. I checked to make sure the core files were there, I redid the whole creation, there's not a single step I overlooked or missed. Is BrawlEx just refusing to load? Do I need some new code that allows BrawlEx to load?

When loading through Gecko, did you go into the config and change the hook type to Axnextframe? A lot of people forget to do that and end up with the freezing random icons.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 18, 2014, 11:19:11 AM
When loading through Gecko, did you go into the config and change the hook type to Axnextframe? A lot of people forget to do that and end up with the freezing random icons.
Yep, and it still didn't work. I have no idea what's going wrong. Just so you guys know, on riivo I only used the CSS code and on gecko I used file replacement and CSS code. I didn't use any others.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 11:21:55 AM
Yep, and it still didn't work. I have no idea what's going wrong. Just so you guys know, on riivo I only used the CSS code and on gecko I used file replacement and CSS code. I didn't use any others.

No one has gotten it to work properly on Riivo, yet. As for Gecko, you are using the correct File Replacement code, right? 3.5.1b

Actually, I have a better question: Have you tried using ASF1nk's pack?


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 18, 2014, 11:24:44 AM
No one has gotten it to work properly on Riivo, yet. As for Gecko, you are using the correct File Replacement code, right? 3.5.1b

Actually, I have a better question: Have you tried using ASF1nk's pack?
Yes, I'm using the correct file replacement code, but I haven't heard of this pack. I'm gonna check it out, then get back to this and say if it helped me out.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 18, 2014, 12:00:35 PM
And blood & gore (for the more extreme gamers :D), I guess this video is a start as an example, add all limbs being dismemberable and better effects to the concept (along with maybe various versions with more/less blood & gore): Smash Bros. Brawl EXTREME VIOLENCE (Bootleg) ([url]http://www.youtube.com/watch?v=Ef7kyNVU--c#ws[/url])


Is this like a code or something?Has it been released?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 18, 2014, 12:20:26 PM
And blood & gore (for the more extreme gamers :D), I guess this video is a start as an example, add all limbs being dismemberable and better effects to the concept (along with maybe various versions with more/less blood & gore): Smash Bros. Brawl EXTREME VIOLENCE (Bootleg) ([url]http://www.youtube.com/watch?v=Ef7kyNVU--c#ws[/url])


Brawl with Violence and Gore?

More like: Super Smash Bros Kombat.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 18, 2014, 12:25:40 PM
Is this like a code or something?Has it been released?

No, I was just mentioning it as another big modification that would be cool to have made someday


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 18, 2014, 12:26:56 PM
Hello everyone, sorry I haven't been around often. Finally got around to finding a place I can use internet.

For those of you who are having trouble, don't forget to check out the video tutorials in the OP. You can also just seaech BrawlEx tutorial on youtube to find them. There are two for just basics (one for brawl minus, one for vBrawl), and two more for advanced cosmetics.

As for a progress update, I'm. THIS close to expanding the roster. If all goes well, after today or tomorrow I might have expanded the roster to 69 characters. For now....hopefully..

Convour, in the blog post, a lot of the people there I don't think are going to know the video tutorials are there  since they weren't included in the blog post. It may be a good idea to link to the playlist if its at all possible. Mainly because I feel like thwe mahority of people coming from the blog are just skipping to page 82 instead of reading the rest of the op.

Either way, people that need help, check em out! It may save you the time of asking here :P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 18, 2014, 12:29:56 PM
Okay, I am seriously flipping out here. Has anyone else tried going over the 3.79 file size limit? Because after the first time I did it by accident, I decided to add cosmetics for my next character with the same file without reducing the size again, to test it. It worked, and my sc_selcharacter is at 3.87 and it's still working for some reason while my reduced 2.56 one isn't - on the Wii, at that. The only codes I'm using are FPC and the CSS code to have BrawlEX running and RSBE for Roy and Mewtwo sounds. I'm starting to wonder if BrawlEX or the way BrawlEX cosmetics are added somehow broke the file size limit and none of us realized because we all tried to stay under it out of habit.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 18, 2014, 12:35:27 PM
I'm. THIS close to expanding the roster. If all goes well, after today or tomorrow I might have expanded the roster to 69 characters. For now....hopefully..

That's pretty awesome, not 100, but awesome. Is there gonna be a tutorial to help other people do it themselves?

Suddenly, after we perfect everything currently possible in BrawlEx, PW is like: "HUGE update everybody! Sorry, I forgot to test it and deleted all backups, have fun with 200 characters!" *breaks roster and permanently leaves us with a 1 character roster in all versions of the game* XD lol sorry I just had to make that joke.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 18, 2014, 12:45:15 PM
Yes, I'm using the correct file replacement code, but I haven't heard of this pack. I'm gonna check it out, then get back to this and say if it helped me out.
Welp, I tried out AS1nk's pack, but after copypasting the exact files I needed into the SD card and finally, FINALLY seeing icons other than extra random icons, I chose a match with Roy and Waluigi and went to the stage select screen.
Then, after hovering over a few stages, the game froze.
So I found that I didn't take out my previous info_en.pac files and took them all out, then I doublechecked the SD card to make sure there was not a single point in there were a crash could happen.
Loaded up brawl, and it crashed right before the character selection screen.
At this point, I'm just about done and trying to tinker around with this thing, seeing if I can find a workaround myself. Thanks for the help, to those who helped me out, but at this point I have absolutely no clue as to how I can fix this.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 18, 2014, 12:57:48 PM
Welp, I tried out AS1nk's pack, but after copypasting the exact files I needed into the SD card and finally, FINALLY seeing icons other than extra random icons, I chose a match with Roy and Waluigi and went to the stage select screen.
Then, after hovering over a few stages, the game froze.
So I found that I didn't take out my previous info_en.pac files and took them all out, then I doublechecked the SD card to make sure there was not a single point in there were a crash could happen.
Loaded up brawl, and it crashed right before the character selection screen.
At this point, I'm just about done and trying to tinker around with this thing, seeing if I can find a workaround myself. Thanks for the help, to those who helped me out, but at this point I have absolutely no clue as to how I can fix this.
if your using afslink pack dont replace the bx fighter like he said just use only the thing he has on the pack and then put the rsbe gct in the codes  folder, it worked great on my wii u


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 18, 2014, 02:36:32 PM
THIS WORKS ON THE WII U!?!?!?!?!?!?!? And awesome progress on the whole expanded roster Sam :af:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 18, 2014, 02:44:19 PM
if it works, it's actually fairly jenky because brawlbox throws a fit after you try to open the 3d model again in brawlbox after it's modified. BUT it will use the new bones in game on the CSS. i just haven't tested adding new characters to the 19 new bones. :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 18, 2014, 03:10:24 PM
if it works, it's actually fairly jenky because brawlbox throws a fit after you try to open the 3d model again in brawlbox after it's modified. BUT it will use the new bones in game on the CSS. i just haven't tested adding new characters to the 19 new bones. :P

Hey Sam, not to rush or anything but when more modules come out for more characters where can we find them? Here, or somewhere else? And if here, will there be an update notice somewhere for us to know?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 18, 2014, 03:20:00 PM
It's really, its just me pikazz and eternal yoshi making our own exmodules independently of PW. :P More then likely, if Phantom Wings approves it he would put them in the download. of course they would need testing (that's where you guys come in). you guys combined would do more testing by just playing in 5 minutes then i could do myself in like 5 days.

So whenever we get them straightened out and working, i'm i'll post mine here. i can't really speak for EY or Pikazz, but i'm sure they'll post theirs here too :P


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 03:22:26 PM
It's really, its just me pikazz and eternal yoshi making our own exmodules independently of PW. :P More then likely, if Phantom Wings approves it he would put them in the download. of course they would need testing (that's where you guys come in). you guys combined would do more testing by just playing in 5 minutes then i could do myself in like 5 days.

So whenever we get them straightened out and working, i'm i'll post mine here. i can't really speak for EY or Pikazz, but i'm sure they'll post theirs here too :P

I'm all for testing, i tried writing BrawlEx rels but i couldn't get past the first two lines of section 8.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 18, 2014, 03:28:10 PM
THIS WORKS ON THE WII U!?!?!?!?!?!?!? And awesome progress on the whole expanded roster Sam :af:
wii mode of the wii u its just wii programing so you can instal homebrew and gecko and everything like the wii but only on the wii mode of the wiiu not on the wiiu mode


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 18, 2014, 04:56:42 PM
Ugh! Well I was working on cloning a 7th character, but all my clone files got corrupted. So I re-cloned them all and when I cloned Mewtwo again, went to the CSS screen and it showed all the original characters but with 5 shadow icons and 1 ivysaur where the clone should be. If i post my sd card contents, can someone tell me what went wrong? :'(


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 18, 2014, 04:59:33 PM
try not including the css configs, and slot configs


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 18, 2014, 05:02:22 PM
Negative :'( still shadow and ivysaur


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 18, 2014, 05:15:33 PM
Negative :'( still shadow and ivysaur

this is happening to me too 2 days ago i downloaded afslink pac (contains 8 chars) and used it all fine on wii u with usbloader gx all characters worked, and now all i get is shadows and ivisaurs and if i put my cursor over them it freezes, if you find out how to fix that pls pm me the awnser, i already redownload afslink pac deleted all my pf folder and added it all again , even the codes but aparently it either freezes or  shadows and ivisaurs and not a single file was changed :S


maybe theres an error with brawl ex after the 7 added char with cosmetics? because i didnt touch my sd card since i last used it to play when it was working.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 18, 2014, 05:23:57 PM
this is happening to me too 2 days ago i downloaded afslink pac (contains 8 chars) and used it all fine on wii u with usbloader gx all characters worked, and now all i get is shadows and ivisaurs and if i put my cursor over them it freezes, if you find out how to fix that pls pm me the awnser, i already redownload afslink pac deleted all my pf folder and added it all again , even the codes but aparently it either freezes or  shadows and ivisaurs and not a single file was changed :S


maybe theres an error with brawl ex after the 7 added char with cosmetics? because i didnt touch my sd card since i last used it to play when it was working.

Format your SD card

upgrade your CIOS

Use the latest version of the most popular usbloaders (GX or CFG)

if asf1nk pack is working for you, then you are doing something wrong


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 18, 2014, 05:35:26 PM
It's really, its just me pikazz and eternal yoshi making our own exmodules independently of PW. :P More then likely, if Phantom Wings approves it he would put them in the download. of course they would need testing (that's where you guys come in). you guys combined would do more testing by just playing in 5 minutes then i could do myself in like 5 days.

So whenever we get them straightened out and working, i'm i'll post mine here. i can't really speak for EY or Pikazz, but i'm sure they'll post theirs here too :P
I will post my in here together in the BrawlEx thread in the PSA/Animation discussion section!

but I have big troubles of porting the "special things" :c, the things that need extra patching to the Sora_melee (example Pikachus or Pikmin module), do you know how?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 18, 2014, 05:35:49 PM
Format your SD card

upgrade your CIOS

Use the latest version of the most popular usbloaders (GX or CFG)

if asf1nk pack is working for you, then you are doing something wrong
*facepalm*
Not everybody uses a USB loader, what about the people who use a gamedisc? (like Doqtor Kirby)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 18, 2014, 08:39:52 PM
lil is correct

so copy these yellow lines, and fix the numbers as shown to your characters

also remember to open up ur fighter config and check characters from 00-09

([url]http://i.imgur.com/pDLTSCy.png[/url])

([url]http://i.imgur.com/0MYjOBf.png[/url])


and finally add ur extra csp's

Also, u may not even have to remove the 0A and 0B, as long as you dont check them on the fighter confi file you would probably be fine




Yeah... I did this exactly as it said and my game freezes when switching from the last costume to the first or vice versa on the Character Select.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 08:40:52 PM
Yeah... I did this exactly as it said and my game freezes when switching from the last costume to the first or vice versa on the Character Select.

did you add portraits?


Title: Re: The BrawlEx Clone Engine
Post by: Lito on January 18, 2014, 08:44:18 PM
Did everything I was supposed to with the Brawl Plus codeset. Characters started to jump backwards.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 18, 2014, 09:21:15 PM
did you add portraits?
Was already using a cBliss compatible CSS, so yeah. All the portraits were there. I think it has something to do with just copying the Wario CSSSlot.dat's hex code as instructed. Maybe it's still got something in those two lines that tells it what to do when restarting the Costume Cycle? I dunno, I'm not exactly a programmer or anything.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 18, 2014, 09:22:04 PM
Did everything I was supposed to with the Brawl Plus codeset. Characters started to jump backwards.
Who plays Brawl Plus anymore?

Most character-related modifications aren't supported by BrawlEx, as it can be done in the respective Fighter Configurations.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 18, 2014, 09:24:40 PM
@pikazz I know somewhat of how to do it. PW said there is no real science to it. He said most of the time its going to be allot of guess work. Your going to need dolphin. The log will generally show you where it crashed and subsequently where it needs to be patched. Though I do know the (very) basic format for how to patch the modules, I haven't figured out how to get the address to patch from dolphin yet. :/

As for another update, I have everything working for the CSS but hit a block. Hopefully I can figure it out, otherwise its back to the drawing board


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 18, 2014, 09:38:19 PM
*facepalm*
Not everybody uses a USB loader, what about the people who use a gamedisc? (like Doqtor Kirby)

Well, I was trying to give a solution for carnage, he uses an usb loader, I never tried to use BrawEx with an actual gamedisc, I mean that I had never experienced problems using brawlEx with a gamedisc because I have not even tried to run BrawlEx with one, so I dont know how to solve yout problem... but you could format your usb, and upload your CIOS if you are using a softmodded wii, to see what happens..


Title: Re: The BrawlEx Clone Engine
Post by: CutterKirby64 on January 18, 2014, 09:56:45 PM
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

Did you add to the css icon count? It will be a different number on Asf1nk's pack like 3C or something. you just add however many characters you put in to that count.

Like this.

3C + 3 = 3F

Anything after F goes to the next actual number like 40. You probably already knew how hex count works, but just incase.

Actually I did, on Asf1nk's pack the number is 2C, and I've tried to add 4 more characters, those being Zero Suit Samus and the Pokemons. So, the hex count would be 30, if I'm not mistaken, because 2C + 4 = 30. Something like this:
BrawlExCustom 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 00000030
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231904 1C1D1E3F
40414243 44454629
But still, nothing happened, all the characters from the pack are still there, but no sign of those I've tried to add.  :-\
Do I need codes like Independent Pokemon Engine and CSS fixes for ZSS?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 09:59:47 PM
Actually I did, on Asf1nk's pack the number is 2C, and I've tried to add 4 more characters, those being Zero Suit Samus and the Pokemons. So, the hex count would be 30, if I'm not mistaken, because 2C + 4 = 30. Something like this:
BrawlExCustom 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 00000030
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231904 1C1D1E3F
40414243 44454629
But still, nothing happened, all the characters from the pack are still there, but no sign of those I've tried to add.  :-\
Do I need codes like Independent Pokemon Engine and CSS fixes for ZSS?


Yes those codes are required.

http://forums.kc-mm.com/index.php?topic=6201.0 (http://forums.kc-mm.com/index.php?topic=6201.0)

Those codes should be at the bottom of the OP there. ^


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 18, 2014, 10:02:39 PM
Yes those codes are required.

[url]http://forums.kc-mm.com/index.php?topic=6201.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=6201.0[/url])

Those codes should be at the bottom of the OP there. ^
i belief individual pokemons are yet to be compatible
nope
individual pokemon codes are not compatible

i think the css fix for sheik and samus do work though
but most codes having to do with css wreck havoc

i think the proper way of fixing this is by editing the character ids in the config files
have not yet tried to do so myself


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 10:04:52 PM
i belief individual pokemons are yet to be compatible
nope
individual pokemon codes are not compatible

i think the css fix for sheik and samus do work though
but most codes having to do with css wreck havoc

Oh really? I didn't keep the pokemon seperate so i could save 3 exta css slots. I know Zelda/Sheik and Samus/Zss do work for sure though.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 18, 2014, 10:08:15 PM
yea
any engine codes dont work
giga company/ind. pokemon


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 18, 2014, 11:03:29 PM
independant pokemon don't work. the ID's 1D 1E 1C are the individual pokemon and from what i can tell it looks like you have that in order. it must be something else :/

one more update.....i FOUND A WORKAROUND. i can load up to 69 characters. not through a visual css. im writing a code for now until i can actually make the game SHOW the new slots. but for now, i can add ID's in the css code and change the adress of an already existing characters slot to load it on the fly. meaning i can actually write a code that says 'if hovering over this CSS icon, get it's address in memory from the addresses i found. then if some button is pressed, set the value at that address to 51, then for each subsequent press increment it by 1. until 69 is reached. then set it back to it's original adress and start again.

meaning if i have 4 extra slots on the CSS i can have that slot account for all 19 added clones, while all four players being able to choose one of them.

its a workaround, but still progress. i feel like the ability to add NEW slots visually to the css is being restricted by something im not seeing, or is hardcoded into the game. either way, it will come with time...hopefully :P


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 11:10:48 PM
independant pokemon don't work. the ID's 1D 1E 1C are the individual pokemon and from what i can tell it looks like you have that in order. it must be something else :/

one more update.....i FOUND A WORKAROUND. i can load up to 69 characters. not through a visual css. im writing a code for now until i can actually make the game SHOW the new slots. but for now, i can add ID's in the css code and change the adress of an already existing characters slot to load it on the fly. meaning i can actually write a code that says 'if hovering over this CSS icon, get it's address in memory from the addresses i found. then if some button is pressed, set the value at that address to 51, then for each subsequent press increment it by 1. until 69 is reached. then set it back to it's original adress and start again.

meaning if i have 4 extra slots on the CSS i can have that slot account for all 19 added clones, while all four players being able to choose one of them.

its a workaround, but still progress. i feel like the ability to add NEW slots visually to the css is being restricted by something im not seeing, or is hardcoded into the game. either way, it will come with time...hopefully :P


Great to hear you found a workaround, would the cosmetics change on the css icon or does this more or less work like loading ZSS on the roster? (Hold R)

Thanks for all your hard work sammi-husky, not many other people could have figured this out thanks to you we can now get past the 50 barrier. (even if it is just a workaround, still 69 characters!)
(http://1.bp.blogspot.com/-vpE6uMJ37dk/UOScrne47aI/AAAAAAAAEL4/Ki-4IWO-SoY/s1600/ron-paul.gif)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 18, 2014, 11:24:02 PM
nice work, sammy
will the css icon change?
and csp's?

also found a work around for sfx

people who have a gamecube controller and want to test let me know




Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 18, 2014, 11:29:13 PM
nice work, sammy
will the css icon change?
and csp's?

also found a work around for sfx

people who have a gamecube controller and want to test let me know




SFX workaround? need a tester with a GC controller? i am game sir. (shoot me a PM.)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 18, 2014, 11:45:18 PM
nice work, sammy
will the css icon change?
and csp's?

also found a work around for sfx

people who have a gamecube controller and want to test let me know




Why Gamecube controller?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 19, 2014, 12:23:52 AM
everything functions exactly the same as if there actually were a slot visually on the css :P so yes cosmetics and all


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 19, 2014, 01:55:11 AM
I succesfully used 3.5.3b to swap folders, using an Extra EXbrawl Slot, I have Sephiroth in RSBE folder, and Roy in RSB4 folder, both works


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 19, 2014, 02:05:41 AM
Wait, so this doesn't work with Riivolution at all?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 19, 2014, 03:56:21 AM
Format your SD card

upgrade your CIOS

Use the latest version of the most popular usbloaders (GX or CFG)

if asf1nk pack is working for you, then you are doing something wrong
i installed everything 3 days ago so i could play ssbb on the wii u from an HDD so eveything is the most recent it can be and it has nothing to do with cios or the sd card since every noone brawlex stuff works perfectly, and what do you mean if asf1nk pack is working im doing something wrong?Its not supposed to work?

Post Merge: January 19, 2014, 07:02:13 AM
finaly fixed my problem to anyone using usbloader gx or gecko do this

When loading through Gecko, did you go into the config and change the hook type to Axnextframe? A lot of people forget to do that and end up with the freezing random icons.

thank god it worked i was getting insane


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 19, 2014, 08:00:59 AM
Wait, so this doesn't work with Riivolution at all?
Ibelieve it works with it, but you have to still use the FPC 3.5.1b with it and using the same places for it, example RSBE/app/pf/fighter/lucario


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 08:59:28 AM
Ibelieve it works with it, but you have to still use the FPC 3.5.1b with it and using the same places for it, example RSBE/app/pf/fighter/lucario
Does this work with the brawlmods method of loading riivolution?


Title: Re: The BrawlEx Clone Engine
Post by: JayGamer on January 19, 2014, 09:06:29 AM
First thing I want to say is that this is quite possible one of the greatest, if not THE greatest, things to happen in the history of Brawl modding.
Second thing I want to say is:
What could be causing this (https://dl-web.dropbox.com/get/um.png?_subject_uid=156492528&w=AABhDPajk_eKfiPWazES_rkUeE21CP-CWLdXUdMhdqo28w)?
This only occurs once I've added another line of code to the Custom CSS Code. I've tried replacing my sc_selcharacter.pac (https://www.dropbox.com/s/fievxeatzo0ku7t/sc_selcharacter.pac) with the one from ASF1nk's pack, and that fixed it. Have I missed something (as in, something I'm supposed to edit in the sc_selcharacter.pac)?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 19, 2014, 09:10:02 AM
Are there any ex modules for Captain Falcon? There isn't one in the download.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 19, 2014, 09:12:34 AM
Are there any ex modules for Captain Falcon? There isn't one in the download.

All of us are waiting for that one and Ganon's.
We need to be patient.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 19, 2014, 09:15:40 AM
All of us are waiting for that one and Ganon's.
We need to be patient.
Oh OK. Also, is it possible to change what color is used for team battles? I cloned Mario, and I want to change his red team color from the default.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 19, 2014, 10:41:28 AM
Anyone get this to work in team battles?It freezes when I click team and hover over an icon...


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 19, 2014, 10:45:24 AM
In response to the few posts close to "Does this work on Riivolution?"

NO! BrawlEx does NOT work with Riivolution. If you're in dire need of more then 2gb space, use the SDHC Extension.

for the eleventeenth time


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 19, 2014, 11:17:30 AM
In response to the few posts close to "Does this work on Riivolution?"

NO! BrawlEx does NOT work with Riivolution. If you're in dire need of more then 2gb space, use the SDHC Extension.

for the eleventeenth time
No matter how many times you repeat yourself, there will always be a special group of people who will still ask about it. ^-^


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 19, 2014, 12:25:54 PM
No matter how many times you repeat yourself, there will always be a special group of people who will still ask about it. ^-^
I know, but if I put it in red 24pt font, maybe some people will listen, correct? :P


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 19, 2014, 01:23:34 PM
Only needs perfection (http://www.youtube.com/watch?v=5bsrDfWGXNE#ws)

its only perfection left until I release a guide of how to create a transforming character!
with perfection, I mean being able to switch Graphic and Action with ease! right now it using Warios Transformation grapfic which is located in Sora_melee :/ need to find how to switch it!

the transformation can only be used with BrawlEx modules!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 19, 2014, 01:55:49 PM
i will for sure wait for CF/ZSS since i want ridley to get his own slot xD hopefully CF isnt hard to do


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 19, 2014, 01:56:16 PM
the transformation can only be used with BrawlEx modules!

BrawlEx modules are the same as Plug&Play modules right?
Or do they have differences?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 19, 2014, 02:00:13 PM
That...is...AMAZING!

So it's 2 characters at once?Seems really fun good luck with perfection.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 02:08:06 PM
after so many hours of tinkering and dealing with this, I FINALLY got it to work! The only problem is that it freezes with no beep when I win/lose a match with a clone character, so that means one match is the end. Still, at least I'm finally finished screwing around with all this.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 19, 2014, 03:06:34 PM
BrawlEx modules are the same as Plug&Play modules right?
Or do they have differences?
it is actually different! BrawlEx actually is not as complicated as P&P and BrawlEx works with better general and P&P cant work with BrawlEx

That...is...AMAZING!

So it's 2 characters at once?Seems really fun good luck with perfection.
basically, but more 2 character at once like Zelda&Sheik


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 19, 2014, 03:46:28 PM
Have you done any further testing for 3 or 4 characters, pikazz? Or were you busy glitch fixing?


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 19, 2014, 04:08:25 PM
after so many hours of tinkering and dealing with this, I FINALLY got it to work! The only problem is that it freezes with no beep when I win/lose a match with a clone character, so that means one match is the end. Still, at least I'm finally finished screwing around with all this.

You're probably missing the result screen portraits


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 19, 2014, 04:12:15 PM
everything functions exactly the same as if there actually were a slot visually on the css :P so yes cosmetics and all


Awesome! This will be a great workaround until we figure out how to get them on the roster. Can't wait to try it out.

Oh OK. Also, is it possible to change what color is used for team battles? I cloned Mario, and I want to change his red team color from the default.


Yes, it can be done by hex editing in CSSslot config files. Although i wouldn't mess with it right now at the moment because team battle freezes with BrawlEx.

Anyone get this to work in team battles?It freezes when I click team and hover over an icon...


Not yet but I am trying to find fixes for tourney mode and the team battles, i belive team battle freezes because it is missing data in one of the config files. Tourney mode freezes probably for the same reason or missing cosmetics. I will play around with it and see if i can get them to work.

Only needs perfection ([url]http://www.youtube.com/watch?v=5bsrDfWGXNE#ws[/url])

its only perfection left until I release a guide of how to create a transforming character!
with perfection, I mean being able to switch Graphic and Action with ease! right now it using Warios Transformation grapfic which is located in Sora_melee :/ need to find how to switch it!

the transformation can only be used with BrawlEx modules!


Impressive work on the modules! This could prove to be a big step up in moveset modding.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 05:44:07 PM
You're probably missing the result screen portraits
Hm...is it possible it could've been when I changed in the resources, where it said Result: None and I changed it into Single?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 19, 2014, 05:45:51 PM
Hm...is it possible it could've been when I changed in the resources, where it said Result: None and I changed it into Single?

Yep. If you change that, you have to give the character a FitCharacterResult.pac, which many characters don't use or have. If it starts as none, it's best to keep it as none. In fact, it's probably better to not touch Entry or Final, either.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 06:01:31 PM
Yep. If you change that, you have to give the character a FitCharacterResult.pac, which many characters don't use or have. If it starts as none, it's best to keep it as none. In fact, it's probably better to not touch Entry or Final, either.
Yep, that was the problem. Thanks for the help, guys.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 19, 2014, 06:07:30 PM
Also make sure to use FPC 3.51b, not 3.51.
 :ylink: Was away for the weekend. Sorry for the way late reply. I tried both what Segtendo said and what Doqtor Kirby said, but now it freezes at the Strap Loader. I'm not sure what I'm doing wrong....


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 19, 2014, 06:10:27 PM
Pikazz, what button combination do you use to switch characters?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 19, 2014, 06:16:00 PM
This is SO glitchy, but it is worthy.
However, I better use the Classic Method of modding without this Clone Engine.
Until I know how to use 2 characters at once.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 19, 2014, 06:18:51 PM
Ibelieve it works with it, but you have to still use the FPC 3.5.1b with it and using the same places for it, example RSBE/app/pf/fighter/lucario
I cannot begin to describe how stupid I feel trying to understand what you said.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 06:29:33 PM
Hm...another problem has arisen.
I installed a second character hack, and it works completely fine, but now the "random" button isn't showing. I made sure there were no errors in the code, so I don't know what's going on.
Here's the last line of the custom CSS code:
0A23193F 40290000
The bold represents the new characters. As one can see, the random selection (29) is nestled comfortably against the second new character, so why isn't it showing?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 19, 2014, 06:34:55 PM
You also have to change the number on the 12th line.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 06:37:52 PM
You also have to change the number on the 12th line.
oh, pfft, silly me! I forget about that little 25 on the side. Thanks again, guys. This is probably all that I need help with so far, minus the team battles thing, but that's something everyone's having trouble with. Again, thanks to all.
Edit: Welp, I've found one more thing that, for once, finally doesn't seem like my fault. I've tried to clone Link, but due to him not having all the files in the fighter folder, the game crashes on match startup. I think I know the exact problem, too...
FitLinkFake.pac and FitLinkFake.pcs.
The config utility is making it so that these files are needed, but these files actually don't exist. Seriously, I searched two different data partitions and there's absolutely no mention of any fitlinkfake.pac or .pcs. Hopefully, if this clone engine is updated again, this will be fixed. Sorry if this is old news or if a workaround has already been found, but it still is a pretty big problem.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 19, 2014, 07:24:55 PM
Rename a fitlink file to fitlinkfake
So in the config utility the name you put on the top is the name of the file.
You use files of the charcater you are cloning.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 19, 2014, 07:30:15 PM
Rename a fitlink file to fitlinkfake
So in the config utility the name you put on the top is the name of the file.
You use files of the charcater you are cloning.
Welp, now I feel stupid. I was actually considering the renaming part, but of course I just decided against it instead of trying it first.
Ok, seriously this time, this is probably the last time I'll have trouble with the clone engine (minus the team battles, but that's everyone's problem as of now). Once more, thanks for all you guys' help.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 19, 2014, 07:34:49 PM
No problem anytime :)



Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 19, 2014, 11:55:56 PM
I NEED HELP.

With something small. I'm trying to set up the CSS and CSPs, but I haven't gotten into the cosmetic.dat associated with the character yet because I don't know how to. I don't know how he opened it in the video, but my computer won't. Can someone tell me what program to use?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 20, 2014, 12:14:18 AM
You'll need a hex editing program, like HxD.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 20, 2014, 12:31:20 AM
Pikazz, what button combination do you use to switch characters?
none cause I cant swap at the beginning sadly D:

but ingame, I put the PSA Command "Ternimate Instance" that allows the switch on Jigglypuffs B-up and Marths Down B


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 20, 2014, 01:16:49 AM
 :ylink: Was away for the weekend. Sorry for the way late reply. I tried both what Segtendo said and what Doqtor Kirby said, but now it freezes at the Strap Loader. I'm not sure what I'm doing wrong....

I had this problem a lot. Make sure the hook type is Axnextframe, and another thing that helped was - oddly - including a common5.pac, which completely stopped my strap loader freezes for some reason.

Also, I kept adding cosmetics to my sc_selcharacter to see how far I could exceed the file limit before I started getting freezes from it. (For those who don't know what I'm talking about, I accidentally had an sc_selcharacter over the normal 3.79 limit that didn't freeze)

Anyways, it finally gave me a freeze when I hit 3.98. I don't know why I can suddenly have slightly bigger sc_selcharacters but I'll take it :P


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 20, 2014, 04:10:27 AM
I had this problem a lot. Make sure the hook type is Axnextframe, and another thing that helped was - oddly - including a common5.pac, which completely stopped my strap loader freezes for some reason.

Also, I kept adding cosmetics to my sc_selcharacter to see how far I could exceed the file limit before I started getting freezes from it. (For those who don't know what I'm talking about, I accidentally had an sc_selcharacter over the normal 3.79 limit that didn't freeze)

Anyways, it finally gave me a freeze when I hit 3.98. I don't know why I can suddenly have slightly bigger sc_selcharacters but I'll take it :P
:roy: When I saw this... I instantly knew this would work. I had deleted my common5.pac, I didn't set the hook to AxNextFrame, and for some unknown reason my sc_selcharacter.pac was over 4gb. I can't thank you enough for helping me with this. All of you. I can finally achieve what I wanted to.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 20, 2014, 08:39:06 AM
Hypothetically, would it be possible to do kirby hats for cloned characters? Can i give kirby a hat, name it the same character name as the folders in fighter, and then associate it with the id of one of a cloned characters? Or is that not even supported by this engine?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 09:53:18 AM
does anyone know which ids i have to change on the effect folders? for example i wanted to change mewtwo effec(graphics) to be waluigi effect folder id so it wouldnt mess with lucario, i just need to know in hex where to change this ids, i would apreciate if anyone knows what are they.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 10:30:44 AM
Alright so since this doesn't work on Riivolution, could anyone recommend what I use? Riivo is all I know, I don't even know what the other methods are called.

Gonna need tutorials on how to install them too.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 20, 2014, 10:36:16 AM
Alright so since this doesn't work on Riivolution, could anyone recommend what I use? Riivo is all I know, I don't even know what the other methods are called.

Gonna need tutorials on how to install them too

Gecko is what I use, and it's far simpler than Riivo. All you need to do is download it and put its folder in your SD Card in apps/Gecko. You can get it here: http://wiibrew.org/wiki/Gecko_OS (http://wiibrew.org/wiki/Gecko_OS) on the right side of the page.

GCT codes go in DATA/GECKO/CODES. Make sure File Replacement Code 3.5.1b is one of the codes you use.

In private/wii/app/RSBE/pf would be all the typical folders such as fighter, stage, menu2 and all that.

does anyone know which ids i have to change on the effect folders? for example i wanted to change mewtwo effec(graphics) to be waluigi effect folder id so it wouldnt mess with lucario, i just need to know in hex where to change this ids, i would apreciate if anyone knows what are they.

I didn't even know this was possible, so if anyone has a tutorial on how to do it, that would be awesome.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 10:36:41 AM
:roy: When I saw this... I instantly knew this would work. I had deleted my common5.pac, I didn't set the hook to AxNextFrame, and for some unknown reason my sc_selcharacter.pac was over 4gb. I can't thank you enough for helping me with this. All of you. I can finally achieve what I wanted to.
:kirby: FOUR GIGABYTES? WHAT WAS BRAWLBOX SMOKING?
Hypothetically, would it be possible to do kirby hats for cloned characters? Can i give kirby a hat, name it the same character name as the folders in fighter, and then associate it with the id of one of a cloned characters? Or is that not even supported by this engine?
Absolutely. In fact, it would silent freeze if you DIDN'T have the Kirby ability and you go to load Kirby with the clone. :P
does anyone know which ids i have to change on the effect folders? for example i wanted to change mewtwo effec(graphics) to be waluigi effect folder id so it wouldnt mess with lucario, i just need to know in hex where to change this ids, i would apreciate if anyone knows what are they.
I don't think that's a folder, but try the ID of the clone. Iirc ASF1nk has a tut for separate clone GFX coming, so I'd suggest waiting for that.
Alright so since this doesn't work on Riivolution, could anyone recommend what I use? Riivo is all I know, I don't even know what the other methods are called.

Gonna need tutorials on how to install them too.
Use Gecko OS with File Patch Code 3.5.1b. Also if your Card is more than 2GB, in this board is the SDHC Extension. Check that out too.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 10:39:28 AM
Hypothetically, would it be possible to do kirby hats for cloned characters? Can i give kirby a hat, name it the same character name as the folders in fighter, and then associate it with the id of one of a cloned characters? Or is that not even supported by this engine?
nope you cant kirby has psa for his hats which means even if you added the cosmetic hate it would do nothing since there wouldnt be any code to execute inside fitkirby.pac


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 10:41:54 AM
nope you cant kirby has psa for his hats which means even if you added the cosmetic hate it would do nothing since there wouldnt be any code to execute inside fitkirby.pac
Oh really? I might go test that. I thought the Kirby attack was in the PAC of the ability. :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 10:43:04 AM
Oh really? I might go test that. I thought the Kirby attack was in the PAC of the ability. :P
not really just open it on the psa program and you will see all in there, the pac only has external graphics and kirby hats models


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 20, 2014, 10:54:11 AM
If that's the case then whT would need to be done?

Post Merge: January 20, 2014, 10:58:31 AM
I mean, In order to give the clones working kirby hats? I gave a kirby a waluigi hat once and it seemed to come with his neutral b, so i thought they were built in. But they aren't?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 10:59:06 AM
Well, seems everyones been busy. While working on the workaround code (with no internet), which is realy hard, I seem to have stumbled across a way to have virtually infinite clones....well..virtualy beacause I THINK it would be more then 100...and I can't really put my finger on a limit..

Anyways, you could have as many clones as you can fit in the css code. (Idk if there's a limit to that?)
I'll upload a simple code later for proof of concept :P hopefully I can make a working engine out of it.

------------------------------
As the For the kirby hats, it would be as simple as adding a new animation and attack to the psa and code it so that it matches the other hats. Wouldn't work with articles without a lot (A LOT) of work.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 11:04:18 AM
If that's the case then whT would need to be done?

Post Merge: January 20, 2014, 10:58:31 AM
I mean, In order to give the clones working kirby hats? I gave a kirby a waluigi hat once and it seemed to come with his neutral b, so i thought they were built in. But they aren't?
the waluigi hat came with a kirby fighter folder Fitkirby.pac and the hat itself fitkirbypit.pac they just psaed the codes of the actions on the pit hat but since clones have no actions available to have code you cant just add kirby hats at all, you can replace them like waluigi kirby hat replaced pits one.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 20, 2014, 11:04:53 AM
Ok, I'm not understanding this, it's not working for me and I can't seem to figure out why.

I already had a generic SD card created. I copied both the File Patcher codes and the Custom CSS V3 codes that were provided from here, pasted them in Ocarina, in the Custom CSS V3 codes, I went to the bottom and changed 24 to 25, changed 29 to 3F, changed the following "00" numbers to 29 to put my extra character right after Lucas and right before Random, then I stored it. Then I exported it to a GTC file naming it RSBE01.gtc, then I put it in the codes folder of my generic SD (using Winimage).

Then I created the BrawlEx Folder and put it in the pf folder of the generic SD card, then created a CosmeticConfig folder, a CSSSlotConfig folder, a FighterConfig and a SlotConfig to put in the BrawlEx folder in my generic SD card

Then I created the Mewtwo Folder and put it in the figter folder in my generic SD. Then extracted all of the FitLucario files from the original partition and renamed them all FitMewtwo, FitMewtwo00, FitMewtwoFinal etc...) then moved all of them into the Mewtwo Folder

Then I grabbed "Fighter21 [LUCARIO].dat" and renamed it Fighter3F.dat, opened "Fighter3F.dat" in the BrawlEx ConfigUtility Tool, replaced the name LUCARIO with Mewtwo, had Entry, Result and Final as "Single" and Kirby as "None", then saved it.

Draged that Fighter3F.dat file into the sd>private>wii>app>rsbe>pf>BrawlEx>FighterConfig folder in my generic SD

Then I grabbed the "ft_lucario BX Ex v1.1.rel" file and renamed that "ft_mewtwo.rel", opened it in the Module Editor, changed the id to 0x91 as instructed, expanded the file, went to section[8], then hit "Memory Viewer", changed Lucario's ID in the lop right hand corner from 21 to 3F, closed out of the Memory Vier and then saved

Draged that ft_mewtwo.rel file into the sd>private>wii>app>rsbe>pf>module folder in my generic SD

Then dragged the Module and System folders provided into their designated areas in the pf folder

Then I grabbed the Cosmetic20 [Lucario].dat file, renamed it Cosmetic3F.dat, grabbed the CSSSlot20 [Lucario].dat file, named it CSSSlot3F.dat, the Slot24 [Lucario].dat file and renamed it Slot3F.dat and copied those files in their respective folders in te BrawlEx folder

That's all the steps I saw, I didn't think I missed anything. I then closed out of Winimage. Started Dolphin, turned on the Log View on the side, started GeckoOS, started tha game, went to the cloned Lucario after Lucas and before Random, chose Mario as the CPU player for me to fight, chose the Pokemon Stadium stage and it froze while loading with the following messages in the Log View screen saying "File Read  (DVD): Open failed (/fighter/mewtwo/FitMewtwoEntry.pac" here was the whole Error Message:

"00:08:596 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/module/st_stadium.rel) 
00:08:761 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /module/st_stadium.rel (size:29528 byte, adr:0x9356b000) at 7
00:08:764 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/mewtwo/FitMewtwoEntry.pac) 
00:08:764 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (DVD): Open failed (/fighter/mewtwo/FitMewtwoEntry.pac) 
00:08:767 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x8115b9c0  size: 0x00006bac text:0x8115ba8c) 
00:08:799 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/STAGE/MELEE/STGStadium.PAC) 
00:08:801 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/H03.brstm) 
00:08:861 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /STAGE/MELEE/STGStadium.PAC (size:1573184 byte, adr:0x933f2220) at 13"

The weird thing is it said that it was trying to load Mewtwo from the DVD instead of SD, dunno if that's why it froze, but if it is, why would it be doing that?


Title: Re: The BrawlEx Clone Engine
Post by: evanescent_hero on January 20, 2014, 11:05:58 AM
I don't feel like reading through ninety pages, so apologies if this has been asked. Is it possible this will ever work with Project: M? I play that exclusively.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 11:07:59 AM
Ok so I tried to load Roy Kirby. I got a Beep Freeze with KirbyRoy files and Silent without. But It might just be because I'm using P:M KirbyRoy :P

Are you sure the move is in FitKirby.pac and not FitKirbyRoy.pac? (I know it's not in FitKirbyRoy00.pac or FitKirbyRoySpy.pac because those are the actual hats.)

--------------

No this is not compatible with Project M. Their Clone Engine is different from ours.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 20, 2014, 11:08:50 AM
Well, seems everyones been busy. While working on the workaround code (with no internet), which is realy hard, I seem to have stumbled across a way to have virtually infinite clones....well..virtualy beacause I THINK it would be more then 100...and I can't really put my finger on a limit..

Anyways, you could have as many clones as you can fit in the css code. (Idk if there's a limit to that?)
I'll upload a simple code later for proof of concept :P hopefully I can make a working engine out of it.

Oh my, are you saying that this clone engine may seriously already be nearly capable of turning this game into it's own MUGEN!?  :happy: :af2: :af: ;D :patrick:


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 20, 2014, 11:11:13 AM
Problems
Lucario (and therefore Mewtwo) don't have Entry or Result files. Change them to None in the Fighter Config file.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 11:13:48 AM
 File Patch Code 3.5.1b was "removed for a violation." I cannot download it.

If anyone has a working setup which includes the Gecko folder, would they mind sending me a zipped version of that? I'd greatly appreciate it.

Post Merge: January 20, 2014, 11:16:21 AM
I also need the extension thing, I have a 4gb SDHC card.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 11:19:10 AM
File Patch Code 3.5.1b was "removed for a violation." I cannot download it.

If anyone has a working setup which includes the Gecko folder, would they mind sending me a zipped version of that? I'd greatly appreciate it.

Post Merge: January 20, 2014, 11:16:21 AM
I also need the extension thing, I have a 4gb SDHC card.
3.5.1b is in the Readme for the Engine. At the bottom.

SDHC Extension is in this board, with the same title (SDHC Extension)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 20, 2014, 11:20:37 AM
Lucario (and therefore Mewtwo) don't have Entry or Result files. Change them to None in the Fighter Config file.
Yes! That solved it! Thanks :)


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 20, 2014, 11:35:57 AM
"removed for a violation."

Violation of what?   *facepalm* Sometimes download sites like rapidshare (example) just don't seem to get it  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 11:41:07 AM
 Yep, seems like brawl ex actually loads the css slots into a neatly organized table that points the css icon to the actual slot of the character. It's reset each time the css loads, BUT with the code I'm making u would be able to cycle through theoretically endless clones in the same way you would cycle colors. Just using shield instead of Y or X :P


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 11:49:38 AM
Violation of what?   *facepalm* Sometimes download sites like rapidshare (example) just don't seem to get it  :srs:
When I went to the site, my virus software picked up the same [censored] from the other day.

So what am I doing wrong now?
I have three folders on my SD card.
>apps
>DATA
>private

Inside apps is gecko.
Inside DATA is GECKO > CODES > codes.GCT
Inside private is APP > RSBE > PF > all of asf1nk's files

When I load up gecko it says I have no codes and nothing is different.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 20, 2014, 11:50:24 AM
Yep, seems like brawl ex actually loads the css slots into a neatly organized table that points the css icon to the actual slot of the character. It's reset each time the css loads, BUT with the code I'm making u would be able to cycle through theoretically endless clones in the same way you would cycle colors. Just using shield instead of Y or X :P

So does that mean we could actually have characters within characters in the form of costumes but with their own movesets?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 11:54:10 AM
When I went to the site, my virus software picked up the same [censored] from the other day.

So what am I doing wrong now?
I have three folders on my SD card.
>apps
>DATA
>private

Inside apps is gecko.
Inside DATA is GECKO > CODES > codes.GCT
Inside private is APP > RSBE > PF > all of asf1nk's files

When I load up gecko it says I have no codes and nothing is different.
Codes go in /codes


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 11:55:55 AM
Codes go in /codes
I'll try that. I did what this guy said before:
GCT codes go in DATA/GECKO/CODES. Make sure File Replacement Code 3.5.1b is one of the codes you use.

Post Merge: January 20, 2014, 11:59:31 AM
Still nothing.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 12:02:25 PM
Well...I suppose it could be thought of like that. Its better to think of it as the clone temporarily borrowing the slot :P and using it to load itself

Your codes should be in /codes on the root of the sdcard.

Inside private should be wii/app/rsbe/pf. Your setup looks like it forgot the wii before app


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 12:06:27 PM
That was a good catch, fixed.

Unfortunately again when I loaded through gecko it said "No SD codes found" and the game is still unchanged.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 12:10:37 PM
Your gct file is labled RSBE01 right? You may want to set the gecko hooktype to axnextframe and save it beforehand as well


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 12:10:49 PM
I'll try that. I did what this guy said before:
Post Merge: January 20, 2014, 11:59:31 AM
Still nothing.
never seem a folder named DATA ever and i always used gecko

on the root of the SD you have
Apps/gecko
Private/all that wii path
codes/gcts

where does the game freeze for you?


also i got some questions to you guys that use brawlex for way longer than me

when i start adding cosmetic stuff like css/cps and such do i really need to add a mark? cant i just use HxD to make it load an existing mark if the char im adding already has it like mewtwo and pokemon mark?i added mewtwo to the css and the pokemon mark but on the HxD i actually choose the existing pokemon mark code so im just wondering if i really need to add it.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 12:15:47 PM
Now it's telling me too many codes.
;_; I thought this was supposed to be simpler than Riivo

Post Merge: January 20, 2014, 12:24:15 PM
I downloaded something called gameconfig.txt

The game says it's reading the codes now, but when I load the game, nothing is different. It's just vanilla Brawl. Inside the private > etc folders is asf1nks files.

What did I do wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 12:25:41 PM
Now it's telling me too many codes.
;_; I thought this was supposed to be simpler than Riivo
your gtc is probably not well made imo open it on notepad and see if its only small unreadable lines , because if it isnt then its not  a good gct


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 12:32:38 PM
The newer filepatch code sometimes doesn't load the strap screen and other stuff. Make sure u check the css before deciding it didn't load.

Did u change the hooktype to axnextframe?


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 12:35:41 PM
The game loads fine. It's just vanilla. No hacks are appearing.
I have no idea what you mean by hooktype. I'm making a zip of my setup. Maybe someone can look at it and tell me what I'm doing.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 12:38:30 PM
The game loads fine. It's just vanilla. No hacks are appearing.
I have no idea what you mean by hooktype. I'm making a zip of my setup. Maybe someone can look at it and tell me what I'm doing.
on gecko theres something called hook just click it until it reaches the desired hook type


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 12:42:16 PM
https://www.dropbox.com/s/mt2e81w2d724jd7/RiddlersSetup.zip (https://www.dropbox.com/s/mt2e81w2d724jd7/RiddlersSetup.zip)
If anyone wants to take a look at this to tell me where I [censored]ed up, I'd appreciate it.
I'll try that hook thing now.

Edit: there is no hook thing


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 20, 2014, 12:48:16 PM
Click on config and change the hooktype to ANextframe or something like that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 12:49:02 PM
its in settings or options. Where it says hooktype change it to axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 20, 2014, 12:49:09 PM
:kirby: FOUR GIGABYTES? WHAT WAS BRAWLBOX SMOKING?
:drmario:
Still trying to figure that out... I'm thinking that it might have happened when I removed all of the Cbliss items from the preset. When I checked the properties after deleting mario's Cbliss stuff, it had actually increased in size.
 F*cking ninja'd TWICE.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 12:53:11 PM
Nevermind, found it. Changed it, still vanilla.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 20, 2014, 12:59:50 PM
Nevermind, found it. Changed it, still vanilla.

Yea, I'm having a similar problem. I re-cloned Rosalina and Lucina, but they showed up as Shadow icons that froze. So I deleted all the clone fies and my .gct. I re-created them, but it was still vBrawl with no changes. And it freezes at SSS


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 01:05:23 PM
Nevermind, found it. Changed it, still vanilla.

You do have the filepatch code that was included in the download for brawlex right?

Yea, I'm having a similar problem. I re-cloned Rosalina and Lucina, but they showed up as Shadow icons that froze. So I deleted all the clone fies and my .gct. I re-created them, but it was still vBrawl with no changes. And it freezes at SSS

If its freezing then there must be something not setup right, because gecko is loading the codes


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 01:07:31 PM
Yes.

Post Merge: January 20, 2014, 01:08:13 PM
https://www.dropbox.com/s/mt2e81w2d724jd7/RiddlersSetup.zip (https://www.dropbox.com/s/mt2e81w2d724jd7/RiddlersSetup.zip)
If anyone wants to take a look at this to tell me where I [censored]ed up, I'd appreciate it.
I'll try that hook thing now.

Edit: there is no hook thing
Take a look for me.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 01:16:36 PM
Yes.

Post Merge: January 20, 2014, 01:08:13 PM
Take a look for me.
your rsbe01 isnt even on gct its just on text...



Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 01:20:11 PM
^ that would be a problem


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 01:21:26 PM
try this
http://www.mediafire.com/download/h1l13wv1406lapa/RSBE01.gct (http://www.mediafire.com/download/h1l13wv1406lapa/RSBE01.gct)

when you try to open it on the notepad you cant see text this is a GCT, just naming something.gct  doesnt make it a gct file


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 20, 2014, 01:23:12 PM
Well, seems everyones been busy. While working on the workaround code (with no internet), which is realy hard, I seem to have stumbled across a way to have virtually infinite clones....well..virtualy beacause I THINK it would be more then 100...and I can't really put my finger on a limit..

Anyways, you could have as many clones as you can fit in the css code. (Idk if there's a limit to that?)
I'll upload a simple code later for proof of concept :P hopefully I can make a working engine out of it.

------------------------------
As the For the kirby hats, it would be as simple as adding a new animation and attack to the psa and code it so that it matches the other hats. Wouldn't work with articles without a lot (A LOT) of work.

Possibly infinite clones? That would be incredible. Can't wait for that test code.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 01:29:45 PM
Alright. Making progress. Before seeing Carnage's link, I tried doing it myself. Now I get a bunch of "Random" icons and the game freezes when I move the cursor.

Gonna try his file now. Does this go in "Codes" AND in the pf folder? I assumed it's supposed to be in pf because that's where asf1nk had it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 01:32:57 PM
Alright. Making progress. Before seeing Carnage's link, I tried doing it myself. Now I get a bunch of "Random" icons and the game freezes when I move the cursor.

Gonna try his file now. Does this go in "Codes" AND in the pf folder? I assumed it's supposed to be in pf because that's where asf1nk had it.
nope he putted it there because he tough everyone should know it goes into codes xD but you added a code that afslink didnt have the sdhc code expansion im not sure if that will give you problems im using asflink and  i dont have that code so im not sure how it affects everything


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 20, 2014, 01:35:38 PM
Whelp. Your code file does the same thing. I get to the CSS and all of the new icons are "RANDOM" and the game freezes when I move toward them.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 01:45:04 PM
Whelp. Your code file does the same thing. I get to the CSS and all of the new icons are "RANDOM" and the game freezes when I move toward them.
make sure the hook is still the anexsomething that happened to me


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 01:48:23 PM
Possibly infinite clones? That would be incredible. Can't wait for that test code.

woulda had it up already, but me being a dummy forgot to take it with me to work (where i have interwebs) so i'll use my data on my lunch break. The code isn't finished. the actual engine code is all just laid out in my head. im not experienced enough with codes to make it fully functional YET. but im doing my research and it should be done soon.

The proof of concept is what i'll post. basically, if you have dolphin you can find the addresses where the CSS slots are stored, make a 51'st ID in the css code AFTER THE RANDOM and make a clone for that slot..then go to the adress in memory and change like, mario's, to the ID of the one u added. you'll see that the CSP changed to that of the clones.

 29 has to be the last one that physically shows up on the css in the css code.

i would give you that address for the CSS table, but its in my notes at home.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 20, 2014, 02:03:45 PM
 :roy: A warning for anyone new here, if you set your sc_selcharacter to ExtendedLZ77, it will not open with CSS organizer. reset the sc_selcharacter.pac to LZ77, edit it, then revert it to Extended LZ77


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 20, 2014, 04:20:28 PM
just wondering is there any more brawlex modules other than the ones PW included on the 1.2 version? just incase i missed someone


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 20, 2014, 04:29:16 PM
MK and Jiggly
http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)
They can be found in the spoilers below them.

This also has a list of psa's of characters that can be cloned as of now.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 05:14:41 PM
hey yall, here's the proof of concept code for someone who wants to test it.
Code:
Experimental BX expansion
 215d7650 00CCFFFF
 055d7650 00000053
 E0000000 80008000
 205ba484 00000020
 055d7650 00000000
 E0000000 80008000
and here is the CSS code. its modified from ASF's pack with 5 more slots added, and a 51'st slot. so 1 more then the CSS allows. the ID for the 51'st slot is 53.

Code:
BrawlExCustom 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 00000033
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48495051
52295300 00000000

just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button

when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 20, 2014, 05:31:32 PM
just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button

when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.

I think I can kinda picture what you're goal is with this, basically it's like having an off-screen part of the css that the camera can move to, but where other players can choose any other character simultaneously like they should be able to? If so, then that may just be "what the doctor ordered"  :) Also, is there any chance that camera stuff might be able to be made to work with the wii remote/ wii remote & nunchuck?  ;D because I for whatever reason prefer the wii remote-nunchuck combo for this game rather than the gamecube controller. If it's not possible to fix that, than I'll probably just try to accustom myself with GC controllers on this game and buy a couple more (or some Classic Controllers) for when I have 4 players.


Title: Re: The BrawlEx Clone Engine
Post by: WarioManX on January 20, 2014, 06:06:23 PM
I just wanna say that this is amazing! The clone engine works perfectly, Sammi's tutorials made it beyond easy! Even got their own portraits and icons working! Once individual sound/graphic effects and announcer calls have been mastered this will be perfect! Even without them I'm having a great time with these clones!


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 20, 2014, 06:56:06 PM
hey yall, here's the proof of concept code for someone who wants to test it.
Code:
Experimental BX expansion
 215d7650 00CCFFFF
 055d7650 00000053
 E0000000 80008000
 205ba484 00000020
 055d7650 00000000
 E0000000 80008000
and here is the CSS code. its modified from ASF's pack with 5 more slots added, and a 51'st slot. so 1 more then the CSS allows. the ID for the 51'st slot is 53.

Code:
BrawlExCustom 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 00000033
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48495051
52295300 00000000

just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button

when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.

Going to test this out right now, thanks you so much for all your hard work on this.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 07:17:31 PM
The buttons To move the screen (if i can ever get that to work) would actually be shield. which is universal to all the controllers :P

i still dunno how imma make the camera thing work. i've been mainly focused on expanding the character roster before making them all fit. :P but if i can't figure out how to modify the asm that controls the css slots, then idk if the whole extra page thing will work. I KNOW its possible, i just have no knowledge on how to go about it. just the concept :/

I haven't tested the code on a wii as i haven't had time, and it was mainly a proof of the concept. but im sure it should work :O


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on January 20, 2014, 07:37:20 PM
Just wanted to leave a comment to say I got ASF's pack working with all the regular costumes expanded to 10 slots and with all the custom stages working.
Was a lot easier than I expected, the only hurdle I had was with sc_selcharacter's filesize doing over the limit, and I solved that by just halving the sizes of my csps like with conserving space for the sss. Makes some of em look kinda [censored]tier, but it works.
Also the Shadow moveset included in ASF's pack conflicts with Sonic's regular moveset. If Sonic's graphic articles are loaded first then when Shadow does one of his taunts it causes one of Sonic's runtraces to get stuck on him, and I believe it will eventually crash it if you screw around enough after.
Pretty sweet that it's all finally made it so far, never really thought a character roster expansion like this would ever exist. Awesome work PW and everyone else involved!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 20, 2014, 07:45:32 PM
The buttons To move the screen (if i can ever get that to work) would actually be shield. which is universal to all the controllers :P

i still dunno how imma make the camera thing work. i've been mainly focused on expanding the character roster before making them all fit. :P but if i can't figure out how to modify the asm that controls the css slots, then idk if the whole extra page thing will work. I KNOW its possible, i just have no knowledge on how to go about it. just the concept :/

I haven't tested the code on a wii as i haven't had time, and it was mainly a proof of the concept. but im sure it should work :O

Hey, Sam, by chance are you going to actually make a code that uses one screen but shrinks the icons down further? I think some people might like that too, especially if it's easier. (Not that I understand this enough to make such an assumption).


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 20, 2014, 07:55:25 PM
Can I use this with the classic controller sammi?

I can't test now gotta do homework and sleep for school...I'll be trying after school for sure though.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 08:46:15 PM
Enjoying the clone engine. :D ...... until Mewtwo silent freezed at the Results Screen when I cloned him. Dunno what I did (or didn't do). RSPs are there, franchise icon is vanilla Pokemon (id 07), so what did I mess up on? Oddly this only happens to Mewtwo and Mewtwo only.

In other news, I got announcer calls working!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 20, 2014, 08:50:38 PM
I guess it could have something to do with the PSA you used. That, or you set his result data to 'Single'


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 08:53:11 PM
Entry, Result, and Final are set to None, so that can't be it...
Unless Lucario PSAs require Result data....... nah.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 08:55:13 PM
Classic controller? Uhm..idk. does it have two analog sticks? @.@ idk Cuz I dont own one.

As for the CSS icons being smaller. I would still need to find a way to tell the game to generate another icon slot :/


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 20, 2014, 08:58:15 PM
Classic controller? Uhm..idk. does it have two analog sticks? @.@ idk Cuz I dont own one.

As for the CSS icons being smaller. I would still need to find a way to tell the game to generate another icon slot :/
Classic Controllers do have two analogue sticks.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 20, 2014, 09:05:36 PM
@sammy
29 needs to be the last id in the CSS code
always


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 20, 2014, 09:06:36 PM
I'm kind of confused now.
Can you make a video tutorial please?

Yeah, I'm kinda dumb in some things :P


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 20, 2014, 09:06:49 PM
Hmm... it doesn't seem to be working for me, it just loads mario and my new cosmetics don't show up when i tilt the C stick. Has anyone had it work on wii yet? I added the new code, replaced my css code with the new one and i added the module set to 53 on section 8, the new character files and the config files but it isn't working for some reason. I am using a wireless Gamecube controller btw.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 20, 2014, 09:08:23 PM
@sammy
29 needs to be the last id in the CSS code
always

Not if you want the Random Icon to go away. :3


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 20, 2014, 09:52:52 PM
@mr.unusual

i posted this a while ago
^^both of those characters are clones

just copy wario's bottom cosmetics lines except for 10, 0A and 0B
make sure to keep 0C because that closes the loop
u may have to move 0C so its next in order after the last digits of costumes
u also need to edit the fighter config file to load more charaters
00-09

ganon, sonic and wolf can get 12 characters as oppose to 10 because of the csp gaps

Still not sure how this was done and still want to be able to add 10 slots to each character or even 12 if possible, but luckily I figured out this BrawlEx code thanks to ShinF's help, I also was able to successfully use the Melee/64 Stage Expansion mod with this as well so I still have all of the stages :) I did have a problem adding Shadow though, not sure if it has anything to to with the, FitSonicResult.pac file or the FitSonicSpy00.pac-FitSonicSpy04.pac files or what it could be, but I'm having the same problem I had with Mewtwo, Roy works fine though :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 20, 2014, 10:03:27 PM
well, for me it hasn't given me issues with the random icon not being the last one....it doesn't function as a terminating character, so i can't see a reason why it would need to be. the reason i said it needs to be after the 29, is because that way the random icon actually shows up on the css. if random were the last one in the css then there would consequentially be no random icon on the css screen since it can only handle 50 :P

i haven't tested the codes on a wii yet, but i can't forsee any reason why it wouldn't work. it may be the c-stick, since i actually use a xbox controller for testing on dolphin. i'll try it on my wii right away :P

if it doesn't i'll come up with a solution :P possibly button change


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 20, 2014, 10:31:54 PM
Just posting a friendly reminder that when you format/defrag, to always check the hooktype when loading the game via GeckoOS and Configurable USB Loader afterwards as it will revert to default. You need it to be AxNextFrame or the BrawlEx module won't load because common2.pac doesn't load.

Enjoying the clone engine. :D ...... until Mewtwo silent freezed at the Results Screen when I cloned him. Dunno what I did (or didn't do). RSPs are there, franchise icon is vanilla Pokemon (id 07), so what did I mess up on? Oddly this only happens to Mewtwo and Mewtwo only.

In other news, I got announcer calls working!

Check your STGRESULT.PAC. If it's unmodified, then put a VBrawl one on your SD card.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 20, 2014, 11:20:58 PM
On the editing icons and portraits, I got it pretty down packed except for some reason in battle under my Mewtwo's damage portrait it shows the name "Crazy Hand"


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 12:57:48 AM
Alright, everything so far has been smooth sailing but I've finally run into a problem. So I followed the tutorial for putting in Bps, icons, result portraits, etc and I still can't get to the result screen. The Bps show up, the icon shows up, the name under my character says "Crazy Hand" for some reason (They all do) but yeah... I can't get to result screen. I didn't put in stock icons yet, but I'm not doing KOs during the match, I'm just starting a match and then quitting. So they shouldn't need to show up... but could THAT be why? The Result portraits are in a 1100 with each being named 1101-1105 inside.

ALSO I can't put the info2 folder on my SD card without having a freeze right after the strap menu. I was doing so good but I need help. I hope someone know what's wrong by these descriptions.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 21, 2014, 01:21:37 AM
I literally just posted about the same issue about an hour before you did -_- lol


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 21, 2014, 03:20:35 AM
lil is correct

so copy these yellow lines, and fix the numbers as shown to your characters

also remember to open up ur fighter config and check characters from 00-09

([url]http://i.imgur.com/pDLTSCy.png[/url])

([url]http://i.imgur.com/0MYjOBf.png[/url])


and finally add ur extra csp's

Also, u may not even have to remove the 0A and 0B, as long as you dont check them on the fighter confi file you would probably be fine



this should be in the OP imo its much better than having to put extra codes or new files in brawlx  to get more costumes


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 21, 2014, 04:36:15 AM
 :mewtwo:
As much as I thought that would work, it didn't. Maybe I can't have a god damn common 5. I don't [censored]ing know.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 21, 2014, 05:18:19 AM
:mewtwo:
As much as I thought that would work, it didn't. Maybe I can't have a god damn common 5. I don't [censored]ing know.
why would you use a comon5? just the the sel character


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 08:39:15 AM
Fixed it. I messed up one of the names. Still get craY hand hut at least sage result works.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 21, 2014, 08:55:41 AM
well, for me it hasn't given me issues with the random icon not being the last one....it doesn't function as a terminating character, so i can't see a reason why it would need to be. the reason i said it needs to be after the 29, is because that way the random icon actually shows up on the css. if random were the last one in the css then there would consequentially be no random icon on the css screen since it can only handle 50 :P

i haven't tested the codes on a wii yet, but i can't forsee any reason why it wouldn't work. it may be the c-stick, since i actually use a xbox controller for testing on dolphin. i'll try it on my wii right away :P

if it doesn't i'll come up with a solution :P possibly button change

Let me know if it works on the wii for you, then i will know if i messed up. :P


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 21, 2014, 09:31:37 AM
So nobody has found a way to fix this "Crazy Hand" thing?

lil is correct

so copy these yellow lines, and fix the numbers as shown to your characters

also remember to open up ur fighter config and check characters from 00-09

([url]http://i.imgur.com/pDLTSCy.png[/url])

([url]http://i.imgur.com/0MYjOBf.png[/url])


and finally add ur extra csp's

Also, u may not even have to remove the 0A and 0B, as long as you dont check them on the fighter confi file you would probably be fine




So is this how to add 10 slots for each character in BrawlEx? and if so, what do these codes represent?

05000001 02050302 08040103 02060007
01090308 070C0000 00000000 00000000

Like, if I wanted to add those 10 slots to Mewtwo (Who's character I put as 3F) would it look like this?

05000001 02050302 08040103 02060007
01090308 070C0000 3F000000 00000000

and is this CSSSlot15 [Wario].dat? and if this and the above are correct, what do I save this file as when I replace those codes? CSSSlot3F.dat? and then save it in the SD card over the one I have already? And if this is the case, I tried it, didn't work :/ Mewtwo still has the same amount of slots even after opening Fighter3F.dat and checking off 0-9 and de-selectic ?A (?B was already de-selected) and saved that and put it over the one I had in my SD card, still didn't give me anymore slots :/


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 12:33:36 PM
I've been trying to add independent portraits for my clones, and while I was able to add everything fine for 1 clone, after I add the CSPs for the next, the filesize of sc_selcharacter.pac is bumped up .3 MB. Before I added the second set of CSPs, the filesize was 3.73 MB.Anyone know how to fix this? I have 7 clones currently and I want all of them to have their own portraits and stuff.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 21, 2014, 12:50:16 PM
why would you use a comon5? just the the sel character
:ylink:
From what I had heard, common5 fixes strap screen freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 21, 2014, 01:10:14 PM
I've been trying to add independent portraits for my clones, and while I was able to add everything fine for 1 clone, after I add the CSPs for the next, the filesize of sc_selcharacter.pac is bumped up .3 MB. Before I added the second set of CSPs, the filesize was 3.73 MB.Anyone know how to fix this? I have 7 clones currently and I want all of them to have their own portraits and stuff.
i have 9 clones with all the cosmetic stuff, just make sure you start adding stuff in cmpr


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 01:20:19 PM
i have 9 clones with all the cosmetic stuff, just make sure you start adding stuff in cmpr

That's what I've been doing. When I added all of my stuff, it totaled 3.86 MB. I started reencoding the default portraits to CMPR, but the filesize wouldn't go down.

(http://i.imgur.com/lZeSlQ0.png)


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 21, 2014, 02:02:07 PM
That&#039;s what I&#039;ve been doing. When I added all of my stuff, it totaled 3.86 MB. I started reencoding the default portraits to CMPR, but the filesize wouldn&#039;t go down.

([url]http://i.imgur.com/lZeSlQ0.png[/url])
Did you make sure the sc-selcharacter.pac was compressed to LZ77 Extended. You save 0.20mb which is what you need right now


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 02:04:58 PM
:ylink:
From what I had heard, common5 fixes strap screen freezes.

I'm not using info2 .pacs because of that. Is that really the best method?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 02:05:44 PM
Yes. Both files are compressed to LZ77 Extended. (By the way, the larger file only has CSPs for 3 clones)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 02:07:03 PM
Also is there a way to keep effects from say lucario and mewtwo from messing with eachother? Or is that not yet possible?


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 21, 2014, 02:12:01 PM
Yes. Both files are compressed to LZ77 Extended. (By the way, the larger file only has CSPs for 3 clones)
I would just make sure all CSPs are CMPR. That it LZ77 Extended. Make sure your CSS icons are also all CMPR. I did all that and my file size drop from 3.78 to 3.21mb. I have 10 clone slots with 3.53mb in my file. No problem. I even have names and stock icons. Just  double check everything. If you want send it to me and I'll look at the problem and see if I can find one.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 21, 2014, 02:17:42 PM
Oopsies. The top line of the code I posted early was wrong.

Change the top line from the experimental BX expansion  code to 205B75D8 00CCFFFF

Then it should actually switch it :P

On and if u do have 2 analogs on classic controller it should work too


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 21, 2014, 02:29:48 PM
Oopsies. The top line of the code I posted early was wrong.

Change the top line from the experimental BX expansion  code to 205B75D8 00CCFFFF

Then it should actually switch it :P

On and if u do have 2 analogs on classic controller it should work too

I think it worked this time! It froze when i tilted the c stick but i didn't add any cosmetic files for it yet and it was probably supposed to, i will test it with cosmetics soon.

EDIT: I added cosmetics and it worked! The CSP switched to Dr. Mario, the css icon and name didn't but it probably didn't work because it's named menselchrchrface.122 and there is a few gaps between my last css icon named menselchrchrface.118. It's an easy fix but it's great to know that it works! I am excited to be able to add more.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 21, 2014, 02:44:47 PM
I'm not using info2 .pacs because of that. Is that really the best method?
:drmario:
I dunno, I'm not using Info.pac at all. or info2.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 21, 2014, 03:09:11 PM
hey sammyhusky, can you do what you did expanding EXbrawl roster, but with the stage expansion code?


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on January 21, 2014, 03:11:54 PM
I'm using BrawlEx on WBFS, but I ran into a problem.

As it stands, I'm trying to clone Marth to put Sephiroth over, but I'm stuck at the "Extra CSS loading as Mario" problem.

The files are named with the number 3F, the folders are in SD:private/wii/app/rsbe/pf/BrawlEx and named as they are in the folder.

bx_fighter.rel and ft_kirby.rel are in the module folder and the BrawlEx's common2.pac is in the system folder.

All files mentioned above are from the DVD/WBFS version of the BrawlEx folder.

I'm using this on Brawl Minus Max. (Giga & Company fix code is turned off)

I'm a bit stuck at the moment and have no idea on how to move forward with this. any help at all is greatly appreciated. =)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 03:20:43 PM
I would just make sure all CSPs are CMPR. That it LZ77 Extended. Make sure your CSS icons are also all CMPR. I did all that and my file size drop from 3.78 to 3.21mb. I have 10 clone slots with 3.53mb in my file. No problem. I even have names and stock icons. Just  double check everything. If you want send it to me and I'll look at the problem and see if I can find one.
Did all of this, and saved, file size stayed the same. Did a file save as, decreased file size for both. I guess it'll finally work now.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 21, 2014, 03:31:25 PM
Did all of this, and saved, file size stayed the same. Did a file save as, decreased file size for both. I guess it&#039;ll finally work now.
Glad to have helped. I always save as... i never save over my file I'm working on. I thought everyone did what I did.


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on January 21, 2014, 03:35:35 PM
Also, when I run BrawlEx by disc, it works fine, all colors work too. However, trying to go to team battle freezes the game. Is that normal?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 21, 2014, 03:37:52 PM
Also, when I run BrawlEx by disc, it works fine, all colors work too. However, trying to go to team battle freezes the game. Is that normal?
Yeah, teams freezing is a normal thing here.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 21, 2014, 04:09:57 PM
So nobody has found a way to fix this "Crazy Hand" thing?

So is this how to add 10 slots for each character in BrawlEx? and if so, what do these codes represent?

05000001 02050302 08040103 02060007
01090308 070C0000 00000000 00000000

Like, if I wanted to add those 10 slots to Mewtwo (Who's character I put as 3F) would it look like this?

05000001 02050302 08040103 02060007
01090308 070C0000 3F000000 00000000

and is this CSSSlot15 [Wario].dat? and if this and the above are correct, what do I save this file as when I replace those codes? CSSSlot3F.dat? and then save it in the SD card over the one I have already? And if this is the case, I tried it, didn't work :/ Mewtwo still has the same amount of slots even after opening Fighter3F.dat and checking off 0-9 and de-selectic ?A (?B was already de-selected) and saved that and put it over the one I had in my SD card, still didn't give me anymore slots :/

You should be using those to replace the last two lines of a CSSSlot file for Lucario with a Hex Editor if you're trying to work with Mewtwo, then rename the file to CSSSlot3F(if that's your Mewtwo slot)

In theory and from what I can tell, following those directions should definitely give you 10 costume slots(though in my case it causes the game to freeze when switching between the first and last costume on the character select screen) I'm pretty sure he didn't say anything about de-selecting the ?A box though. I don't really have any idea WHAT the ?A and ?B settings are even for. I might test that out when I get home and see if that ends up fixing my freezing issue though. I got no idea.

If it's not giving you the slots at all, are you sure you put the edited Fighter and CSSSlot files on the SD Card?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 05:05:06 PM
@Mr.unusual

First, do not add 3f to the css slot config.  That part of the config has nothing to do with ids of the characteers, only costumes.
Second, Dont uncheck ?a at the fighter config
What I meant was to take out 0A and 0B in the css slot config, which you have clearly already done

@ Axel Akute

try adding an 09 after 07, and 0C ater 09
hence:

05000001 02050302 08040103 02060007
01090308 07090C00 00000000 00000000

or make sure ur CSP's are not corrupted

also
u may not even have to remove the 0a and 0b from the css slot confing, as long as u dont check 10,11,12 on the fighter config, u should be ok.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 21, 2014, 05:33:22 PM
Gah, I stopped getting notifications for some reason. Kind of annoying.

I've been trying to expand the costumes for the default characters but I'm getting a freeze when hovering over them (I'm trying it with Ness first, for the record). I checked the 00 through 09 boxes in Fighter Config, changed the last two lines of their CSS Slot config to match Wario's (removing the 0A and 0B costumes so it matched the picture that Don Jon Bravo posted), added the costume files, added portraits to sc_selcharacter, added battle portraits, and added results screen portraits. Am I missing something?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 05:39:50 PM
Gah, I stopped getting notifications for some reason. Kind of annoying.

I've been trying to expand the costumes for the default characters but I'm getting a freeze when hovering over them (I'm trying it with Ness first, for the record). I checked the 00 through 09 boxes in Fighter Config, changed the last two lines of their CSS Slot config to match Wario's (removing the 0A and 0B costumes so it matched the picture that Don Jon Bravo posted), added the costume files, added portraits to sc_selcharacter, added battle portraits, and added results screen portraits. Am I missing something?
0A And 0B are really fighter costumes 10, and 11 in the fighter config
so try not taking them out as long as u dont check those in the fighter config

another thing u can try is using Wario's Slot config, renamed to your character
for example SlotConfigWario turns into Slot Config3F

i think i used that when testing...
but than again i didnt do anything special to the Slot Config when configuring GigaBowser to only load one Portrait


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 06:11:06 PM
Does moving Default characters out of their order on the css cause a freeze? I'm getting a freeze and that's the only thing I could think that might do that in my situation


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 06:17:30 PM
I got most of my aesthetic stuff working, but I'm having an issue with the names above the character select boxes. They show up like this:
(http://i.imgur.com/M20nMv4.png)
I'm pretty sure I named them right. http://imgur.com/MMbnT2y (http://imgur.com/MMbnT2y)
Any idea what I did wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 21, 2014, 06:23:07 PM
I think you may have done something wrong in the texpat part.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 06:25:39 PM
I've been back and forth from this thread and to the game, and I figured I'd just ask here in case anyone knows:

What's the code to make your SD card read a large .gct?
Also, is there a code for nor staage result for all characters as opposed to just picking one?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 06:26:38 PM
Just posting a friendly reminder that when you format/defrag, to always check the hooktype when loading the game via GeckoOS and Configurable USB Loader afterwards as it will revert to default. You need it to be AxNextFrame or the BrawlEx module won't load because common2.pac doesn't load.

Check your STGRESULT.PAC. If it's unmodified, then put a VBrawl one on your SD card.
Unmodified STGRESULT from ASF's pack. I didn't think I had to modify it because I told the game to load the stock result mark for Pokemon.

Post Merge: January 21, 2014, 06:27:46 PM
I've been back and forth from this thread and to the game, and I figured I'd just ask here in case anyone knows:

What's the code to make your SD card read a large .gct?
Also, is there a code for nor staage result for all characters as opposed to just picking one?
No code, just a gameconfig.txt. Not sure where to find one, except in Brawl-, P:M, and ASF1nk's pack.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 21, 2014, 06:29:39 PM
I think you may have done something wrong in the texpat part.
You're right, I did. Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 21, 2014, 06:34:12 PM
Unmodified STGRESULT from ASF's pack. I didn't think I had to modify it because I told the game to load the stock result mark for Pokemon.

Post Merge: January 21, 2014, 06:27:46 PM
No code, just a gameconfig.txt. Not sure where to find one, except in Brawl-, P:M, and ASF1nk's pack.

I found the no stage result code in my code library. I thought there was a code to fix the issue where gecko says your gct is too large to be read. I'll need it very soon.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 07:24:21 PM
Alternate Sound Loader By Mr.MW (http://www.youtube.com/watch?v=TmZv8EzcBCE#)


And here are the codes

+$alternate sound loader by Mr.MW
284DE4B0 00000C80
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000
284F7880 00001800
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000


This code is activated by button combinations that are never used in gameplay:
Wiimote/Wiimote+nunchuck use "-" + "A"
Gamecube controller use "X" + "Y"

Make a folder named sf2 inside your pf folder
(http://i.imgur.com/7OLVe3n.png)

Place your sawnd files for your clones in it
They need to be named as normal

So before u choose ur clone, activate the code.  YOur clone's sfx directory will than be swapped to sf2 loading files from there.

To play sfx from one folder vs the second one, example Wolf vs Vegeta,
choose Wolf first
go to stage selection screen
go back to Character Selection Screen
Do not unchoose Wolf(this makes it so that Wolf already loaded sfx from the first folder)
Now activate code
Choose Vegeta
go to stage
and finally to game
You should now have Wolf with his normal sfx, vs Vegeta with sfx from sf2.

Dolphin Users, you need to do a lot of clear caching when fighting same based characters...


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 21, 2014, 07:31:04 PM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])

That is... Absolutely spectacular, I'd love to see this finished!
So many awesome things happening recently, haha.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 21, 2014, 07:42:49 PM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])


So is this a method of actually adding soundbanks rather than replacing? and could both of those soundbanks be used simultaneously between 2 Wolf characters in the same match?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 07:45:42 PM
its a work in progress
remember guys that this needs IE's sound code, as it modifies parts of its values.

So is this a method of actually adding soundbanks rather than replacing? and could both of those soundbanks be used simultaneously between 2 Wolf characters in the same match?
1.  NOpe.  It loads "Alternate" versions of the Sawnd files, saves going into the tedious work of breaking the brsar.
2.  Also if you do it right, you can have 2 wolf characters in the same match with their respective sfx, i didnt do it because im using dolphin, and its hell to clear cache when trying these type of codes.  Not to mention that i dont have a second controller setup on the computer so you can hear the different taunt sounds


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 07:54:54 PM
its a work in progress
remember guys that this needs IE's sound code, as it modifies parts of its values.
1.  NOpe.  It loads "Alternate" versions of the Sawnd files, saves going into the tedious work of breaking the brsar.
2.  Also if you do it right, you can have 2 wolf characters in the same match with their respective sfx, i didnt do it because im using dolphin, and its hell to clear cache when trying these type of codes.  Not to mention that i dont have a second controller setup on the computer so you can hear the different taunt sounds
So does that mean M2 gets his laugh taunt back? :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 07:57:00 PM
M2 never laughs. :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 08:01:51 PM
M2 never laughs. :>.>:
I see what you did there... :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 21, 2014, 08:03:07 PM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])



So you changed some of the functionality, now wolf vs vegeta is possible! Thanks for this, it seems like new workarounds and glitch fixes are being found every day.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 21, 2014, 08:09:21 PM
its a work in progress
remember guys that this needs IE's sound code, as it modifies parts of its values.
1.  NOpe.  It loads "Alternate" versions of the Sawnd files, saves going into the tedious work of breaking the brsar.
2.  Also if you do it right, you can have 2 wolf characters in the same match with their respective sfx, i didnt do it because im using dolphin, and its hell to clear cache when trying these type of codes.  Not to mention that i dont have a second controller setup on the computer so you can hear the different taunt sounds

I don't mean accessing the same file. One more question about it: is there a way this might become capable of automatically loading the data like it would if you made a permanent modification?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 08:11:51 PM
I don't mean accessing the same file. One more question about it: is there a way this might become capable of automatically loading the data like it would if you made a permanent modification?
yes
that is what we all want
including myself
it would need a lot of ASM work though, but its very possible


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 21, 2014, 08:22:20 PM
Welp, it's me again. I'm having some trouble, but thankfully nothing too game-breaking. Once I reached the end of the first line of the CSS code, where one starting out would put 3F in front of 29, I decided to add another line. Basically, these are my last two lines of the custom CSS code:
0A23193F 40414243
44454647 48290000
I don't know what happened, but once I added that second line, I gained four new weird CSS portraits in front of Random. Two Mario portraits, a ZSS portrait, and a Captain Falcon portrait. The Mario and Captain Falcon portraits are those copy portraits-the ones where if you scroll over them, the marker jumps to the original portrait. I know as a fact that it's not a different code that's causing this, for all the codes I currently have on were codes I used before this started happening. My portrait count is 34. Any help is appreciated.
I figure I just have to add a few more characters, but I'm still waiting on a luigi REL until I do so.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 21, 2014, 08:25:18 PM
Since nobody else has bothered to test out sammi's code, i can confirm that it does work, cosmetics included. I put Dr. Mario over the 51st slot and all the cosmetics load except for the css icon, which just remains mario for some reason. (Could be my fault though.)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 08:25:43 PM
Anyone got a spare FitLucarioResult.pac I could get from them? That might fix my Mewtwo problem. (even though I have result disabled)

Dropbox pls.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 08:33:33 PM
Since nobody else has bothered to test out sammi's code, i can confirm that it does work, cosmetics included. I put Dr. Mario over the 51st slot and all the cosmetics load except for the css icon, which just remains mario for some reason. (Could be my fault though.)
hmm
interesting
i guess this method eliminates having to go through the trouble of adding extra bones to the CSS, but than again u dont have extra icons
it sounds like an awesome feature nevertheless
im just waiting for any developments...


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 21, 2014, 08:34:31 PM
Anyone got a spare FitLucarioResult.pac I could get from them? That might fix my Mewtwo problem. (even though I have result disabled)

Dropbox pls.
...Lucario doesn't have a result file.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 08:36:12 PM
Welp, it's me again. I'm having some trouble, but thankfully nothing too game-breaking. Once I reached the end of the first line of the CSS code, where one starting out would put 3F in front of 29, I decided to add another line. Basically, these are my last two lines of the custom CSS code:
0A23193F 40414243
44454647 48290000
I don't know what happened, but once I added that second line, I gained four new weird CSS portraits in front of Random. Two Mario portraits, a ZSS portrait, and a Captain Falcon portrait. The Mario and Captain Falcon portraits are those copy portraits-the ones where if you scroll over them, the marker jumps to the original portrait. I know as a fact that it's not a different code that's causing this, for all the codes I currently have on were codes I used before this started happening. My portrait count is 34. Any help is appreciated.
I figure I just have to add a few more characters, but I'm still waiting on a luigi REL until I do so.
ur portrait count should be 2d


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 21, 2014, 08:38:27 PM
Anyone got a spare FitLucarioResult.pac I could get from them? That might fix my Mewtwo problem. (even though I have result disabled)

Dropbox pls.
Well, seeing as how those don't exist, I doubt that's the problem. Does it crash when Mewtwo wins a match, or just in general? If it's only when he wins, then it could be a problem with the announcer call for him.

ur portrait cound should be 2d

Agh, I keep forgetting about the whole hex thing! Alright, thanks for the help.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 21, 2014, 08:38:53 PM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])


And here are the codes

+$alternate sound loader by Mr.MW
284DE4B0 00000C80
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000
284F7880 00001800
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000


This code is activated by button combinations that are never used in gameplay:
Wiimote/Wiimote+nunchuck use "-" + "A"
Gamecube controller use "X" + "Y"

Make a folder named sf2 inside your pf folder
([url]http://i.imgur.com/7OLVe3n.png[/url])

Place your sawnd files for your clones in it
They need to be named as normal

So before u choose ur clone, activate the code.  YOur clone's sfx directory will than be swapped to sf2 loading files from there.

To play sfx from one folder vs the second one, example Wolf vs Vegeta,
choose Wolf first
go to stage selection screen
go back to Character Selection Screen
Do not unchoose Wolf(this makes it so that Wolf already loaded sfx from the first folder)
Now activate code
Choose Vegeta
go to stage
and finally to game
You should now have Wolf with his normal sfx, vs Vegeta with sfx from sf2.

Dolphin Users, you need to do a lot of clear caching when fighting same based characters.}..


Question 1

Will this work alongside FPC 3.5.3b?

Question 2.-  

Does this code have the same functionality than FPC 3.5.3b (it works I can swap between Exbrawl chars with no problem but..)? because if it have it, then it cant load wolf and vegeta soundbanks at the same time, because FPC 3.5.3b cant, it will load vegeta, or wolf SFX, no mather if one is a clone character and the other is the original

Question 3.-

Can you do a code like this. but for swapping stages only? D:



Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 08:45:10 PM
Well, seeing as how those don't exist, I doubt that's the problem. Does it crash when Mewtwo wins a match, or just in general? If it's only when he wins, then it could be a problem with the announcer call for him.

Agh, I keep forgetting about the whole hex thing! Alright, thanks for the help.
Hm. That's odd. the fighter config template for Lucario references one, so I thought he had one. I lied, that was for the final smash. My bad.

The announcer call works fine. If it didn't, the CSS wouldn't even work. (And announcer calls for clones don't work on result anyway)

Tested it anyway. No dice.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 21, 2014, 09:03:35 PM
Speaking of announcer calls, is there a tutorial for that anywhere? I've been using the Fighting Alloy Team call for the clones, but it would be nice to have individual ones.

Adding Wario's Slot Config fixed my problem with freezing expanded characters, by the way, so thanks for that Don Jon Bravo.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 09:11:49 PM
Any plans to fix common2 freezing the strap loader? It's kinda annoying when I can't even load the game half the time.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 21, 2014, 09:13:30 PM
@Mr.unusual

First, do not add 3f to the css slot config.  That part of the config has nothing to do with ids of the characteers, only costumes.
Second, Dont uncheck ?a at the fighter config
What I meant was to take out 0A and 0B in the css slot config, which you have clearly already done

@ Axel Akute

try adding an 09 after 07, and 0C ater 09
hence:

05000001 02050302 08040103 02060007
01090308 07090C00 00000000 00000000

or make sure ur CSP's are not corrupted

also
u may not even have to remove the 0a and 0b from the css slot confing, as long as u dont check 10,11,12 on the fighter config, u should be ok.

Yeah... I'm still getting the same result. Freeze when moving between first and last costume. And I believe that the CSPs couldn't be corrupt because they all still show up if you just scroll from first to last, but the second you try to go past the last costume, it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 21, 2014, 09:14:41 PM
Any plans to fix common2 freezing the strap loader? It's kinda annoying when I can't even load the game half the time.
Believe it or not, I'm not having any strap loader freezes at all any more, and they stopped happening when I put a common5.pac on my card. I don't know if that's why it stopped, but I'm not gonna complain. I still use sc_selcharacter, of course, but files load faster from SD than they do the disc so that might have something to do with it.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 21, 2014, 09:16:48 PM
Believe it or not, I'm not having any strap loader freezes at all any more, and they stopped happening when I put a common5.pac on my card. I don't know if that's why it stopped, but I'm not gonna complain. I still use sc_selcharacter, of course, but files load faster from SD than they do the disc so that might have something to do with it.
A common5? Like a vanilla common5 or a modified one?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 21, 2014, 09:17:40 PM
A common5? Like a vanilla common5 or a modified one?
Vanilla, with all my CSP mods and such being on my sc_selcharacter. Like I said, I don't know why it worked like that, I just know that since I added it a couple of days ago, I have never gotten a strap loader freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 21, 2014, 09:18:06 PM
Yeah... I'm still getting the same result. Freeze when moving between first and last costume. And I believe that the CSPs couldn't be corrupt because they all still show up if you just scroll from first to last, but the second you try to go past the last costume, it freezes.
try using warios slot config for your clone. (not the css config)
that should fix the issue
it worked for shinf
:/


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 21, 2014, 09:30:32 PM
try using warios slot config for your clone. (not the css config)
that should fix the issue
it worked for shinf
:/

Used Wario's Slot Config, and still no such luck. Thanks for attempting to help though. I do have an idea to just copy Wario's CSSSlot from the point after the initial character's costumes end and see if that works. Though I think I had a similar method working on Mario a while back from the way someone described it, and it set it so all the slots appeared on the character and didn't freeze, but Mario ended up with the 06 costume on two slots, one of which should have been 01.

Edit: Yeah, that didn't work. Brought all the costumes up on the CSS but still froze when trying to cycle. Getting this to work may be more trouble than it's worth. I'd LIKE to not have to delete some of the costumes I like for characters, but I am fine with it.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 21, 2014, 09:38:21 PM
hmm
interesting
i guess this method eliminates having to go through the trouble of adding extra bones to the CSS, but than again u dont have extra icons
it sounds like an awesome feature nevertheless
im just waiting for any developments...

Yeah we will be able to add past 51 once sammi finishes the code and/or writes a guide on how to modify it to our liking. Come to think of it maybe not adding a bone for the icon is the reason it is just a mario icon, the name loads though so i don't really.

Speaking of announcer calls, is there a tutorial for that anywhere? I've been using the Fighting Alloy Team call for the clones, but it would be nice to have individual ones.

Adding Wario's Slot Config fixed my problem with freezing expanded characters, by the way, so thanks for that Don Jon Bravo.

I was going to write a tutorial on it but i completely forgot to, once i have a few hours free i will write a tutorial on it. (or may just do a video/voice tutorial)


EDIT:

I think i found a glitch with the new code sammi, when you hit back from the stage selection screen while having the clone on the mario slot chosen it crashes the game and when you finish a battle the roster icon is selected on captain falcon for some reason instead of the mario 51 clone, plus it crashed once after the results screen but most of the time it didn't after the battle.

Just thought i'd let you know.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 21, 2014, 11:29:24 PM
You should be using those to replace the last two lines of a CSSSlot file for Lucario with a Hex Editor if you're trying to work with Mewtwo, then rename the file to CSSSlot3F(if that's your Mewtwo slot)

In theory and from what I can tell, following those directions should definitely give you 10 costume slots(though in my case it causes the game to freeze when switching between the first and last costume on the character select screen) I'm pretty sure he didn't say anything about de-selecting the ?A box though. I don't really have any idea WHAT the ?A and ?B settings are even for. I might test that out when I get home and see if that ends up fixing my freezing issue though. I got no idea.

If it's not giving you the slots at all, are you sure you put the edited Fighter and CSSSlot files on the SD Card?

I found the problem, I did all of that and saved it, but there was another CSSSlot3F.dat file (it was the backup in case I messed up) and I accidentally copied the backup into the sd card, prett much meaning that I didn't change anything lol. I replaced the original with the original in other words and then deleted the new one from my desktop thinking I used that one and didn't need it anymore lol not sure how I did that, must have been distracted, but thank you. Btw, no one has figured out that Crazy Hand thing yet? lol


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 21, 2014, 11:33:19 PM
I found the problem, I did all of that and saved it, but there was another CSSSlot3F.dat file (it was the backup in case I messed up) and I accidentally copied the backup into the sd card, prett much meaning that I didn't change anything lol. I replaced the original with the original in other words and then deleted the new one from my desktop thinking I used that one and didn't need it anymore lol not sure how I did that, must have been distracted, but thank you. Btw, no one has figured out that Crazy Hand thing yet? lol
It's in Sammi-Husky's last cosmetics vid. You have to add the images with the names to info.brres, info.pac, info_training.pac and info_training_mg.pac, then you have to update the anmtextpat for them. (It's called InfFace_TopN__0)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 12:02:27 AM
It's in Sammi-Husky's last cosmetics vid. You have to add the images with the names to info.brres, info.pac, info_training.pac and info_training_mg.pac, then you have to update the anmtextpat for them. (It's called InfFace_TopN__0)
I thought that was just for the franchise icons, result portraits and stock icons. And to Axel, maybe this sounds impossible, but I some how instead of having 10 slots for Mewtwo, I ended up with about 22 slots O.O more than I wanted, I mean, sounds awesome, but I didn't want THAT many. I don't know how or why that happened, but the same thing happened with Mario, I did what you said and copied the last 2 lines from Wario CSSSlots into the CSSSlots00.dat, changed the ID to 00 and changed Mario's Figher00.dat costumes to 00-09, saved it, copied both of those files to their designated areas in winimage, started the game and Mario had his original portrait slots, plus the cBliss portraits slots that I had before and then the rest were these empty glitchy looking spots (what it usually shows when you have cBliss but don't have portraits in the sc_selcharacter to fill the empty spaces), I counted how many regular portraits, cBliss portraits and empty portraits there were going through all of them by pressing x repeatedly on the character select and counted 22 slots right before it cycled back to default Mario's 1st portrait photo again. Could this mean that it is possible to have 22 slots per character?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 12:02:57 AM
Has anyone figured out how to give swordsmen characters other sword glows yet? If not I'm going to try and experiment on this.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 12:05:25 AM
Has anyone figured out how to give swordsmen characters other sword glows yet? If not I'l going to try and experiment on this.
I would love this. Isaac VS Pit always has either Isaac borrowing Pit's sword glow or Pit's sword glows becoming Isaac's rocks in place of bow trails. It gets even worse with Goku thrown in :P

Actually, I think ASF1nk knows how to do it, he just hasn't made a tutorial for it.

I'm working on trying to expand every character's costumes so if I get them all done properly, I'll upload all my files.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 12:36:53 AM
Oh, really?,,, I've already started though, so I'm going to continue until something happens~


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 22, 2014, 12:38:22 AM
Almost Perfect (http://www.youtube.com/watch?v=nhA8MgtmetY#ws)

everything works now! now you can select what Action will appear together with its grapfic! (I gave the grapfic to their PSA)
but 2 minor glitch, first is smashball doesnt want to spawn if you swap characher! I think I know whats wrong!
second if when the swap is done, it also want to load the first ModelData in the grapfic section, in the video is jigglypuffs sing and marths sword glow! dont know the solution for that one :/


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 01:15:59 AM
Here are some files for (almost) every character with 10 costume slots. The only ones not included here are Wario (obviously) and Mr. Game & Watch (since I'm not even sure how he would work). All that needs to be done is adding portraits for the CSS, Battle and Results Screens. You could just use the standard cBliss packs for that or add them all manually.

As it turns out, I hadn't needed the Slot Config after all, I had just named the CSPs wrong :P I've tested every character with these and they all work perfectly fine.

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

There's a zipped version with all of them and a couple of folders for individual downloads.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 01:44:06 AM
I think I found out how to make a character use a different weapon blur, but nothing on sword glows yet. If I find out how I can do that I'll share how I did it~


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 02:52:55 AM
Here are some files for (almost) every character with 10 costume slots. The only ones not included here are Wario (obviously) and Mr. Game & Watch (since I'm not even sure how he would work). All that needs to be done is adding portraits for the CSS, Battle and Results Screens. You could just use the standard cBliss packs for that or add them all manually.

As it turns out, I hadn't needed the Slot Config after all, I had just named the CSPs wrong :P I've tested every character with these and they all work perfectly fine.

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

There's a zipped version with all of them and a couple of folders for individual downloads.

Holy crap, thank you. I don't know what I was doing wrong, but now they work.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 03:35:36 AM
Alrighty! Here's how you can get different sword blurs for clone characters (And even the originals if you want) I haven't figured out sword glows or other GFX yet, but I'll keep trying stuff until something works.

First you'll need your character's PSA, in this case I'm using a Marth clone. You'll also need the 'ef' file of another character, I'll be doing this with the assist trophy character Lyn ('Cause Lyn's the only character I've tried so far.), her file is called 'ef_lin.pac'.

Open up the 'ef' file of the character you're borrowing the sword blur from in Brawlbox, find TextureData[0] (Which is probably the only texturedata there for every other character, but it's certainly for Lyn), find the name of the sword blur texture you wish to use, in this case it's 'eff_assi_MA_Lin_ZANZOU01_ADD', you'll want to write that down somewhere.

Now open up your PSA file in Brawlbox, you'll see a file called 'ef_(character name)' (In my case it's 'ef_marth'), rename that to the name of the character you're borrowing the sword blur from (For me, again, it's 'ef_lin') (I'm not sure if this is necessary, but I did it anyway to make sure it worked), go to and open the 'TextureData[0]' file, open textures, and rename one of the existing sword blurs to the name of the one you copied earlier, so in my case, I'm renaming 'TexMarthSwoadTrace' to 'eff_assi_MA_Lin_ZANZOU01_ADD' and save the file.

After you've done all that you're going to need to open the PSA in Project Smash Attacks and edit ALL of the sword blur ID's in the GFX tab to match the one you had just replaced, so in my situation, I replaced '00000009' (ID of 'TexMarthSwoadTrace')  with '00000015' (ID of 'eff_assi_MA_Lin_ZANZOU01_ADD') after you've dealt with all that save and test, if it works then congrats!

Now of course, the ID's are all different, so sadly you're going to have to mess around with them until you get the one you want to use.


Hopefully this actually helped people, if not, I'll try and get screenshots to illustrate further, I'm terrible at explainations so sorry~


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 22, 2014, 05:45:49 AM
Has anyone figured out how to make kirby hat hacks work for the clones?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 22, 2014, 07:19:58 AM
Has anyone figured out how to make kirby hat hacks work for the clones?


I asked the same thing a few days ago. Apparently it involves messing with Kirby's .pac or something, since the moves don't come with the hats. OR so it was explained. But I really hope someone works it out. I wonder how complicated it would be? If someone gave me a lead maybe I could start on it. I don't feel like I'm ulling my weight too much lol


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 22, 2014, 07:24:49 AM
I asked the same thing a few days ago. Apparently it involves messing with Kirby's .pac or something, since the moves don't come with the hats. OR so it was explained. But I really hope someone works it out. I wonder how complicated it would be? If someone gave me a lead maybe I could start on it. I don't feel like I'm ulling my weight too much lol
there is no way for clones to get their own kirby hats, i tough that was explicit... kirby has number of subactions for his hats codes in fitkirby.pac and you cant just add subactions and think it would work, the best it could happen is if your using a clonned lucario lets say mewtwo, kirby would swallow and get lucario hat, but you cant ever have a lucario and a mewtwo hat its just impossible.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 22, 2014, 07:54:19 AM
can someone look into my files  because when i load it on dolphin everything works perfect but on the wii it shows random icons :oshi: https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar (https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar) i use usb loader gx on pal wii and i have hooktype on axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 22, 2014, 09:21:23 AM
can someone look into my files  because when i load it on dolphin everything works perfect but on the wii it shows random icons :oshi: https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar (https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar) i use usb loader gx on pal wii and i have hooktype on axnextframe
you got  eternal yoshi maxed out CSS doesnt that mess around with the brawlex codding?


Title: Re: The BrawlEx Clone Engine
Post by: kadapunny on January 22, 2014, 09:32:26 AM
Why have I not seen this... Dear lord this is the most amazing thing ever. Now, I wonder, can I have cBliss on top of that?


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 09:41:54 AM
Here are some files for (almost) every character with 10 costume slots. The only ones not included here are Wario (obviously) and Mr. Game & Watch (since I'm not even sure how he would work). All that needs to be done is adding portraits for the CSS, Battle and Results Screens. You could just use the standard cBliss packs for that or add them all manually.

As it turns out, I hadn't needed the Slot Config after all, I had just named the CSPs wrong :P I've tested every character with these and they all work perfectly fine.

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

There's a zipped version with all of them and a couple of folders for individual downloads.

Thank you! :) I do have another issue that's been confusing that I don't know how to address. IT has been going on ever since I got the BrawlEx Mod. But my alternate colors are not aligning properly anymore and I don't know why, or how to fix it. For example I have 10 Mario slots, FitMario02.pac and FitMario02.pcs I put as Dr. Mario (Over the green slot), as long as I had cBliss, picking the green costume always gave me Dr. Mario as it should because I assigned it that way, however, now when I pick the green Mario in the 02 slot, it's flying Mario from Mario Galaxy whom I put in the 05 slot (His file names are FitMario05.pac and FitMario05.pcs), same with Blue Mario, I put Super Mario Super show over him, but for some reason he's over green Mario now, which doesn't make sense because he is FitMario03 while green is slot 02. This is the case with Mewtwo as well. Haven't tried the other characters yet. But some how my characters portraits and their respective slots are not aligning correctly :/

Post Merge: January 22, 2014, 09:45:52 AM
Why have I not seen this... Dear lord this is the most amazing thing ever. Now, I wonder, can I have cBliss on top of that?
Yes, that's what me and ShinF have been discussing, if you look at his post before yours, he just uploaded files that would allow you to do that, if you don't understand where those files go or how they work, inbox me or maybe ShinF as he's the one that posted it and I now I understand the code better because of him so feel free to hmu


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 09:55:41 AM
Thank you! :) I do have another issue that's been confusing that I don't know how to address. IT has been going on ever since I got the BrawlEx Mod. But my alternate colors are not aligning properly anymore and I don't know why, or how to fix it. For example I have 10 Mario slots, FitMario02.pac and FitMario02.pcs I put as Dr. Mario (Over the green slot), as long as I had cBliss, picking the green costume always gave me Dr. Mario as it should because I assigned it that way, however, now when I pick the green Mario in the 02 slot, it's flying Mario from Mario Galaxy whom I put in the 05 slot (His file names are FitMario05.pac and FitMario05.pcs), same with Blue Mario, I put Super Mario Super show over him, but for some reason he's over green Mario now, which doesn't make sense because he is FitMario03 while green is slot 02. This is the case with Mewtwo as well. Haven't tried the other characters yet. But some how my characters portraits and their respective slots are not aligning correctly :/

I've got the same issue, but it's really just a matter of switching the CSPs to which costume is which. I know the cBliss code had it set up so that every costume color was in order of 00 to 09, but that's just not how the costumes normally line up and the CSS is still set up that way when using the cBliss compatible CSS.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 10:05:06 AM
I've got the same issue, but it's really just a matter of switching the CSPs to which costume is which. I know the cBliss code had it set up so that every costume color was in order of 00 to 09, but that's just not how the costumes normally line up and the CSS is still set up that way when using the cBliss compatible CSS.

So, this is what I want my character select to Look like for Mewtwo:

00 Default
01 Red
02 Green
03 Blue
04 Dark Mewtwo
05 Armored
06 Black Armor
07 Mega Mewtwo Y
08 Dark Mega Mewtwo Y
09 64 Mewtwo

I have it organized as such too, but I got this instead:

00- Default
01- Red
02- Dark Mewtwo
03- Green
04- Blue
05- Dark Mewtwo again?
06- Armored
07- Black Armor
08- Dark Mega Mewtwo Y
09- Mega Mewtwo Y
10- Cosmic Lucario from Subspace Emissary? wtf? I did't put him in there

If I have to re-organize the Fit files to fix this, I will, but I'm not sure how, like, I know who to switch with who to get this thing working


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 22, 2014, 10:07:54 AM
So I don't know if anyone's tried this, but I tried to put in Megaman X over Peach (Which comes with a modified Fox .rel). I cloned Peach BUT THEN used the not cloned Peach to put the Megaman X on. Megaman X requires a no result code, which I believe is used for all characters, not just Peach. Anyway, I tried Megaman X over Peach and it won't go to result screen. I know this is normal for characters that use modules from other characters, but the code has always been a fix for me. The code and Megaman X seem to work on my other card, but not this one.

Is there something about the Brawl EX code that prevents the no result data code as a fix? It can't be a file thing, it works on the other card and copied the same things over, including the module.

Is anyone else having issues with this? If so, I'll just have to wait until perfect Fox comes out.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 10:14:49 AM
So, this is what I want my character select to Look like for Mewtwo:

00 Default
01 Red
02 Green
03 Blue
04 Dark Mewtwo
05 Armored
06 Black Armor
07 Mega Mewtwo Y
08 Dark Mega Mewtwo Y
09 64 Mewtwo

I have it organized as such too, but I got this instead:

00- Default
01- Red
02- Dark Mewtwo
03- Green
04- Blue
05- Dark Mewtwo again?
06- Armored
07- Black Armor
09- Dark Mega Mewtwo Y
10- Mega Mewtwo Y
11- Cosmic Lucario from Subspace Emissary? wtf? I did't put him in there

If I have to re-organize the Fit files to fix this, I will, but I'm not sure how, like, I know who to switch with who to get this thing working

Yeah, I think the reorganizing of the CSPs is due to the modified CSSSlot file, so I would say try either reorganizing the Fit files or the CSPs.

So I don't know if anyone's tried this, but I tried to put in Megaman X over Peach (Which comes with a modified Fox .rel). I cloned Peach BUT THEN used the not cloned Peach to put the Megaman X on. Megaman X requires a no result code, which I believe is used for all characters, not just Peach. Anyway, I tried Megaman X over Peach and it won't go to result screen. I know this is normal for characters that use modules from other characters, but the code has always been a fix for me. The code and Megaman X seem to work on my other card, but not this one.

Is there something about the Brawl EX code that prevents the no result data code as a fix? It can't be a file thing, it works on the other card and copied the same things over, including the module.

Is anyone else having issues with this? If so, I'll just have to wait until perfect Fox comes out.

I believe the BrawlEx system affects the CSS, Battle Portraits, and Result Screen, so I'd assume that any codes that affect any of those would give the freeze. I KNOW the CSS Fix codes cause this sort of effect with the CSS Screen, so I assume that's the reason.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 22, 2014, 10:16:50 AM
So I can't figure this damn thing out. I don't know if it's the SDHC extension code or what, but with ASF1nk's pack, I can't get beyond icons being random and it freezing on the CSS.

I really hope someone releases a working pack that includes everything one would need.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 22, 2014, 10:22:45 AM
So I can't figure this damn thing out. I don't know if it's the SDHC extension code or what, but with ASF1nk's pack, I can't get beyond icons being random and it freezing on the CSS.

I really hope someone releases a working pack that includes everything one would need.
I've been having that problem too, but not even with ASF1nk's pack. It's gotta be a glitch with BrawlEx itself, for it seems that it just doesn't work with SD cards over 2gb.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 22, 2014, 10:25:14 AM
Do I even need the SDHC code if I don't fill more than 2 GB?


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 22, 2014, 10:28:03 AM
Do I even need the SDHC code if I don't fill more than 2 GB?
Probably not, as long as you keep it under that size as you add stuff.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 10:31:07 AM
Yeah, I think the reorganizing of the CSPs is due to the modified CSSSlot file, so I would say try either reorganizing the Fit files or the CSPs.
You're correct. In fact, I'm going to be spending some time reorganizing my own CSPs, since they're not aligned in my version, either :P I'm just glad it works without freezes.

So I don't know if anyone's tried this, but I tried to put in Megaman X over Peach (Which comes with a modified Fox .rel). I cloned Peach BUT THEN used the not cloned Peach to put the Megaman X on. Megaman X requires a no result code, which I believe is used for all characters, not just Peach. Anyway, I tried Megaman X over Peach and it won't go to result screen. I know this is normal for characters that use modules from other characters, but the code has always been a fix for me. The code and Megaman X seem to work on my other card, but not this one.

Is there something about the Brawl EX code that prevents the no result data code as a fix? It can't be a file thing, it works on the other card and copied the same things over, including the module.

Is anyone else having issues with this? If so, I'll just have to wait until perfect Fox comes out.
You can change the result data in the Fighter Config file to none. You don't need no result or no entry codes any more! It's all in there already.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 22, 2014, 10:34:29 AM
you got  eternal yoshi maxed out CSS doesnt that mess around with the brawlex codding?
i tried it without the external code  now i get when i click on brawl a beep


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 10:36:51 AM
Do I even need the SDHC code if I don't fill more than 2 GB?
Pretty sure you also need a normal SD card of 2GB or less to work without the SDHC Code.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 22, 2014, 10:39:11 AM
You're correct. In fact, I'm going to be spending some time reorganizing my own CSPs, since they're not aligned in my version, either :P I'm just glad it works without freezes.
You can change the result data in the Fighter Config file to none. You don't need no result or no entry codes any more! It's all in there already.

Really? Well the fox module isn't a perfect port, it's just one someone made. With that in mind, is it still possible? and if so, how? Also, just to re-emphasize, it's over Peach. Not a cloned Peach. Peach.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 22, 2014, 10:41:15 AM
Anyone know if you can use the independent Zelda icon, and CSS icons for Sheik and Zero Suit Samus code with this? It loads the independent Zelda icon fine, but it won't add the icons for Sheik and ZSS.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 10:46:32 AM
Really? Well the fox module isn't a perfect port, it's just one someone made. With that in mind, is it still possible? and if so, how? Also, just to re-emphasize, it's over Peach. Not a cloned Peach. Peach.
Then take Peach's Fighter Config, change the result to none, and name it Fighter0C, which is Peach's fighter number. It'll work the exact same way it does for clones.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 22, 2014, 10:53:17 AM
Do I even need the SDHC code if I don't fill more than 2 GB?
if you use a normal noone sdhc card 2gb or lower you dont need any sd codes, i never used had a problem with filling 2gb, i really dont know what you guys keep in the sd that can fill 2 gb lol i had like costumes on every characters,64/melee stage expancion and i never even reached 1 gb


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 11:00:23 AM
So I can't figure this damn thing out. I don't know if it's the SDHC extension code or what, but with ASF1nk's pack, I can't get beyond icons being random and it freezing on the CSS.

I really hope someone releases a working pack that includes everything one would need.
Wait, you are using an actual, physical SDHC extension cable, right? If I understand how it works correctly, the code doesn't support SDHC cards by themselves. You have to have the extension.

Otherwise, you could always just use a 2GB card.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 22, 2014, 11:01:20 AM
Then take Peach's Fighter Config, change the result to none, and name it Fighter0C, which is Peach's fighter number. It'll work the exact same way it does for clones.

Oh, alright I'll try it. If it doesn't work I'm assuming fox fighter data wouldn't help right?

Post Merge: January 22, 2014, 11:07:50 AM
I took out the no result code and just tried this. It didn't work. I'm really confused.

Post Merge: January 22, 2014, 11:16:27 AM
Oh, alright I'll try it. If it doesn't work I'm assuming fox fighter data wouldn't help right?

Post Merge: January 22, 2014, 11:07:50 AM
I took out the no result code and just tried this. It didn't work. I'm really confused.

I tried the fox one and changed the name to Peach and to fighter 0C. Didn't work either. This is really the last issue I have. My clones are fully functional with pics and everything, but this one normal mod is giving me trouble. Aha...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 22, 2014, 12:21:49 PM
I think i found a glitch with the new code sammi, when you hit back from the stage selection screen while having the clone on the mario slot chosen it crashes the game and when you finish a battle the roster icon is selected on captain falcon for some reason instead of the mario 51 clone, plus it crashed once after the results screen but most of the time it didn't after the battle.

Him I never experienced the crash when leaving the CSS. I need to do some testing with that :P

As for the CSS icon, I'm gonna find a way to fix that.

And the last thing. About the selection cursor going to falcon. For me, of goes to whatever slot the original character that was the base for the clone was. I don't know if i can fix that or not..
But maybe :P I haven't experimented enough with these things because I've been focusing on making the main part of the code's engine. But I assume I will be able to straighten most of them out


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 12:24:31 PM
I've figured out how to set the configs so that the characters can appear in the same order that they do with cBliss now. I'm going to modify all those CSSSlot Configs real quick and upload them so the portraits will now match the order the game loads the costumes in. I'll post again or edit this post when they're all uploaded.

Edit: Okay, they're done. You can get all or some of them in the same dropbox folder as before. The only real problem remaining is that teams aren't aligned correctly, but considering that team battles freeze in BrawlEx anyway, I didn't really see it as much of a problem.

Just in case you don't wanna go back a page to find the link: https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 22, 2014, 12:57:54 PM
Why have I not seen this... Dear lord this is the most amazing thing ever. Now, I wonder, can I have cBliss on top of that?
:drmario:
I don't believe so. Sorry.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 22, 2014, 01:19:36 PM
Hmm..I may make a tutorial on getting the cbliss effect with brawlEX. It seems that some people are still having some problems with expanding the costume slots. Besides it'll be great to have all the info for it in one place  :P


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 22, 2014, 03:14:28 PM
 :mewtwo:
uh, can somebody tell me wahat info2.pac is for? I can't seem to figure it out.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 22, 2014, 03:34:37 PM
incase some want to see the possibilities of the BrawlEx

Let the Swap Begin! (http://www.youtube.com/watch?v=Z77UL_4Gyco#ws)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 22, 2014, 04:27:29 PM
Nice!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 04:39:12 PM
incase some want to see the possibilities of the BrawlEx

Let the Swap Begin! ([url]http://www.youtube.com/watch?v=Z77UL_4Gyco#ws[/url])

(http://i.imgur.com/UnaaLWY.png)


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 22, 2014, 04:45:07 PM
([url]http://i.imgur.com/UnaaLWY.png[/url])


LOL XD


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 22, 2014, 05:01:09 PM
:mewtwo:
uh, can somebody tell me wahat info2.pac is for? I can't seem to figure it out.
info2 if im not mistaken is for the battle protrait name that shows when your battling


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 22, 2014, 05:11:32 PM
info2 if im not mistaken is for the battle protrait name that shows when your battling

Thats info.pac.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 22, 2014, 05:27:56 PM
Thats info.pac.
oh right i knew it was a info lol


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 22, 2014, 05:45:12 PM
([url]http://i.imgur.com/UnaaLWY.png[/url])
LOL XD


I know right,also why jigglypuff transform into charizard or Mewtwo...


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 22, 2014, 05:48:55 PM
there is no way for clones to get their own kirby hats, i tough that was explicit... kirby has number of subactions for his hats codes in fitkirby.pac and you cant just add subactions and think it would work, the best it could happen is if your using a clonned lucario lets say mewtwo, kirby would swallow and get lucario hat, but you cant ever have a lucario and a mewtwo hat its just impossible.
Clones can't get their own kirby hats, eh? Then how come in Project M I can suck up Mewtwo and get a Mewtwo hat and use his confusion attack?! Tell me how that was achieved.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 05:50:26 PM
Clones can't get their own kirby hats, eh? Then how come in Project M I can suck up Mewtwo and get a Mewtwo hat and use his confusion attack?! Tell me how that was achieved.

Because Project M's Clone Engine isn't BrawlEx. They are two completely different engines.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 05:50:41 PM
Clones can't get their own kirby hats, eh? Then how come in Project M I can suck up Mewtwo and get a Mewtwo hat and use his confusion attack?! Tell me how that was achieved.
There are a few blank spots in Kirby's PSA you can use for clones, but that's about it.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 22, 2014, 05:53:54 PM
>_>
<_<
Happy page 100 PW!
>_>
<_<


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 22, 2014, 06:04:45 PM
Nice work on the transformation!!! That is some awesome work!!  :happy: :happy: :happy:


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 22, 2014, 06:21:38 PM
Because Project M's Clone Engine isn't BrawlEx. They are two completely different engines.

I see. Well I hope that someone will figure out how to get Kirby to have Ex hats in BrawlEx soon.

incase some want to see the possibilities of the BrawlEx

Let the Swap Begin! ([url]http://www.youtube.com/watch?v=Z77UL_4Gyco#ws[/url])

Will there be a tutorial made about how to achieve this at some point?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 22, 2014, 06:25:34 PM
 :roy:
Will the Smash Wii U strap loader cause it to freeze? Just wondering, I don't think that's it though.


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on January 22, 2014, 07:02:40 PM
Kirby seems to work fine against brawl fighters, but Kirby vs. any BrawlEx fighters freezes the game right after a stage is selected. I have the ft_kirby.rel in. Do I need Kirby's BrawlEx configs or placeholder files for the FitKirby[Character].pac files?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 07:12:09 PM
Kirby seems to work fine against brawl fighters, but Kirby vs. any BrawlEx fighters freezes the game right after a stage is selected. I have the ft_kirby.rel in. Do I need Kirby's BrawlEx configs or placeholder files for the FitKirby[Character].pac files?

Actually, you need to set the Fighter Config file so that next to Kirby it says "None" instead of "Single".

I'm actually having a new issue(For me at least). For some reason since I started using BrawlEx, The Pokemon(And maybe some others) have been scrambling my stage music so that every other stage uses the last music file that played in a stage.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 07:24:50 PM
Actually, you need to set the Fighter Config file so that next to Kirby it says "None" instead of "Single".

I'm actually having a new issue(For me at least). For some reason since I started using BrawlEx, The Pokemon(And maybe some others) have been scrambling my stage music so that every other stage uses the last music file that played in a stage.
Which version of the File Patch Code are you using? I think that was a known issue with one of them.


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on January 22, 2014, 07:31:20 PM
Actually, you need to set the Fighter Config file so that next to Kirby it says "None" instead of "Single".
Thanks a bunch! =D


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 07:33:19 PM
Which version of the File Patch Code are you using? I think that was a known issue with one of them.
I'm using the one from the Readme file in BrawlEx, is there an updated version?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 22, 2014, 07:34:25 PM
Him I never experienced the crash when leaving the CSS. I need to do some testing with that :P

As for the CSS icon, I'm gonna find a way to fix that.

And the last thing. About the selection cursor going to falcon. For me, of goes to whatever slot the original character that was the base for the clone was. I don't know if i can fix that or not..
But maybe :P I haven't experimented enough with these things because I've been focusing on making the main part of the code's engine. But I assume I will be able to straighten most of them out

It might be because there isn't a 51st css icon bone and it might need one to rely on a glitch free switch. I'm not sure though.

@ Pikazz

Excellent work with the transformation module!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 07:34:51 PM
I'm using the one from the Readme file in BrawlEx, is there an updated version?
No, that's the right one. 3.5.1b, right? Hmm, I'm not sure what could be causing it, then. It's not an issue I've run into. Are there any other codes you're using that could be causing it?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 07:40:21 PM
No, that's the right one. 3.5.1b, right? Hmm, I'm not sure what could be causing it, then. It's not an issue I've run into. Are there any other codes you're using that could be causing it?

This is my current codeset:
RSBE01
Smash Bros Brawl (US)

Funfetti

File Patch Code v3.5.1b (NTSC-U) [Phantom Wings]
  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)
  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

Colored shields [Phantom wings]
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

Pokemon Trainer Infinite Stamina
* 04A8BDAC 60000000

Allow Replays Longer Than Three Minutes
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Allow More Than 1000 Replays/Stages/Snapshots
* 040C464C 48000184

Save Tags in Replays
* 0404B140 38A00000

Unrestricted Pause Camera
* 4A000000 80000000
* 040A7D60 4E800020
* 04109D88 38800001

Unrestricted Replay Camera
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

Enable Random Expansion Stages v1.1
* C26B7A6C 00000005
* 3860001F 2C120000
* 41820008 3860000A
* 7C101800 41800008
* 38000001 7C800379
* 60000000 00000000

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

Custom 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

Paper Mario Battle Music
* 28708ceb 00000040
* 4A000000 90180F06
* 14000076 FF002803
* E0000000 80008000

Super Mario Land Music
* 28708ceb 00000041
* 4A000000 90180F06
* 14000076 FF002821
* E0000000 80008000

Peach's Castle Music
* 28708ceb 00000042
* 4A000000 90180F06
* 14000076 FF0027CB
* E0000000 80008000

Eggmanland Music
* 28708ceb 00000043
* 4A000000 90180F06
* 14000076 FF0027D7
* E0000000 80008000

Subcon Music
* 28708ceb 00000044
* 4A000000 90180F06
* 14000076 FF002820
* E0000000 80008000

Angel Island Music
* 28708ceb 00000045
* 4A000000 90180F06
* 14000076 FF0027F5
* E0000000 80008000

FalconWare Music
* 28708ceb 00000046
* 4A000000 90180F06
* 14000076 FF0027A5
* E0000000 80008000

Konoha Music
* 28708ceb 00000047
* 4A000000 90180F06
* 14000076 FF002733
* E0000000 80008000

Star Light Zone Music
* 28708ceb 00000048
* 4A000000 90180F06
* 14000076 FF0027FE
* E0000000 80008000

Gesselschaft Music
* 28708ceb 00000049
* 4A000000 90180F06
* 14000076 FF002713
* E0000000 80008000

Final Frustration Music
* 28708ceb 0000004A
* 4A000000 90180F06
* 14000076 FF0027BF
* E0000000 80008000

Peach's Castle 64 Music
* 28708ceb 0000004B
* 4A000000 90180F06
* 14000076 FF002714
* E0000000 80008000

Emerald Shrine Music
* 28708ceb 0000004C
* 4A000000 90180F06
* 14000076 FF00281F
* E0000000 80008000

Big Shell Music
* 28708ceb 0000004D
* 4A000000 90180F06
* 14000076 FF0027E5
* E0000000 80008000

Final Destination 64 Music
* 28708ceb 0000004E
* 4A000000 90180F06
* 14000076 FF002727
* E0000000 80008000

Ganon's Tower Music
* 28708ceb 0000004F
* 4A000000 90180F06
* 14000076 FF002709
* E0000000 80008000

Aensland Castle Music
* 28708ceb 00000050
* 4A000000 90180F06
* 14000076 FF002783
* E0000000 80008000

Fountain of Dreams Music
* 28708ceb 00000051
* 4A000000 90180F06
* 14000076 FF002804
* E0000000 80008000

Sacred Meadow Music
* 28708ceb 00000052
* 4A000000 90180F06
* 14000076 FF00273E
* E0000000 80008000

Koopa's Doom Ship Music
* 28708ceb 00000053
* 4A000000 90180F06
* 14000076 FF00272C
* E0000000 80008000

Aquatic Mine Music
* 28708ceb 00000054
* 4A000000 90180F06
* 14000076 FF0027CF
* E0000000 80008000

Skull Castle Music
* 28708ceb 00000055
* 4A000000 90180F06
* 14000076 FF0027A6
* E0000000 80008000

Tin Tower Music
* 28708ceb 00000056
* 4A000000 90180F06
* 14000076 FF0027B7
* E0000000 80008000

Carnival Night Zone Music
* 28708ceb 00000057
* 4A000000 90180F06
* 14000076 FF002797
* E0000000 80008000

Pokefloats Music
* 28708ceb 00000058
* 4A000000 90180F06
* 14000076 FF002808
* E0000000 80008000

Battlefield 64 Music
* 28708ceb 00000059
* 4A000000 90180F06
* 14000076 FF002822
* E0000000 80008000

Advance Wars Music
* 28708ceb 0000005A
* 4A000000 90180F06
* 14000076 FF002820
* E0000000 80008000

Whirl Islands Music
* 28708ceb 0000005B
* 4A000000 90180F06
* 14000076 FF002821
* E0000000 80008000

Entei Trophy Music
* 28708ceb 0000005C
* 4A000000 90180F06
* 14000076 FF00270A
* E0000000 80008000

Blood Gulch Music
* 28708ceb 0000005D
* 4A000000 90180F06
* 14000076 FF00270F
* E0000000 80008000

Throne Room Music
* 28708ceb 0000005E
* 4A000000 90180F06
* 14000076 FF002787
* E0000000 80008000

Tetris Music
* 28708ceb 0000005F
* 4A000000 90180F06
* 14000076 FF002825
* E0000000 80008000

Crateria Music
* 28708ceb 00000060
* 4A000000 90180F06
* 14000076 FF00270D
* E0000000 80008000

Courtroom Music
* 28708ceb 00000061
* 4A000000 90180F06
* 14000076 FF002712
* E0000000 80008000

Dark Link Music
* 28708ceb 00000062
* 4A000000 90180F06
* 14000076 FF002739
* E0000000 80008000

Hokuto no Destination Music
* 28708ceb 00000063
* 4A000000 90180F06
* 14000076 FF002823
* E0000000 80008000

Budokai Tenkaichi Music
* 28708ceb 00000064
* 4A000000 90180F06
* 14000076 FF0027B8
* E0000000 80008000

No Icons [spunit262]
* C20E08BC 00000002
* 7C9F2378 38C00002
* 90C40000 00000000

No ZSS Armor Bull[censored]
* 4A000000 91000000
* 1406BEB4 00000007
* 1406BEBC 00000000
* E0000000 80008000

***NO MORE CODES***


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 22, 2014, 07:49:15 PM
I think I remember Unrestricted Pause camera being a problem for me when I added it in with my codes, could it be the same way for you?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 08:07:58 PM
I think I remember Unrestricted Pause camera being a problem for me when I added it in with my codes, could it be the same way for you?

I'll try taking that out later, I suppose, then see if I can replicate the issue.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 08:24:22 PM
I think I remember Unrestricted Pause camera being a problem for me when I added it in with my codes, could it be the same way for you?
Hmm, I haven't had any issues with that. I will say that that's a LOT of music codes. It could have something to do with those, though I'm not sure since I don't really use any music modification codes.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 08:34:28 PM
Hmm, I haven't had any issues with that. I will say that that's a LOT of music codes. It could have something to do with those, though I'm not sure since I don't really use any music modification codes.

All of those are for the extra stage slots, which has never really caused an issue before. I really REALLY hope it's not those, because without that they all use Battlefield's playlist or something like that, and you can't set it up stage by stage, so you end up with unfitting music in stages.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 08:37:54 PM
All of those are for the extra stage slots, which has never really caused an issue before. I really REALLY hope it's not those, because without that they all use Battlefield's playlist or something like that, and you can't set it up stage by stage, so you end up with unfitting music in stages.
Oh, okay. I use the Tracklist Modifier for my expanded stage's music so I thought those codes were for modifying existing stages or something.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 22, 2014, 08:41:52 PM
Oh, okay. I use the Tracklist Modifier for my expanded stage's music so I thought those codes were for modifying existing stages or something.

I think I tried the Tracklist Modifier early on, but for one reason or another I abandoned it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 22, 2014, 09:09:08 PM
Okay, so say I have a character I want to add (Like X over Peach) but it comes with a module (A fox module from the looks of it) is there any way to make this a clone character? I would I need a perfect Fox module? Is there anything I can edit in this module to make it a perfect stand alone module?


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 09:24:59 PM
I've figured out how to set the configs so that the characters can appear in the same order that they do with cBliss now. I'm going to modify all those CSSSlot Configs real quick and upload them so the portraits will now match the order the game loads the costumes in. I'll post again or edit this post when they're all uploaded.

Edit: Okay, they're done. You can get all or some of them in the same dropbox folder as before. The only real problem remaining is that teams aren't aligned correctly, but considering that team battles freeze in BrawlEx anyway, I didn't really see it as much of a problem.

Just in case you don't wanna go back a page to find the link: https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

OMG! Thank you so much! I've been trying to re-arrange for HOURS now lol I think everything is FINALLY working perfect, except I can't seem to get Sonic Clones to work yet, not sure if it has something to do with the FitSonicSpy00-FitSonicSpy04 files but everytime I try to load the clone, it freezes o.o


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 09:30:42 PM
OMG! Thank you so much! I've been trying to re-arrange for HOURS now lol I think everything is FINALLY working perfect, except I can't seem to get Sonic Clones to work yet, not sure if it has something to do with the FitSonicSpy00-FitSonicSpy04 files but everytime I try to load the clone, it freezes o.o
Sonic actually has FitSpy00 - FitSpy05. I believe he needs FitSonicSpy for every costume, since he has 00-05 costumes and 00-05 Spy files. Try copying the default Spy files and renaming them 06, 07, etc.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 09:44:34 PM
Sonic actually has FitSpy00 - FitSpy05. I believe he needs FitSonicSpy for every costume, since he has 00-05 costumes and 00-05 Spy files. Try copying the default Spy files and renaming them 06, 07, etc.

Thanks, I'll try that in a bit. Maybe this is too much to ask and again I think you so much for your contributions, but you wouldn't happen to have a dropbox zip file of the characters in the right order that arent cBliss would you? I want to be able to choose which characters have the 10 slots and which ones don't, that way, people that are playing won't choose an alternate costume that I haven't put there yet and learn that it's just a copy of the default. Basically, from the files you just uploaded, I would add those to Mario and Mewtwo's CSSSlots for now and then the other files I will have but save them for later, but in their place have just the normal number of slots for the other characters. The ones that PhantomWings has in his pack, those CSSSlots make the standard alternate colors out of order.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 22, 2014, 09:44:51 PM
heya guys, so this is the latest version of the Ex fighters slot code

This theoretically allows the 100 characters for the css. CURRENTLY you have to hit the r-trigger on the gamcube controller, and CURRENTLY, you must hit it fast as [censored] if you only want it to increment by 1

i'm going to fix all this, but im running out of data on my phone, and i felt like posting this for now. r-trigger increments the slot by 1, L-trigger resets it back to normal.

this also should have fixed the issue where backing out of the CSS while a clone slot was selected crashed the game...should..

Code:
Experimental Ex Fighters Code
 205ba484 00000020
 215d7650 00000000
 055d7650 00000053
 045ba484 00000000
 E0000000 80008000
 205ba485 00000020
 275D7650 00000064
 82200002 015d7650
 86000002 00000001
 84200002 015d7650
 045ba484 00000000
 E0000000 80008000
 205ba485 00000040
 055d7650 00000000
 04624818 00000000
 045ba484 00000000
 E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 09:47:37 PM
Thanks, I'll try that in a bit. Maybe this is too much to ask and again I think you so much for your contributions, but you wouldn't happen to have a dropbox zip file of the characters in the right order that arent cBliss would you? I want to be able to choose which characters have the 10 slots and which ones don't, that way, people that are playing won't choose an alternate costume that I haven't put there yet and learn that it's just a copy of the default. Basically, from the files you just uploaded, I would add those to Mario and Mewtwo's CSSSlots for now and then the other files I will have but save them for later, but in their place have just the normal number of slots for the other characters. The ones that PhantomWings has in his pack, those CSSSlots make the standard alternate colors out of order.

Do you mean that you want the costumes in cBliss order, but with the default number of costumes? I could make those, I suppose.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 22, 2014, 09:54:53 PM
heya guys, so this is the latest version of the Ex fighters slot code

This theoretically allows the 100 characters for the css. CURRENTLY you have to hit the r-trigger on the gamcube controller, and CURRENTLY, you must hit it fast as [censored] if you only want it to increment by 1

i'm going to fix all this, but im running out of data on my phone, and i felt like posting this for now. r-trigger increments the slot by 1, L-trigger resets it back to normal.

this also should have fixed the issue where backing out of the CSS while a clone slot was selected crashed the game...should..

Code:
Experimental Ex Fighters Code
 205ba484 00000020
 215d7650 00000000
 055d7650 00000053
 045ba484 00000000
 E0000000 80008000
 205ba485 00000020
 275D7650 00000064
 82200002 015d7650
 86000002 00000001
 84200002 015d7650
 045ba484 00000000
 E0000000 80008000
 205ba485 00000040
 055d7650 00000000
 04624818 00000000
 045ba484 00000000
 E0000000 80008000

Whoa... Going to test this out right now, i will report any bugs i find.

Once this works perfectly, we will just need some more brawlex modules, adding soundbanks, a team battle fix and gfx glitch fixing. (Plus getting 51-100 on the roster but i think your workaround should suffice if we never figure that out.)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 10:05:43 PM
If you're talking about the default characters, then just don't include the CSSSlots or FighterConfig files at all for those characters and it'll load the original vBrawl order from the disc.

Hmm, I just realized, I didn't have any of those files in there to begin with except for Mario, Mewtwo and Roy and still had the same issue :/ for example, I just deleted the CSSSlot10.dat file for IceClimbers from the SD card and their colors are still out of order accept for the default 00 and 01, all the others after that are weird, like the Blue is in the 02 slot and Black and white is in the 03 slot, it's so weird :/ I wish I understood the CSSSlot coding, :/ because another thing I wanted to do with that new cBliss file you put up is control how many slots there are for each character, like lets say for Lucario I want to add just 1 extra slot instead of 5 giving me a total of 6 slots instead of 10, that would be cool

Post Merge: January 22, 2014, 10:06:49 PM
heya guys, so this is the latest version of the Ex fighters slot code

This theoretically allows the 100 characters for the css. CURRENTLY you have to hit the r-trigger on the gamcube controller, and CURRENTLY, you must hit it fast as [censored] if you only want it to increment by 1

i'm going to fix all this, but im running out of data on my phone, and i felt like posting this for now. r-trigger increments the slot by 1, L-trigger resets it back to normal.

this also should have fixed the issue where backing out of the CSS while a clone slot was selected crashed the game...should..

Code:
Experimental Ex Fighters Code
 205ba484 00000020
 215d7650 00000000
 055d7650 00000053
 045ba484 00000000
 E0000000 80008000
 205ba485 00000020
 275D7650 00000064
 82200002 015d7650
 86000002 00000001
 84200002 015d7650
 045ba484 00000000
 E0000000 80008000
 205ba485 00000040
 055d7650 00000000
 04624818 00000000
 045ba484 00000000
 E0000000 80008000
Sorry I missed the parent post on this, but what exactly does this do again if you would mind me asking?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 22, 2014, 10:14:16 PM
Hmm, I just realized, I didn't have any of those files in there to begin with except for Mario, Mewtwo and Roy and still had the same issue :/ for example, I just deleted the CSSSlot10.dat file for IceClimbers from the SD card and their colors are still out of order accept for the default 00 and 01, all the others after that are weird, like the Blue is in the 02 slot and Black and white is in the 03 slot, it's so weird :/ I wish I understood the CSSSlot coding, :/ because another thing I wanted to do with that new cBliss file you put up is control how many slots there are for each character, like lets say for Lucario I want to add just 1 extra slot instead of 5 giving me a total of 6 slots instead of 10, that would be cool

That happens because Brawl's original slots were out of order from the very beginning.

I'll make some for the characters in cBliss order with default costume numbers later, but if you don't want to wait, it's pretty easy to do it yourself. Just open the CSSSlot Config file of the character you're changing in a hex editor and replace the last two lines with this:

05000001 02020303 08040105 0C000000
00000000 00000000 00000000 00000000

After that, open the character's FighterConfig and check the 00, 01, 02, 03, 04, and 05 costume slots. That should give the character 6 costumes in cBliss order. Keep in mind that the fighters don't share FighterConfig and CSSSlot file numbers. Ness, for example, uses Fighter0A.dat and CSSSlot0B.dat, so make sure you're doing the right files for the right characters.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 10:20:17 PM
That happens because Brawl's original slots were out of order from the very beginning.

I'll make some for the characters in cBliss order with default costume numbers later, but if you don't want to wait, it's pretty easy to do it yourself. Just open the CSSSlot Config file of the character you're changing in a hex editor and replace the last two lines with this:

05000001 02020303 08040105 0C000000
00000000 00000000 00000000 00000000

After that, open the character's FighterConfig and check the 00, 01, 02, 03, 04, and 05 costume slots. That should give the character 6 costumes in cBliss order. Keep in mind that the fighters don't share FighterConfig and CSSSlot file numbers. Ness, for example, uses Fighter0A.dat and CSSSlot0B.dat, so make sure you're doing the right files for the right characters.
Ohh ok, thanks :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 22, 2014, 10:30:52 PM
Oopsie, it seems the game will only go to 99 slots :p oh well.

@mrUnusual
Basically its a prototype of a code I'm making that allows you to expand the roster.
It's as easy as making a 51'st slot, hovering over Mario (for now) and hitting R-trigger. This will change Mario's slot to the 51'st ID, then cycles through ID's 52 - 99 (63 in hex). In the final version I'll make it over a different slot :p and work with all controllers if I can

EDIT: well it seems I've done goofed and forgot to implement something. Lemme know if u shield during match and it freezes.... :srs: stupid me..


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 22, 2014, 10:54:05 PM
Oopsie, it seems the game will only go to 99 slots :p oh well.

@mrUnusual
Basically its a prototype of a code I'm making that allows you to expand the roster.
It's as easy as making a 51'st slot, hovering over Mario (for now) and hitting R-trigger. This will change Mario's slot to the 51'st ID, then cycles through ID's 52 - 99 (63 in hex). In the final version I'll make it over a different slot :p and work with all controllers if I can

EDIT: well it seems I've done goofed and forgot to implement something. Lemme know if u shield during match and it freezes.... :srs: stupid me..

Wait, so for example, lets say I use this code on on a specific character, for example Zelda and want to change the slot to sheik on the character select screen, would I use this code for something like that? Just hitting R-Trigger making it go from Zelda to Sheik? (Just as an example?) Or am I waaay off? I'll test it out

You know what would be cool though? If it was something like that, it would be cool to place clone characters in the same slot as their counterparts like that. For example with Mario, I would hit R-Trigger for Dr. Mario, with Link, I would hit R-Trigger for Melee Link, Toon Link, I would hit R-Trigger for Toon Link and so on, that would be awesome!


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 22, 2014, 11:30:21 PM
Oopsie, it seems the game will only go to 99 slots :p oh well.

@mrUnusual
Basically its a prototype of a code I'm making that allows you to expand the roster.
It's as easy as making a 51'st slot, hovering over Mario (for now) and hitting R-trigger. This will change Mario's slot to the 51'st ID, then cycles through ID's 52 - 99 (63 in hex). In the final version I'll make it over a different slot :p and work with all controllers if I can

EDIT: well it seems I've done goofed and forgot to implement something. Lemme know if u shield during match and it freezes.... :srs: stupid me..


Yeah the shield does freeze, also i'm not sure if it's the code or me messing up on setting the clone/cosmetics up, but my newly added 52nd slot crashes when i try to load him on the CSS. I added all the files, did all the cosmetic slot hexing, added all the cosmetics/indexes/frames with correct names and yet he crashes on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 22, 2014, 11:53:31 PM
I've been having a bit of a problem myself, I had downloaded Asl1nk's already prepared clones and I wanted to do some replacing, so I replaced Zero with Young Link, and the Deadpool model included in the pack with a different one's model and moveset but whenever I try to battle with the new deadpool the game silent freezes on me at the stage selection screen I've got the files named to the right name and I have the right cheat codes only plus the alt soundbank loader and remove time limit from mastepieces but it still won't work can anyone explain why it won't work?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 23, 2014, 12:17:52 AM
Hey guys, I need some help. I see that you are already in trying to figure out something new. But I was working on testing out switching the soundbanks of characters to bosses and I can't seem to get the soundbank modifier code to work:

Code:
Sound Bank Modifier:[Phantom Wings]
4A000000 80AD89E0
1400ZZZZ 000000YY
E0000000 80008000

Does it not work with BrawlEx? Because no matter what I try to do, even trying to switch something as simple as Mario's soundbank for Ike's does not work. All it does is just have them have their regular soundbanks and that's it. Does this have to do with changing the hooktype in Gecko OS?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 23, 2014, 12:26:42 AM
You have to change the soundbank in the Fighter Config.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 23, 2014, 12:27:20 AM
You have to change the soundbank in the Fighter Config.
OH that makes sense. Thank you.

Edit: Okay I just tried changing Fighter3F.dat's (which is Roy's) soundbank from 13 to 13E and now Roy freezes when I try to load him in a stage. Anybody know why? 13E is supposed to be Duon's soundbank btw.

Edit 2: I just tried changing Roy's soundbank to Sonic's as a test and now Roy has no sound effects except for common ones.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 23, 2014, 02:11:44 AM
OH that makes sense. Thank you.

Edit: Okay I just tried changing Fighter3F.dat's (which is Roy's) soundbank from 13 to 13E and now Roy freezes when I try to load him in a stage. Anybody know why? 13E is supposed to be Duon's soundbank btw.

Edit 2: I just tried changing Roy's soundbank to Sonic's as a test and now Roy has no sound effects except for common ones.
of course if your making roy use sonic soundbank roy sound ids on the fitroy.pac will never call sonic sounds they are aimed to marth sound ids.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 23, 2014, 02:14:49 AM
OH that makes sense. Thank you.

Edit: Okay I just tried changing Fighter3F.dat's (which is Roy's) soundbank from 13 to 13E and now Roy freezes when I try to load him in a stage. Anybody know why? 13E is supposed to be Duon's soundbank btw.

Edit 2: I just tried changing Roy's soundbank to Sonic's as a test and now Roy has no sound effects except for common ones.

I already uploaded a PM Roy with sound effects over Duon. Just use these files, and he'll work fine.

https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip (https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip)


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 23, 2014, 07:44:13 AM
when i try brawlex characters and click on brawl the game freeze and i got a  beep what am i doing wrong


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 23, 2014, 07:59:26 AM
hmmm, something is not right! I tested Ice climbers stuff on ice climbers slot himself so it did work pretty well!

but I removed it from the SD card and now, the character I had on ID 3F (and 40 but not on CSS) got the random icon and freezes over the slot o-o but I havent touch them! everything is there on SD card!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 23, 2014, 11:47:00 AM
I fixed a buttload of bugs in my code. It won't freeze when using the reset button (l-trigger) then selecting a new character.
@shadowsnake
 That's more then likely what was causing the freezes for your next clone
And I also fixed the freezes when shielding during game. The code will now only activate if your on a CSS screen.

I'll post it a little later :P I'm not at my computer


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 23, 2014, 11:54:27 AM

I don't know why, but i keep freezing before the css. :/
Did you make sure to download the updated BrawlEx v1.1.2.0 and replace the bx_fighter.rel file in the module folder with the new one from the updated version? I had to do that to get it to work.

I already uploaded a PM Roy with sound effects over Duon. Just use these files, and he'll work fine.

https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip (https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip)

Thanks, I forgot you posted this a few pages ago.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 23, 2014, 03:44:01 PM
with 100 characters on the roster you mean the original + 100? or the originals + extras = 100


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 23, 2014, 04:03:14 PM
with 100 characters on the roster you mean the original + 100? or the originals + extras = 100
Including the originals.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 23, 2014, 04:50:01 PM
So, after taking a look at his rel, I'm guessing you can't have clones of Kirby?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 23, 2014, 05:19:25 PM
Well for anyone that want's to try this, here it is. it's Been updated to get rid of the bugs that were mentioned before, its BASICALLY fully functioning other then the fact that the input window is so quick that you have to press R-Trigger pretty quickly or it will go through the clones real fast.

the last things i wanna fix is that L-tigger will scroll back, rather then reset it back to original. then make a different button reset instead. as well as make 4 ex slots instead of 1, so that each player can select an extra clone. AANNDDD make it so the engine only changes 1 slot, instead of all 4, based on which slot is selected.

anyways, enjoy:


Code:
Experimental BX Expansion
 235d857c 000000A9
 66000011 00000000
 E0000000 80008000
 205ba484 00000020
 215d7650 00000000
 055d7650 00000053
 045ba484 00000000
 E0000000 80008000
 205ba484 00000020
 275D7650 00000064
 82200002 015d7650
 86000002 00000001
 84200002 015d7650
 045ba484 00000000
 E0000000 80008000
 205ba484 00000040
 055d7650 00000000
 045ba484 00000000
 E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 23, 2014, 05:55:38 PM
 :roy:
Just so I don't screw things up even more, with the Project M roy that was posted, do I just rename the fighterconfig.dat file to whatever id I want it to be? I REALLY don't wanna mess things up.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 23, 2014, 05:57:26 PM
:roy:
Just so I don't screw things up even more, with the Project M roy that was posted, do I just rename the fighterconfig.dat file to whatever id I want it to be? I REALLY don't wanna mess things up.

Yeah, it'll work for any cloned fighter ID.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 23, 2014, 06:05:02 PM
Yeah, it'll work for any cloned fighter ID.
:mewtwo:
Alriiiiight! I think I've fixed the game's crashing error. Also, will the newest FPC work with BrawlEX? I only wonder because a few problems that had been happening are fixed with that I believe.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 23, 2014, 06:06:35 PM
:mewtwo:
Alriiiiight! I think I've fixed the game's crashing error. Also, will the newest FPC work with BrawlEX? I only wonder because a few problems that had been happening are fixed with that I believe.

It's supposed to be used with File Patch Code 3.5.1b, which is in the text version of the BrawlEx download.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 23, 2014, 06:11:01 PM
It's supposed to be used with File Patch Code 3.5.1b, which is in the text version of the BrawlEx download.
:mewtwo:
Oh, okay then. Off to test this masterpiece of a clone (aka Roy)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 23, 2014, 06:50:27 PM
wow sammy
nice work
did that take a lot of ASM work btw?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 23, 2014, 06:58:50 PM
Hey Sammi does that work with only GC controllers?Or can I use Classic controller or the nunchuck?


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 23, 2014, 07:01:13 PM
Is it possible to do this with Riivolution? The different folder directories are confusing, keep getting the random icon and freeze upon highlight error.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 23, 2014, 07:41:50 PM
Is it possible to do this with Riivolution? The different folder directories are confusing, keep getting the random icon and freeze upon highlight error.
I swear I'm gonna shoot somebody.
No, this does not work on Riivo.
No, this does not work on Riivo
No, this does not work on Riivo
No, this does not work on Riivo
NO! THIS DOES NOT WORK ON RIIVO!!!!

Ok now that I got that out of my system, Riivolution isn't compatible. If you have a card larger than 2GB, either get a 2GB or use the SDHC Extension. Dunno what to tell you, Riivolution is just obsolete for Brawl hacking.

edit: From now on anybody asking if Riivo works I'm just gonna send a big fat red NO


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 23, 2014, 08:05:34 PM
Actually I REALLY didn't want to do asm for this. LUCKILY brawlex conveniently organizes the characters slot stuff in a table starting at 015D7650. So really its just changing some values around and stuff :P

And yea this should work with classic controllers


Title: Re: The BrawlEx Clone Engine
Post by: saef1234 on January 23, 2014, 08:09:55 PM
I think I figured out how to change the sss character stock icons that show up on the top left corner of the screen but the only problem is that they always show up as completely white icons. If anyone can figure out how to fix the problem I would really appreciate the help.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 23, 2014, 08:11:04 PM
I swear I'm gonna shoot somebody.
No, this does not work on Riivo.

Ok now that I got that out of my system, Riivolution isn't compatible. If you have a card larger than 2GB, either get a 2GB or use the SDHC Extension. Dunno what to tell you, Riivolution is just obsolete for Brawl hacking.

My apologies if it's been asked before! So I googled around and found the SDHC Extension you mentioned, and thank you so much. So much. I hated Riivolution.

Of course, now I have a problem with the clone engine. I got the Mario Icon error, and I went back and checked the file names, the module, the locations, and everything looks correct. I'm trying to clone Link into Zero. For modules I have ft_zero.rel (made from link.rel), bx_fighter.rel and ft_kirby.rel (though I'm not sure what it's for.)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 23, 2014, 08:15:42 PM
My apologies if it's been asked before! So I googled around and found the SDHC Extension you mentioned, and thank you so much. So much. I hated Riivolution.

Of course, now I have a problem with the clone engine. I got the Mario Icon error, and I went back and checked the file names, the module, the locations, and everything looks correct. I'm trying to clone Link into Zero. For modules I have ft_zero.rel (made from link.rel), bx_fighter.rel and ft_kirby.rel (though I'm not sure what it's for.)
1. Did you set hooktype to AxNextFrame?
2. Did you forget the CSSSlotConfig, SlotConfig, and CosmeticConfigs? You'll get Marios if you do.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 23, 2014, 08:20:26 PM
1. Did you set hooktype to AxNextFrame?
2. Did you forget the CSSSlotConfig, SlotConfig, and CosmeticConfigs? You'll get Marios if you do.

I'll feel stupid if it doesn't work, but I'm using Project M Launcher.. Even with File Patch 3.5.1 and SDHC extension Gecko wouldn't replace files. Is there a hooktype setting for M?

The configs are there, CSSSlot3F, Slot3F, and Cosmetic3F. In the main post, towards the end it mentions something about data alignment that I didn't quite understand. Could that have to do with it? I tried to look on the opensa website but couldn't find anything about it.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 23, 2014, 08:36:07 PM
Oh yeah. Project M launcher is for noobs. Well next best thing is to [shutters] use a USB loader.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 23, 2014, 08:46:07 PM
Hmm I can't seem to get the experimental CSS expansion Sammy made to work, what am I supposed to do again? I tried tilting the C-stick then pressing L, R and others and it didn't want to load, I have Waluigi on slot 53, and whatnot.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 23, 2014, 08:52:13 PM
Oh yeah. Project M launcher is for noobs. Well next best thing is to [shutters] use a USB loader.

Whatever works! I would prefer Gecko (used it a long time ago but can't get it to work now) but M isn't too bad!

Has anyone been able to make it work on Project M? I feel like it's something I'm doing wrong but can't figure it out.. I'm gonna try to just clone Link in general first. Then see if I can progress from there. I wouldn't mind a USB loader, if all else fails I'll try that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 23, 2014, 08:55:40 PM
It should work with the R-trigger. If the franchise icon is a mushroom then it didn't work for whatever reason. If its the ssbb logo, then it did but it went to far. Try pressing it really fast. I'm gonna change the button input, but this one is r trigger for now


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 23, 2014, 08:56:12 PM
This Clone Engine isn't compatible with their Clone Engine.


Title: Re: The BrawlEx Clone Engine
Post by: chaokid999 on January 23, 2014, 09:13:11 PM
I apologize if this is a noob question, but would it be possible to shrink  the CSS icons to fit more onto the screen at once? Or is it Waay more complicated than that?


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 23, 2014, 09:30:24 PM
It should work with the R-trigger. If the franchise icon is a mushroom then it didn't work for whatever reason. If its the ssbb logo, then it did but it went to far. Try pressing it really fast. I'm gonna change the button input, but this one is r trigger for now

Yeah I got that part, which icon do I hover over, and do I have to be holding the C-stick. when I press "R"? and would the picture change to match the new character?


Title: Re: The BrawlEx Clone Engine
Post by: chaokid999 on January 23, 2014, 09:34:12 PM
You hover over Mario, C-stick is replaced with R button in the new code, and you would see the new preview character.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 23, 2014, 09:57:45 PM
Well I can't get it to do anything at all yet, then again not all my character slots are filled up yet, I'll do that and then try it again.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 23, 2014, 10:57:51 PM
Hey sammi could you please look at my SD card setup and see what on earth is freezing the 52nd slot?

I added your new code and for some reason character 51, id 53 (Dr. Mario) works but character 52, id 54 (Wisp) freezes the game when i try and select him. All my cosmetics are added, named correctly and indexed. The hex parts are done, the module and files are there but it still crashes.

I have been trying to fix this for HOURS with the same problem over and over again. If you could figure out what's crashing it I'd greatly appreciate it.

https://www.dropbox.com/s/n0w6r1hxfdaf9o8/SD.zip (https://www.dropbox.com/s/n0w6r1hxfdaf9o8/SD.zip)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 12:18:26 AM
So, I recently hit my file size limit for sc_selcharacter (which, incidentally, is still far higher than it should be for some reason - it works at 3.94 and starts freezing at some point between there and 3.96) and was at a (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) for what to do when adding new portraits, considering that all of mine were already in CMPR and everything, but I realized that by sacrificing a little more quality, you can save quite a lot of room by reducing the dimensions of the portraits.

By using the re-encode option to bring just my Mario portraits' dimensions from 125x160 down to 100x125 (which has the same proportions), I was able to reduce my file size by .022, which may not seem like much but is bound to add up after the rest of the 40+ characters are done. And the quality (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) is negligible, and the portraits still appear the same size in-game.
(http://i.imgur.com/SH1rPdK.png)(http://i.imgur.com/CMDhNFU.png)

Just thought I'd bring it up for anyone else who needs some extra room.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 24, 2014, 01:48:56 AM
everybody ignores me but i ask it one more time i use usb loader gx and when i click on brawl the game freeze with a beep what am i doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 24, 2014, 02:54:55 AM
everybody ignores me but i ask it one more time i use usb loader gx and when i click on brawl the game freeze with a beep what am i doing wrong?
i also use usbloaer gx did you go to the options and put the hook type into axenesomething?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 03:06:24 AM
everybody ignores me but i ask it one more time i use usb loader gx and when i click on brawl the game freeze with a beep what am i doing wrong?
Are you actually getting into the game or is it freezing in the USB Loader? My suggestions are to make sure your hook type is set right, as Carnage said. Also make sure your iso/wbfs didn't corrupt or anything by trying to load it without codes first.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 24, 2014, 09:51:13 AM
I use CFG USB Loader and it works fine.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on January 24, 2014, 10:08:49 AM
i also use usbloaer gx did you go to the options and put the hook type into axenesomething?
Are you actually getting into the game or is it freezing in the USB Loader? My suggestions are to make sure your hook type is set right, as Carnage said. Also make sure your iso/wbfs didn't corrupt or anything by trying to load it without codes first.
yes it stands on axnextframe and without codes it works perfect here is a link to my files https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar (https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar) there is by the codes external yoshi max css but i deleted that code


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 24, 2014, 10:35:54 AM
yes it stands on axnextframe and without codes it works perfect here is a link to my files https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar (https://www.dropbox.com/s/spbamy8g7net3kk/brawlex.rar) there is by the codes external yoshi max css but i deleted that code
try deleting all codes but the fpc and the brawl ex code and put the fpc on the top just in case if it still doesnt work with only those 2 codes is becuase you have a  bad file somewhere


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 11:58:41 AM
@solidsnake
I'll take a looksee at your files when I get a chance today
It shouldn't be freezing when selecting him. Is it freezing when you change to him using the code? Or when you actually press a and select him? Or are you changing to him while already having the slot selected?

All of those SHOULD work...make sure your not using an older version of the code, and that you set up the custom css code correctly. Your character count on the css code should be 34..and your second clone should be ID 54.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 24, 2014, 12:28:50 PM
warning, if you use Exbrawl Yoshi or Luigi fighter configs , you will have a freeze if you do a fight of any of the 2 characters mentioned vs kirby, luckily, this is a fixable issue


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 12:39:32 PM
O.o why would someone want to use the luigi or yoshi fighter cconfigs..? There's probably a practical reason that's just skipping my mind, its a bit early and I missed my coffee lol


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 12:45:47 PM
O.o why would someone want to use the luigi or yoshi fighter cconfigs..? There's probably a practical reason that's just skipping my mind, its a bit early and I missed my coffee lol

For cBliss/extra costumes... this is really weird, I expected it to just be a fluke or something, but he's right! This is really strange. Even more odd is that it's a silent freeze like when the game can't find something. I'm going to put the Kirby hats on my SD Card and see if that helps...

EDIT: It didn't. Kirby.... y u no like BrawlEx?!


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 24, 2014, 12:48:21 PM
I've been wanting to try this on my own without having to take someone elses pack, lol. It's like when I try your tutorial sammi (Not saying that it's your fault) I try to follow it and mess up on one thing while trying to fix what I did wrong before.. I guess I'm that slow.. .__________.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 24, 2014, 01:17:55 PM
@solidsnake
I'll take a looksee at your files when I get a chance today
It shouldn't be freezing when selecting him. Is it freezing when you change to him using the code? Or when you actually press a and select him? Or are you changing to him while already having the slot selected?

All of those SHOULD work...make sure your not using an older version of the code, and that you set up the custom css code correctly. Your character count on the css code should be 34..and your second clone should be ID 54.

It freezes when i press R, the cosmetics don't load and it just freezes. My character count is 34 and it's ID is 54, there might be something i am missing but i can't find it.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 01:22:38 PM
For cBliss/extra costumes... this is really weird, I expected it to just be a fluke or something, but he's right! This is really strange. Even more odd is that it's a silent freeze like when the game can't find something. I'm going to put the Kirby hats on my SD Card and see if that helps...

EDIT: It didn't. Kirby.... y u no like BrawlEx?!
Regarding this, changing the Kirby Hat to none for Luigi and Yoshi is a fix for the freezing, but swallowing them and trying to use B again causes Kirby to get stuck in place.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 01:26:47 PM
Has anyone been able to use BrawlEx clones on Project M? Unfortunately it seems to be the only method that I can File Patch with..


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 24, 2014, 01:35:06 PM
I noticed the Roy with sounds zip someone posted didn't have codes in it,do I need any codes for it to work?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 01:36:13 PM
I noticed the Roy with sounds zip someone posted didn't have codes in it,do I need any codes for it to work?
Just the normal codes plus Replacement SoundBank Engine.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 01:38:16 PM
It freezes when i press R, the cosmetics don't load and it just freezes. My character count is 34 and it's ID is 54, there might be something i am missing but i can't find it.

did you change the ID of the module itself to something above 90 that's not already in use? i can't imagine why that would be it..but i haven't had a chance to look at the sdcard yet, so try that for now :P


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 01:41:14 PM
Has anyone been able to use BrawlEx clones on Project M? Unfortunately it seems to be the only method that I can File Patch with..

BrawlEx is incompatible with Project M. Have you tried using Gecko with a different codeset? Seems a bit odd you wouldn't be able to do that when you're loading Project M already.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 01:49:49 PM
BrawlEx is incompatible with Project M. Have you tried using Gecko with a different codeset? Seems a bit odd you wouldn't be able to do that when you're loading Project M already.

It's rather strange, several months ago I had Gecko working fine on my SD card (it's 16GB SDHC) but I stopped playing. After hearing about the clone engine I figured I'd start playing again but now Gecko refuses to load the File Patch Code, but any other codes work.

I tried using the SDHC Extension in Gecko but that didn't seem to help any either.. I read something about Gecko using an IOS that's not compatible with SDHC, but I'm not sure if there's anything I can do about that. I've tried File Patch 2.1, 3.5.1, nothing.

EDIT: I mean I'm using the Project M Launcher, I'm using my own .gct and what not though.


Title: Re: The BrawlEx Clone Engine
Post by: DrunkRussian on January 24, 2014, 01:56:22 PM
Rather than read every god damn page of this rather unreal concept(100 chars...WAT...This is what I get for not checking the forums in a month...) I'll just put my questions into one post
-How do the sounds for this work? There's no way the .brsar gets expanded
-Is it possible to have, say, 4 different Ikes in a match? Like 4 different PSAs?
-Do the BrawlEx characters have any kind of filesize limit?(I don't mean at all, I mean is it like the same general size as the rest of the cast or is it noexistant?)
-How do the external GFX work? Is there a way to call them from the EX chars?)
-Most important of all...
                               Will this work on Riivolution?
If anyone could answer any of these I'd be grateful
And if none of the problems above exist....
There goes my whole summer, spring break, and life



Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 24, 2014, 02:01:36 PM
did you change the ID of the module itself to something above 90 that's not already in use? i can't imagine why that would be it..but i haven't had a chance to look at the sdcard yet, so try that for now :P

Yeah i did that too.

EDIT: Maybe there is something wrong with the config files for Jiggs that were included with BrawlEx or maybe Wisp doesn't work with Pikazz's module. I doubt it though but who knows.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 02:08:41 PM
Rather than read every god damn page of this rather unreal concept(100 chars...WAT...This is what I get for not checking the forums in a month...) I'll just put my questions into one post
-How do the sounds for this work? There's no way the .brsar gets expanded
-Is it possible to have, say, 4 different Ikes in a match? Like 4 different PSAs?
-Do the BrawlEx characters have any kind of filesize limit?(I don't mean at all, I mean is it like the same general size as the rest of the cast or is it noexistant?)
-How do the external GFX work? Is there a way to call them from the EX chars?)
-Most important of all...
                               Will this work on Riivolution?
If anyone could answer any of these I'd be grateful
And if none of the problems above exist....
There goes my whole summer, spring break, and life


- Sounds can't be added (yet), but they can be replaced via Replacement SoundBank Engine, and characters can be assigned any soundbanks, including Boss soundbanks, which can be replaced with their sounds. Otherwise, they can still load the original character's without having to actually have that character in the battle.
- Yes, as long as the character has an ExModule (Ike does), you can clone them as many times as they'll fit on your CSS. (Currently, only 50 slots can exist on the CSS, but sammi-husky has a work-around he posted in the last couple of pages if you care to add more than that)
- I don't believe that size limits have been addressed. I haven't encountered any problems, but I would assume that they remain the same as the character they're cloned from.
- I know that graphics work the same way that they do when a character is ported, so having 4 Ikes with different graphics will cause only the first Ike that was loaded to have the correct graphics and the others would share his. It IS possible to replace a Clone's graphics so that they use an Assist Trophy's and then give that Assist Trophy the PSA's graphics, but it's a bit tedious.
- No. This will not work with Riivolution.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 02:13:58 PM
-How do the sounds for this work? There's no way the .brsar gets expanded
*the sounds still have to be replaced in order to add new sounds to the game, but you can assign specific soundbanks to the clones

-Is it possible to have, say, 4 different Ikes in a match? Like 4 different PSAs?
*it's possible, yes. You can have 4 of any character that has an exmodule released so far, all with different psa's

-Do the BrawlEx characters have any kind of filesize limit?(I don't mean at all, I mean is it like the same general size as the rest of the cast or is it noexistant?)
*as far as i know, the characters themselves have exactly the same file limitations as other character files. though that's not really a problem

-How do the external GFX work? Is there a way to call them from the EX chars?)
*external GFX...hmm..i haven't really looked into it, but it should be the same as with any other character in the game. the clone engine allows a completely new folder in the Fighter folder on the sdcard, named whatever you want the character to be named. so they essentially have all their own files.


-Most important of all... Will this work on Riivolution?
*no....lol your not the only person to ask this....and won't be the last. there needs to be a FAQ in the first page of the post.


Yeah i did that too.

hmm...alright. well as soon as i get home, i'll load up your sdcard and see what's up :P incidentally, i may have posted the wrong code......the one i posted should have been able to scroll all the way to the 99th character, then reset back to 0 so it doesn't freeze

Try this one.
235D857C 000000A9
66000013 00000000
E0000000 80008000
205BA484 00000020
215D7650 00000000
055D7650 00000053
045BA484 00000000
E0000000 80008000
215d7650 00000063
055d7650 00000000
E0000000 80008000
205BA484 00000020
235D7650 00000063
82200002 015D7650
86000002 00000001
84200002 015D7650
045BA484 00000000
E0000000 80008000
205BA484 00000040
055D7650 00000000
045BA484 00000000
E0000000 80008000

i kinda just hotfixed this one, so i haven't tested it. but it should work..it may even fix the problem your having with freezing.

EIDT: Are you using custom csp's? because that leaves room for errors...it's best to test the code without them if you are.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 24, 2014, 02:15:20 PM
Just the normal codes plus Replacement SoundBank Engine.

Alright thanks it worked!

Now how do I get P:M's Mewtwo to have sounds because right now he's completely silent.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 24, 2014, 02:17:15 PM
Bleh the swapping kinda works, I used a generic pit clone and the picture changed but the game freezes after that, it wont let me select it or anything. I've tried ID 53 and 54 and the picture changed with R but it freezes right after. Has anyone else got it working on an actual Wii?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 02:20:00 PM
WinterAssassin. The code i posted earlier freezed if you used the reset button before selecting a character. you should try the code i just posted, that one may work. SolidSnake got it to work with his first clone slot, so your probably missing something if you can't get at least one slot to work


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 02:23:55 PM
Alright thanks it worked!

Now how do I get P:M's Mewtwo to have sounds because right now he's completely silent.
Here are my files for Mewtwo with Sounds. The PSA was created by KidCraft based on PM's because he t-posed when jabbing and Shadow Ball didn't work. KidCraft fixed it so that it doesn't do that, and he still has sounds.

https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip (https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 02:27:59 PM
It's rather strange, several months ago I had Gecko working fine on my SD card (it's 16GB SDHC) but I stopped playing. After hearing about the clone engine I figured I'd start playing again but now Gecko refuses to load the File Patch Code, but any other codes work.

I tried using the SDHC Extension in Gecko but that didn't seem to help any either.. I read something about Gecko using an IOS that's not compatible with SDHC, but I'm not sure if there's anything I can do about that. I've tried File Patch 2.1, 3.5.1, nothing.

EDIT: I mean I'm using the Project M Launcher, I'm using my own .gct and what not though.

Without the SDHC code, Brawl just plain can't access an SDHC. Perhaps try that with a standard 2GB SD card? I'd suggest starting with a gct that's just using the File Patch 3.5.1b from the text file and the CSS code in the initial post. From what I can tell the problem seems to be with Gecko anyway, so probably a fresh download of Gecko would help you out.


Title: Re: The BrawlEx Clone Engine
Post by: DrunkRussian on January 24, 2014, 02:30:03 PM
[censored] I used Riivo til now Maybe I need to go back to Gecko Dx
Hopefulyy PW could possible update it so that it does but he's...you know...a phantom


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 02:38:58 PM
you could use gecko with the sdhc code that was recently released. it allows sd cards over 2gb on gecko. :P

@solidsnake
try it without custom csp's if your using them, and also try to use it with a different exmodule maybe? i used pikachu and lucas when i was testing :o so i dont really know if the jiggs that pikazz made works with it


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 02:40:59 PM
Without the SDHC code, Brawl just plain can't access an SDHC. Perhaps try that with a standard 2GB SD card? I'd suggest starting with a gct that's just using the File Patch 3.5.1b from the text file and the CSS code in the initial post. From what I can tell the problem seems to be with Gecko anyway, so probably a fresh download of Gecko would help you out.

The strange part is though, using Gecko OS 1.9.3.1 and the SDHC extension I can get the two new icons of Mario (me failing to clone Link/Marth I guess haha) from BrawlEx, but not the textures I have over Donkey Kong (though they work on Project M Launcher or Riivo)

This is the only SD card I have, I tried formatting it to a single partition that was 2GB large exactly before I knew of the SDHC extension but didn't work. I know it may sound stupid or one might not want to believe me, but I have successfully used File Patch with Gecko with this exact SD card in the past.


Title: Re: The BrawlEx Clone Engine
Post by: DrunkRussian on January 24, 2014, 02:42:01 PM
@Sammi HOLY [censored] TANK YOU!
My SD card is a little...big
32 GB big xD


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 02:45:06 PM
The strange part is though, using Gecko OS 1.9.3.1 and the SDHC extension I can get the two new icons of Mario (me failing to clone Link/Marth I guess haha) from BrawlEx, but not the textures I have over Donkey Kong (though they work on Project M Launcher or Riivo)

This is the only SD card I have, I tried formatting it to a single partition that was 2GB large exactly before I knew of the SDHC extension but didn't work. I know it may sound stupid or one might not want to believe me, but I have successfully used File Patch with Gecko with this exact SD card in the past.

The actual textures are Brawl loading from the SD Card, while the Mario Icons are an effect of the codes themselves, I believe. Brawl's not loading the SD Card for one reason or another. This is a bit out of my range of expertise I think, since you've got the SDHC extension and it's still not loading.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 02:50:46 PM
The actual textures are Brawl loading from the SD Card, while the Mario Icons are an effect of the codes themselves, I believe. Brawl's not loading the SD Card for one reason or another. This is a bit out of my range of expertise I think, since you've got the SDHC extension and it's still not loading.

This is correct. I'm not sure since I don't use it, but I believe the SDHC Extension requires an actual, physical SDHC extension cable.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 02:58:26 PM
About the issue with Kirby, Luigi, and Yoshi. I've taken out both Luigi and Kirby's CSSSlot and Fighter configs and the freeze is still happening. This seems to not be a problem with config files, and just a problem with Kirby and this clone engine.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 03:03:49 PM
The actual textures are Brawl loading from the SD Card, while the Mario Icons are an effect of the codes themselves, I believe. Brawl's not loading the SD Card for one reason or another. This is a bit out of my range of expertise I think, since you've got the SDHC extension and it's still not loading.

I see what you mean, the icons are probably from the CSS code. I tried Gecko OS again, but noticed that in Gecko the cloned icons are random and freeze before I touch them, while in Project M Launcher they're all just Marios. I'm guessing Gecko isn't loading anything from the SD, while Project M is but I must have them set up wrong somewhere.

@ShinF I don't think it does since SDHC extension works for me with Project M Launcher.

Since I had it working in the past, is it possible there's a version of Gecko that loads a different IOS or anything?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 03:09:25 PM
When you tried gecko did you set the hooktype?


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 03:10:26 PM
When you tried gecko did you set the hooktype?

Tried it as default and the AXNextFrame one.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 24, 2014, 03:20:20 PM
I got the swapping code to work though the icon doesn't change (Is that normal?) what I thought was a freezing issue turns out to be me not pressing "R" fast enough since I only have 1 extra character so far and if I hold R for too long it scrolls past him and crashes If there is a way to fix that in the code I'd like to know because it'll be a while before I reach the 99 limit.

Otherwise the character loads fine now and it works perfectly, in battle.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 03:26:24 PM
The icon isn't supposed to change :P i haven't figured that out yet. to fix the scrolling past him and freezing, use the new code here
235D857C 000000A9
66000013 00000000
E0000000 80008000
205BA484 00000020
215D7650 00000000
055D7650 00000053
045BA484 00000000
E0000000 80008000
215d7650 00000063
055d7650 00000000
E0000000 80008000
205BA484 00000020
235D7650 00000063
82200002 015D7650
86000002 00000001
84200002 015D7650
045BA484 00000000
E0000000 80008000
205BA484 00000040
055D7650 00000000
045BA484 00000000
E0000000 80008000

This one shouldn't freeze when it scrolls past 99.

oh and i believe 99 is the max unfortunately


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on January 24, 2014, 03:27:36 PM
wb cloning project m character please i really want to :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 03:29:32 PM
Project m is not compatable. they're modules and system for loading modules is completely different


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 24, 2014, 04:32:26 PM
Hey, maybe someone could help. I have a mewtwo and young link in my game as ex clones and when lucario or link is in play, they seem to share effects. How would one fix this?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 04:37:54 PM
Hey, maybe someone could help. I have a mewtwo and young link in my game as ex clones and when lucario or link is in play, they seem to share effects. How would one fix this?

This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.

Alrighty! Here's how you can get different sword blurs for clone characters (And even the originals if you want) I haven't figured out sword glows or other GFX yet, but I'll keep trying stuff until something works.

First you'll need your character's PSA, in this case I'm using a Marth clone. You'll also need the 'ef' file of another character, I'll be doing this with the assist trophy character Lyn ('Cause Lyn's the only character I've tried so far.), her file is called 'ef_lin.pac'.

Open up the 'ef' file of the character you're borrowing the sword blur from in Brawlbox, find TextureData[0] (Which is probably the only texturedata there for every other character, but it's certainly for Lyn), find the name of the sword blur texture you wish to use, in this case it's 'eff_assi_MA_Lin_ZANZOU01_ADD', you'll want to write that down somewhere.

Now open up your PSA file in Brawlbox, you'll see a file called 'ef_(character name)' (In my case it's 'ef_marth'), rename that to the name of the character you're borrowing the sword blur from (For me, again, it's 'ef_lin') (I'm not sure if this is necessary, but I did it anyway to make sure it worked), go to and open the 'TextureData[0]' file, open textures, and rename one of the existing sword blurs to the name of the one you copied earlier, so in my case, I'm renaming 'TexMarthSwoadTrace' to 'eff_assi_MA_Lin_ZANZOU01_ADD' and save the file.

After you've done all that you're going to need to open the PSA in Project Smash Attacks and edit ALL of the sword blur ID's in the GFX tab to match the one you had just replaced, so in my situation, I replaced '00000009' (ID of 'TexMarthSwoadTrace')  with '00000015' (ID of 'eff_assi_MA_Lin_ZANZOU01_ADD') after you've dealt with all that save and test, if it works then congrats!

Now of course, the ID's are all different, so sadly you're going to have to mess around with them until you get the one you want to use.


Hopefully this actually helped people, if not, I'll try and get screenshots to illustrate further, I'm terrible at explainations so sorry~


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 24, 2014, 04:43:26 PM
This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.

This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.

This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.


Nice! I'll try this when i'm home. Also i it confirmed that kirby i having issue with ingame characters? Or are only aome people having issues. I haven't tried him out aince i've been building but he's one of my mains when i troll and it'd be devastatin if this didn't allow kirby to work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 04:46:28 PM
Nice! I'll try this when i'm home. Also i it confirmed that kirby i having issue with ingame characters? Or are only aome people having issues. I haven't tried him out aince i've been building but he's one of my mains when i troll and it'd be devastatin if this didn't allow kirby to work.

Kirby works, but you have to do it right. When cloning a character, you have to set the Kirby Hat data to None to prevent freezing. Besides that, he also seems to freeze with Luigi and Yoshi when you use a Fighter Config for those characters to expand their costumes. Again, setting their Fighter Config to have "None" for the Kirby Hat data fixes it, although when set to None he can't gain their power.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 24, 2014, 04:48:46 PM
Kirby works, but you have to do it right. When cloning a character, you have to set the Kirby Hat data to None to prevent freezing. Besides that, he also seems to freeze with Luigi and Yoshi when you use a Fighter Config for those characters to expand their costumes. Again, setting their Fighter Config to have "None" for the Kirby Hat data fixes it, although when set to None he can't gain their power.

That's fine i'm not gonna expand the costumes. When we get the extra slots working and i wan more costumes i'll have slots for that sole purpose. Thanks for the help. :)

Post Merge: January 24, 2014, 04:52:24 PM
Oh, and i guess i should confirm, mewtwo's pure aura messing with lucario
'S blue auro is an effect right? Or is it something else?


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on January 24, 2014, 05:13:46 PM
can u make this work for project m 3.02


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 05:15:06 PM
can u make this work for project m 3.02
NO. Sammi-husky already told you that this is incompatible with Project M.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 05:19:25 PM
NO. Sammi-husky already told you that this is incompatible with Project M.

Sorry but just to clarify, it won't work with the Project M Launcher even if I use my own .gct?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 24, 2014, 05:21:28 PM
you could use gecko with the sdhc code that was recently released. it allows sd cards over 2gb on gecko. :P

@solidsnake
try it without custom csp's if your using them, and also try to use it with a different exmodule maybe? i used pikachu and lucas when i was testing :o so i dont really know if the jiggs that pikazz made works with it

I just deleted Wisp's data and replaced it with a Peach clone instead, as well as tried it without custom csps and yet it still freezes. It must be something in my codeset but i don't know.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 05:22:04 PM
Sorry but just to clarify, it won't work with the Project M Launcher even if I use my own .gct?

It will work with the launcher, but it is not compatible with the mod itself. Having said that, you would be far better off using Gecko since I'm fairly sure the launcher doesn't give you the option to change the hook type to AxNextFrame, which is required to ensure it works consistently. You're MUCH more likely to get a freeze with PM's launcher. Besides that, there's no advantage to using the launcher over Gecko.

I might upload my SD Card soon, so that others can use it as a base if nothing else.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 05:25:30 PM
It will work with the launcher, but it is not compatible with the mod itself. Having said that, you would be far better off using Gecko since I'm fairly sure the launcher doesn't give you the option to change the hook type to AxNextFrame, which is required to ensure it works consistently. You're MUCH more likely to get a freeze with PM's launcher. Besides that, there's no advantage to using the launcher over Gecko.

And I'd much rather be using Gecko, but still can't get File Patch to work for whatever reason.. Probably a dumb question but for the M Launcher can I make a config.txt to change the hook type? Or is something like that only possible with Gecko?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 05:26:26 PM
And I'd much rather be using Gecko, but still can't get File Patch to work for whatever reason.. Probably a dumb question but for the M Launcher can I make a config.txt to change the hook type? Or is something like that only possible with Gecko?


That's actually a good question. I'm not sure. Say, what version of Gecko are you using? Are you using the most recent one?


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 05:29:10 PM
That's actually a good question. I'm not sure. Say, what version of Gecko are you using? Are you using the most recent one?

I'm using 1.9.3.1, in combination with the 3.5.1 File Patch and the SDHC extension. It's incredibly annoying because I once had Gecko working on this exact card without SDHC extension several months ago.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 05:31:11 PM
I'm using 1.9.3.1, in combination with the 3.5.1 File Patch and the SDHC extension. It's incredibly annoying because I once had Gecko working on this exact card without SDHC extension several months ago.

I'm thinking it must be something with the card being SDHC. I'll try on one of my SDHC cards with the extension code and let you know how it goes.


Title: Re: The BrawlEx Clone Engine
Post by: CutterKirby64 on January 24, 2014, 05:47:01 PM
Anyone here tried to play with cloned characters on Pokemon Stadium 1 & 2? Whenever I try, after some time, the game freezes, only when a cloned character is in the match. I think the problem might be the huge Display Screen, but that's just a theory.
Btw, I've been trying to change Kid Buu's Announcer Call in ASF1nk's pack, but no luck, since there were no replies and it is kinda related to BrawlEx, I'm just gonna throw it out here..

I'm having a little problem using Super Sawndz, my goal is to replace ASF1nk's BrawlEx ([url]http://forums.kc-mm.com/index.php?topic=65113.0[/url]) announcer for Kid Buu with Mewtwo. According to the preview and this:
Inserting wav Mewtwo Announcer Call.wav

sndconv.exe v1.2
Sound converter for Dolphin AX sound player.
Copyright 2001 Nintendo Technology Development, Inc.

.
Sawndz 0.13
2010-2011 Jaklub
2012 Agoaj

special thanks to mastaklo, ssbbtailsfan, stickman, VILE
Inserting the sound... Please wait.
frequency 44100
nonlooping sample.new size inst 50400
220
3680
new size: 50400
old size: 14636
size difference: 35764
size difference: 35776
Adding empty space to the brsar... Please wait.
79148080 offset.
35776 bytes to alter.
79148080
__________
#########
27676240
Copying Sound
___________
########
wave 79010560
fix
fix
fix
Done.

Kid Buu's announcer was sucessfully replaced with Mewtwo's, but when I try to export the whole Menu (ID 220) as a sawnd file, the announcer resets back to Kid Buu, even though is was already replaced. I can hear the announcer saying "Mewtwo" in Super Sawndz, doesn't that mean that it worked? But why it just keeps reseting? I've tried it several times, but always when exporting it the announcer turns back to Kid Buu. Can anyone help me to figure it out?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 24, 2014, 06:03:36 PM
I use PM launcher and it doesn't freeze on the strap screen like gecko did sometimes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 06:07:22 PM
Okay, after trying it out with my own build, it seems that Gecko just doesn't replace files from SDHC (at least when using the disc on wii). I decided to try it with the Project M launcher, though, and despite what I thought would happen because of the lack of AxNextFrame, it seems to work properly, although it feels slower to me for some reason when loading it definitely loads slower. Kosner, I'm going to simply upload my build exactly as it is on my SDHC so that you can see if it works for you.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 06:13:31 PM
Okay, after trying it out with my own build, it seems that Gecko just doesn't replace files from SDHC (at least when using the disc on wii). I decided to try it with the Project M launcher, though, and despite what I thought would happen because of the lack of AxNextFrame, it seems to work properly, although it feels slower to me for some reason when loading. Kosner, I'm going to simply upload my build exactly as it is on my SD so that you can see if it works for you.

I'd appreciate that very much! Is there away to have Gecko load from USB instead of a disc? I have a .iso/wbfs of Brawl in case I mess the disc up (like my first copy of Brawl..)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 07:59:40 PM
Kirby works, but you have to do it right. When cloning a character, you have to set the Kirby Hat data to None to prevent freezing. Besides that, he also seems to freeze with Luigi and Yoshi when you use a Fighter Config for those characters to expand their costumes. Again, setting their Fighter Config to have "None" for the Kirby Hat data fixes it, although when set to None he can't gain their power.

It seems to actually cause the freeze even without the Fighter Configs for expanded costumes. Unless that's just me, which would seem odd.

Unless it's ANY character using the fighter configs for expanded costumes, then the question of "How does that work?" comes up.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 08:02:31 PM
It seems to actually cause the freeze even without the Fighter Configs for expanded costumes. Unless that's just me, which would seem odd.

Unless it's ANY character using the fighter configs for expanded costumes, then the question of "How does that work?" comes up.

Right, I forgot that you had mentioned that. No, it's just Luigi and Yoshi. All the others work perfectly fine. In any case, setting it to none still solves the problem, it just makes you unable to use their hats.

I'm still uploading my build by the way, Kosner. It's just taking a while because my internet is crap.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 24, 2014, 08:21:34 PM
Anyone here tried to play with cloned characters on Pokemon Stadium 1 & 2? Whenever I try, after some time, the game freezes, only when a cloned character is in the match. I think the problem might be the huge Display Screen, but that's just a theory.
Btw, I've been trying to change Kid Buu's Announcer Call in ASF1nk's pack, but no luck, since there were no replies and it is kinda related to BrawlEx, I'm just gonna throw it out here..


I've still got Pokemon Stadium 2 on my copy, but I haven't had any freezes there yet. But then again, I still have the screen showing the names of the characters they're cloned from, and I haven't added stuff like CSPs yet either.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 08:37:48 PM
Right, I forgot that you had mentioned that. No, it's just Luigi and Yoshi. All the others work perfectly fine. In any case, setting it to none still solves the problem, it just makes you unable to use their hats.

I'm still uploading my build by the way, Kosner. It's just taking a while because my internet is crap.

Not a problem! I've been messing around with Gecko still, older versions didn't work for me either. Guess I'll just have to use Project M Launcher!


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 24, 2014, 09:44:05 PM
Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex.

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon. Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 10:07:58 PM
Not a problem! I've been messing around with Gecko still, older versions didn't work for me either. Guess I'll just have to use Project M Launcher!

Phew, it's finally done uploading, lol. Just copy it exactly as it is and boot it up through the PM Launcher, and it should work.
https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip (https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip)

It loads a tad bit slower than when it's on my 2GB card, but that may just be my SDHC - it's a fairly old card. The build has my entire SD Card, so it includes BrawlEx, Stage Expansion, cBliss, a bit of music and a few other little things.

I should note is that it's probably best not to use my it for the single player modes, since not all the costumes and clones have stock icons added and hovering over a character or costume without an icon in single player causes them to freeze. I plan on fixing that later, just thought I'd warn ya about it. It's pretty easy to add them, I just haven't done it yet.

As far as loading via USB, I have no idea since I've never used a USB Loader, though I'd like to know how.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 10:11:58 PM
@shadowsnake
Are you loading through the project m launcher by chance? Or just gecko?

It also seems like your not using the latest gecko...right? dunno whether either of those are it, but might as well try :P

Post Merge: January 24, 2014, 10:31:17 PM
Hmmmm...I tested it on dolphin, it works. BUT on my Wii it freezes on the second clone :P I don't have a USB gecko so I don't know how I'm gonna fix this ;_;


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 24, 2014, 10:47:47 PM
@shadowsnake
Are you loading through the project m launcher by chance? Or just gecko?

It also seems like your not using the latest gecko...right? dunno whether either of those are it, but might as well try :P

Post Merge: January 24, 2014, 10:31:17 PM
Hmmmm...I tested it on dolphin, it works. BUT on my Wii it freezes on the second clone :P I don't have a USB gecko so I don't know how I'm gonna fix this ;_;

Yeah i used the PM launcher with the SDHC extension. If it works on Dolphin and not the Wii, then god only knows how this could be fixed. It's weird as hell that it loads 51 but not 52, maybe we should try adding bones to the selcharacter.pac for the icons, the css icons don't switch so maybe this could fix it. This is just pure speculation but it would be a shame if we couldn't get this awesome code to work on the wii.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 24, 2014, 11:07:36 PM
My theory is that the Wii is a lot more picky about things not being patched to match...so maybe there are more addresses I'm missing...

Or the CSS code itself is the conflicting code :p I hope i'll be able to figure it out. I tried adding bones, but alas it doesn't really make a difference


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on January 24, 2014, 11:14:19 PM

To play sfx from one folder vs the second one, example Wolf vs Vegeta,
choose Wolf first
go to stage selection screen
go back to Character Selection Screen
Do not unchoose Wolf(this makes it so that Wolf already loaded sfx from the first folder)
Now activate code
Choose Vegeta
go to stage
and finally to game
You should now have Wolf with his normal sfx, vs Vegeta with sfx from sf2.

Dolphin Users, you need to do a lot of clear caching when fighting same based characters...
tested on wii with marth vs roy
marth still had roy's sfx. didn't work.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 24, 2014, 11:15:42 PM
My theory is that the Wii is a lot more picky about things not being patched to match...so maybe there are more addresses I'm missing...

Or the CSS code itself is the conflicting code :p I hope i'll be able to figure it out. I tried adding bones, but alas it doesn't really make a difference

Perhaps making 52 read on luigi, 53 on peach, 54 on yoshi etc might give different results. Of course it'd be a pain to encode that but who knows. I just find it really strange that 52 won't read but 51 will, which means 52 must be missing something vital that 51 reads some how.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 24, 2014, 11:28:39 PM
Phew, it's finally done uploading, lol. Just copy it exactly as it is and boot it up through the PM Launcher, and it should work.
https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip (https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip)

It loads a tad bit slower than when it's on my 2GB card, but that may just be my SDHC - it's a fairly old card. The build has my entire SD Card, so it includes BrawlEx, Stage Expansion, cBliss, a bit of music and a few other little things.

I should note is that it's probably best not to use my it for the single player modes, since not all the costumes and clones have stock icons added and hovering over a character or costume without an icon in single player causes them to freeze. I plan on fixing that later, just thought I'd warn ya about it. It's pretty easy to add them, I just haven't done it yet.

As far as loading via USB, I have no idea since I've never used a USB Loader, though I'd like to know how.

I really appreciate you taking the time to help me, and with that being said I have good news and bad news! Good news, using your setup worked perfectly! Bad news, I still have no idea what I'm doing wrong with mine.. I just now read the thing about using File Patch 3.5.1b and got a little excited, but I tried it and my characters are still showing up as Mario.

Obviously there must be a step missing, here's a quick rundown of the steps I do.

1. Open Link's fighter config file in the program, change name to LinkEx, set Kirby to None.
2. Find Link's Slot, CSSSlot, and Cosmetic files and rename to Slot3F, etc
3. Open Link's module in the program, change the root id to 91, open section 8 in mem view and change last two digits of the first piece of code to 3F and save as ft_linkex
4. Make a fighter folder in pf and name it linkex, copy all of Link's files (FitLink, FitLinkXX, etc) and rename them all to FitLinkEx and what not
5. Place the Fighter3F, Slot3F, etc into corresponding folder in BrawlEx in pf
6. Place ft_linkex into module folder, along with ft_kirby and bx_fighter
7. Put common2.pac into system folder
8. Launch Project M Launcher and frown at my extra Mario icons..

Hopefully I'm just missing an easy step or something.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 24, 2014, 11:54:24 PM
I really appreciate you taking the time to help me, and with that being said I have good news and bad news! Good news, using your setup worked perfectly! Bad news, I still have no idea what I'm doing wrong with mine.. I just now read the thing about using File Patch 3.5.1b and got a little excited, but I tried it and my characters are still showing up as Mario.

Obviously there must be a step missing, here's a quick rundown of the steps I do.

1. Open Link's fighter config file in the program, change name to LinkEx, set Kirby to None.
2. Find Link's Slot, CSSSlot, and Cosmetic files and rename to Slot3F, etc
3. Open Link's module in the program, change the root id to 91, open section 8 in mem view and change last two digits of the first piece of code to 3F and save as ft_linkex
4. Make a fighter folder in pf and name it linkex, copy all of Link's files (FitLink, FitLinkXX, etc) and rename them all to FitLinkEx and what not
5. Place the Fighter3F, Slot3F, etc into corresponding folder in BrawlEx in pf
6. Place ft_linkex into module folder, along with ft_kirby and bx_fighter
7. Put common2.pac into system folder
8. Launch Project M Launcher and frown at my extra Mario icons..

Hopefully I'm just missing an easy step or something.

I'm really not seeing anything wrong or missing with what you're doing. You followed the exact same steps that I do, minus the cosmetics I've added. I know that earlier you mentioned trying to use Gecko's config.dat with the launcher, but I've tried it both with and without it and it works fine for me both ways. Maybe you're using a different version of the launcher? If you're using the launcher that came with 3.01, try the newest one.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 12:13:26 AM
I'm really not seeing anything wrong or missing with what you're doing. You followed the exact same steps that I do, minus the cosmetics I've added. I know that earlier you mentioned trying to use Gecko's config.dat with the launcher, but I've tried it both with and without it and it works fine for me both ways. Maybe you're using a different version of the launcher? If you're using the launcher that came with 3.01, try the newest one.

What do you mean about the config.dat? I saw that in your SD card but I only have a config.txt and it's purely to bypass/alter the code limit for Gecko.

Well to figure out whether I'm messing up the characters I add, or I'm setting up BrawlEx in general wrong I'm going to use your SD base, then try adding in another character that I set up myself and see if he's still a Mario.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 25, 2014, 12:16:49 AM
What do you mean about the config.dat? I saw that in your SD card but I only have a config.txt and it's purely to bypass/alter the code limit for Gecko.

Well to figure out whether I'm messing up the characters I add, or I'm setting up BrawlEx in general wrong I'm going to use your SD base, then try adding in another character that I set up myself and see if he's still a Mario.

I thought the config.dat I had may have influenced it (that file being my saved Gecko settings with AxNextFrame set as the hook type), but I tried taking it off my SD Card and it still worked fine without it.

That's a good idea. At the very least, it'll help you identify where the problem with your own build is.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 25, 2014, 12:20:50 AM
What do you mean about the config.dat? I saw that in your SD card but I only have a config.txt and it's purely to bypass/alter the code limit for Gecko.

Well to figure out whether I'm messing up the characters I add, or I'm setting up BrawlEx in general wrong I'm going to use your SD base, then try adding in another character that I set up myself and see if he's still a Mario.
Did you make sure to move you Pf folder with the clone engine into project m launcher folder?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 25, 2014, 12:22:05 AM
Did you make sure to move you Pf folder with the clone engine into project m launcher folder?

That's not necessary, and in fact would likely not work. The projectm folder is created with the customized File Patch Code they use, not the launcher.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 25, 2014, 12:30:04 AM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])



I guess because of this my findings about boss sfx might not even have been worth it. Though it does beg the question to me. If you can load the sfx folder with for example: marth and then activate the code and select roy and have him load from sf2. Then can you just activate the code again to swap back to the sfx folder and then select another character and then activate the code again to select that character's clone so that it uses the sf2 folder?

Edit: If we can't switch back and forth between the two sfx folders then we'll have to use boss sfx for the rest of the Ex characters in order for them all to have their own sfx.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 25, 2014, 12:42:01 AM
That's not necessary, and in fact would likely not work. The projectm folder is created with the customized File Patch Code they use, not the launcher.
Not exactly the project m folder with the launcher acquires the code from your codes file on the sd so if you have the project m pf folder in the launcher but have your gecko file in the codes folder on the root it'll load regular brawl with the codes I've tried it with a code file I fixed up and it reads from the codes folder on the root and since I had Cbliss and load it without the edited common5 file it'll freeze trying to access the extra costume slots those codes in the launcher are provided for you to use in your codes folder on the root


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 25, 2014, 01:04:06 AM
Not exactly The project m folder with the launcher acquires the code from your codes file on the sd so if you have the project m pf folder in the launcher but have your gecko file in the codes folder on the root it'll load regular brawl with the codes I've tried it with a code file I fixed up and it reads from the codes folder on the root and since I had Cbliss and load it without the edited common5 file it'll freeze trying to access the extra costume slots those codes in the launcher are provided for you to use in your codes folder on the root

... What? Seriously, I can't even read what you just wrote. Try using proper punctuation when you type.

And it does work properly without the projectm folder. As you saw he said that the version that I gave him worked perfectly. I know for a fact that it doesn't have the projectm folder on it at all because I'm the one who made that build.

We're not trying to run BrawlEx with Project M, we're just taking advantage of their launcher to let us use SDHC cards. Their Launcher simply loads up the codes that we put in the gct file. Because the FPC that we are using in our codes isn't Project M's FPC, the projectm directory would not even be loaded from and is thus unnecessary.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 01:21:16 AM
I thought the config.dat I had may have influenced it (that file being my saved Gecko settings with AxNextFrame set as the hook type), but I tried taking it off my SD Card and it still worked fine without it.

That's a good idea. At the very least, it'll help you identify where the problem with your own build is.

Well I at least found out it's nothing I did wrong with the config, module, or fighter files. I added in my own cloned Link and it worked perfectly. Even though I'm very curious about what I was doing wrong, I'll just stick with your base and finally get to play. I seriously can't thank you enough for helping me!

A few concerns though, every once in awhile it freezes at the don't whack stuff with your wiimote screen, and freezes if I attempt to do a Team Battle. Are those general bugs with BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 25, 2014, 01:33:46 AM
Anyway I have my own question. Will this clone engine be able to bring over PM's Roy, and Mewtwo, or is it unlikely since they were made for their clone engine?


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 01:38:50 AM
Anyway I have my own question. Will this clone engine be able to bring over PM's Roy, and Mewtwo, or is it unlikely since they were made for their clone engine?

On page 106 of this topic there's a link to Mewtwo that's based on PM (slightly improved I think) and it definitely works.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 25, 2014, 01:50:10 AM
A few concerns though, every once in awhile it freezes at the don't whack stuff with your wiimote screen, and freezes if I attempt to do a Team Battle. Are those general bugs with BrawlEx?

The Team Battle thing happens with BrawlEx regardless, and I'm pretty sure that people have been having trouble with the straploader freezing too, which I have yet to experience.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 25, 2014, 02:07:38 AM
The Team Battle thing happens with BrawlEx regardless, and I'm pretty sure that people have been having trouble with the straploader freezing too, which I have yet to experience.
I think I remember on one of the pages someone said try adding an unedited common5 into your system folder and it should fix the issue. I haven't experienced any problems except for sc_character not letting me give Deadpool new Csp's without a freeze


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 25, 2014, 02:57:04 AM
It seems to actually cause the freeze even without the Fighter Configs for expanded costumes. Unless that's just me, which would seem odd.

Unless it's ANY character using the fighter configs for expanded costumes, then the question of "How does that work?" comes up.

had you ever looked luigi or yoshi fighter config with HXD?, if you take a look, you will Instantly know the reason of Luigi and Yoshi freezings,.. as I said, this is a fixable issue, ..
and I must add that it is not related with expanded costumes

EDIT:

Well I will Explain

this is Yoshi fighter config..

46 43 46 47 00 00 01 00 00 00 00 01 00 00 00 00
02 00 00 17 00 00 13 FF  FF FF FF  FF 00  00 00 08
00 00 00 4B 00 00 00 00 00 00 00 00 00 00 00 00
79 6F 73 68 69 2F 46 69 74 59 6F 73 68 69 2E 70
61 63 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 6B 69 72 62 79 2F 46 69 74 4B 69 72 62 79 4B 69
 72 62 79 2E 70 61 63 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 66 74 5F 79 6F 73 68 69 2E 72 65 6C 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
59 4F 53 48 49 00 00 00 00 00 00 00 00 00 00 00
00 00 00 02 00 00 00 02 00 00 00 00 00 00 00 01
 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 01
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 04

the red numbers say.. kirby/fitkirbykirby.pac
and that file does not exist in brawl disc...and to order brawl game
 to load  KirbyYoshi hat, it must say..
kirby/FitKirbyYoshi.pac

and the problem with luigi is alike, but it says
irby/FitKirbyLuigi.pac
in the folder name says "irby", instead of "kirby"

this problem can be easily fixed. this issue was because a PhantomWings "bad slip of finger" :P


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 25, 2014, 03:05:40 AM
had you ever looked luigi or yoshi fighter config with HXD?, if you take a look, you will Instantly know the reason of Luigi and Yoshi freezings,.. as I said, this is a fixable issue, ..
and I must add that it is not related with expanded costumes

1. I don't read Hex easily, so that would be pointless.
2. We already know the Fighter Config files aren't causing the freeze, so looking at them would be pointless.
3. Of course it's not related to the expanded costumes, because the problem's not the Fighter Config or the CSSSlot Config.
4. If it's so easily fixable, why not fix it then share with us what the exact issue is rather than stating it's so very very simple?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 25, 2014, 03:12:20 AM
1. I don't read Hex easily, so that would be pointless.
2. We already know the Fighter Config files aren't causing the freeze, so looking at them would be pointless.
3. Of course it's not related to the expanded costumes, because the problem's not the Fighter Config or the CSSSlot Config.
4. If it's so easily fixable, why not fix it then share with us what the exact issue is rather than stating it's so very very simple?
already explained.. look above


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 25, 2014, 03:21:05 AM

this is Yoshi fighter config..

46 43 46 47 00 00 01 00 00 00 00 01 00 00 00 00
02 00 00 17 00 00 13 FF  FF FF FF  FF 00  00 00 08
00 00 00 4B 00 00 00 00 00 00 00 00 00 00 00 00
79 6F 73 68 69 2F 46 69 74 59 6F 73 68 69 2E 70
61 63 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 6B 69 72 62 79 2F 46 69 74 4B 69 72 62 79 4B 69
 72 62 79 2E 70 61 63 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 66 74 5F 79 6F 73 68 69 2E 72 65 6C 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
59 4F 53 48 49 00 00 00 00 00 00 00 00 00 00 00
00 00 00 02 00 00 00 02 00 00 00 00 00 00 00 01
 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 01
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 04

the red numbers say.. kirby/fitkirbykirby.pac
and that file does not exist in brawl disc...and to order brawl game
 to load  KirbyYoshi hat, it must say..
kirby/FitKirbyYoshi.pac

and the problem with luigi is alike, but it says
irby/FitKirbyLuigi.pac
in the folder name says "irby", instead of "kirby"

this problem can be easily fixed. this issue was because a PhantomWings "bad slip of finger" :P

Wait, so if that's in the Yoshi and Luigi Fighter Configs, then why does the freeze still happen when those configs aren't being used? With those ones removed from the SD Card the game should just load the characters normally rather than cause the same freeze.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 25, 2014, 03:35:45 AM
Wait, so if that's in the Yoshi and Luigi Fighter Configs, then why does the freeze still happen when those configs aren't being used? With those ones removed from the SD Card the game should just load the characters normally rather than cause the same freeze.


Then  you should help me to test, try this files

http://www.putlocker.com/file/E79E4C84CA9E1AB6 (http://www.putlocker.com/file/E79E4C84CA9E1AB6)
 
first..try yoshi vs kirby,.. then try luigi vs kirby


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 25, 2014, 04:04:34 AM
Then  you should help me to test, try this files

[url]http://www.putlocker.com/file/E79E4C84CA9E1AB6[/url] ([url]http://www.putlocker.com/file/E79E4C84CA9E1AB6[/url])
 
first..try yoshi vs kirby,.. then try luigi vs kirby


I would, but I'm gonna be away from my system tomorrow and I've been up for a couple days now so I really need to pass out. If someone else can test these files, hop right on it and lemme know how it goes.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 25, 2014, 08:33:03 AM
Speaking of Kirby, I've been having some trouble with loading a match with him using certain PSAs on clones, even though for all of them I have the kirbydata set to none.
These PSAs are:
Galacta Knight
Galaxy Mario
Roy (the one ASF1nk uses, I presume)
Doctor Mario (I don't remember which one, but it was closer to melee than most others)
I haven't experienced freezes with any other clone character when using Kirby.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 25, 2014, 09:39:39 AM
@ ShinF, I tried to do that thing you told me with copying the code you put in here and pasted it over the last 2 lines for Ice Climbers (To have the cBliss organization without the cBliss slots) in their CSSSlot10.dat file and then saved it and dragged it into the SDcard, but it didn't work, it took away the cBliss slots as planned, but the colors were still in the wrong order :/


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 25, 2014, 10:41:38 AM
@ ShinF, I tried to do that thing you told me with copying the code you put in here and pasted it over the last 2 lines for Ice Climbers (To have the cBliss organization without the cBliss slots) in their CSSSlot10.dat file and then saved it and dragged it into the SDcard, but it didn't work, it took away the cBliss slots as planned, but the colors were still in the wrong order :/

Do you mean that the slots or the portraits were in the wrong order? Because it doesn't change the order of the portraits, it simply makes it so that the first portrait loads 00, the second portrait loads 01, etc.

@shadowXtreme

Thanks, that fixed the freezing problem with those two.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 25, 2014, 12:03:38 PM
I've added a small update in the OP to fix the Luigi/Yoshi/Kirby bug. That's one of the drawback of building a module by hand I guess.


Doqtor Kirby Ex, would you be able to tell me what part of BrawlEx doesn't work with Riivolution? Does the game crash on startup? Does BrawlEx not load at all and you just get Random icons? Do the icons show up as Mario, but remain unconfigured causing a crash when you try to enter a match with them? These kinds of details are important.


By the way, if anyone wants to use the Independent Pokemon, you should be able to do it by configuring a CSS Slot to use Slot1E, Slot20, or Slot22 for Charizard, Squirtle, or Ivysaur. The same can be done for GigaBowser and WarioMan (slots 2C and 2D). Take a look at the Fighter Alignment Chart in the OP for more details.


One final thing, I can confirm that creating Kirby hats for ExCharacters cannot be done without heavily modifying both Kirby's module and moveset files. The whole reason you're required to use a modified ft_kirby.rel in the first place is to prevent him from trying to copy the ExCharacters. BrawlEx uses the original slots for Roy and Mewtwo which is slightly more feasible, but still requires modification of both files.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 12:08:59 PM
Doqtor Kirby Ex, would you be able to tell me what part of BrawlEx doesn't work with Riivolution? Does the game crash on startup? Does BrawlEx not load at all and you just get Random icons? Do the icons show up as Mario, but remain unconfigured causing a crash when you try to enter a match with them? These kinds of details are important.

When I did it they always appeared as random icons and the game froze when I got too close to them. Using the exact same files in Project M Launcher worked fine though.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 25, 2014, 12:10:31 PM
When I did it they always appeared as random icons and the game froze when I got too close to them. Using the exact same files in Project M Launcher worked fine though.

m'kay. Thanks for the information. I may have to work up a different hookpoint for BrawlEx besides Common2.pac.

Edit: Just to be sure, did you add a reference to both bx_fighter.rel and the config files into the Riivolution .xml for Brawl? Riivolution won't try to load files that aren't already on the disk unless specified otherwise.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 25, 2014, 12:17:13 PM
oh hi PW! nice to see you and great updating! :3

also, I have a question! how do you port a "fully character" to brawlex?

I know how to port a character that doesnt have any articles like Marth, Jigglypuff and Metaknight, but how do you port a character with articles example Ganondorf or Luigi?


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 12:19:52 PM
m'kay. Thanks for the information. I may have to work up a different hookpoint for BrawlEx besides Common2.pac.

Edit: Just to be sure, did you add a reference to both bx_fighter.rel and the config files into the Riivolution .xml for Brawl? Riivolution won't try to load files that aren't already on the disk unless specified otherwise.

Nope I was just using the modlauncher.xml, not sure how to edit that much yet!

Off topic from Riivolution, I tried to turn a clone Link into Zero, but I get the freezing when I leave CSS or start a match. The Zero didn't come with a FitLinkFinal/Dark/Spy so I threw in Link's originals, is that the problem?


Title: Re: The BrawlEx Clone Engine
Post by: chaokid999 on January 25, 2014, 12:20:30 PM
This may sound crazy, but would it ever be possible to link multiple characters to one modified copy ability?  :kdance: Perhaps Mario, Roy, and Charizard would create fire Kirby or something similar.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 25, 2014, 12:35:56 PM
oh hi PW! nice to see you and great updating! :3

also, I have a question! how do you port a "fully character" to brawlex?

I know how to port a character that doesnt have any articles like Marth, Jigglypuff and Metaknight, but how do you port a character with articles example Ganondorf or Luigi?

Hi Pikazz, it's good to see that you've got transforming characters up and running - you're pretty amazing when it comes to figuring these things out.

Patching articles involves two main tasks. The first is finding the sections of assembly code that will cause issues for a clone character. The second is determining what to patch those sections with to make them function generically regardless of the character's underlying id.

The first part is fairly easy and usually done with the aid of a debugger like WiiRD or Dolphin Debug (set in Interpreter mode). They'll usually give you the address of the assembly code that was responsible for causing the crash. The second part is a little harder as you're limited in the amount of space you can use and if you change a function too much, it might break existing functionality of the code. I've been talking with Sammi-Husky about it a little bit, so I'll send you a copy of a few of the messages we've been exchanging.

This may sound crazy, but would it ever be possible to link multiple characters to one modified copy ability?  :kdance: Perhaps Mario, Roy, and Charizard would create fire Kirby or something similar.

That's actually a really cool idea - and it just might work in a feasible manner. Doing it this way would also make it possible to give each character unique hats and just keep the actual ability the same between them.

It would probably take some time to implement, but it might be something to consider for when I get to the next major version of BrawlEx.

Nope I was just using the modlauncher.xml, not sure how to edit that much yet!

Off topic from Riivolution, I tried to turn a clone Link into Zero, but I get the freezing when I leave CSS or start a match. The Zero didn't come with a FitLinkFinal/Dark/Spy so I threw in Link's originals, is that the problem?

That kind of crash indicates that one of Zero's resource files aren't being loaded. Double check the names of the files to make there's no issue in the file names.


There's actually a pretty detailed troubleshooting list in the OP that lists a lot of the common issues and provides explanations for the bugs that people have been experiencing lately.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 25, 2014, 12:37:14 PM
Well, sadly, the update didn't fix the problem I was having with those PSAs. Oh well, it's a minor thing. I barely ever play with/against Kirby in a match, so it's not a big deal.
On the subject of Kirby, I still can't figure out how to modify his rel to clone him. Do I have to do it in hex editor somehow, or what?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 25, 2014, 12:56:10 PM
Hi Pikazz, it's good to see that you've got transforming characters up and running - you're pretty amazing when it comes to figuring these things out.

Patching articles involves two main tasks. The first is finding the sections of assembly code that will cause issues for a clone character. The second is determining what to patch those sections with to make them function generically regardless of the character's underlying id.

The first part is fairly easy and usually done with the aid of a debugger like WiiRD or Dolphin Debug (set in Interpreter mode). They'll usually give you the address of the assembly code that was responsible for causing the crash. The second part is a little harder as you're limited in the amount of space you can use and if you change a function too much, it might break existing functionality of the code. I've been talking with Sammi-Husky about it a little bit, so I'll send you a copy of a few of the messages we've been exchanging.
like I said, I can see stuff how they are connected :P
and I would love if you could do that! I would love to help increasing the BrawlEx modules! lucky I got dolphin so I can find the offsets that you said! (only need to figure out how to make it load hacks too!)
Hi Pikazz, it's good to see that you've got transforming characters up and running - you're pretty amazing when it comes to figuring these things out.
you making me blush >w< a hacker legend said I was amazing ;w;
This may sound crazy, but would it ever be possible to link multiple characters to one modified copy ability?  :kdance: Perhaps Mario, Roy, and Charizard would create fire Kirby or something similar.
that shouldn't be so hard actually! it might only need to select what kirby hat it will appear in the fighter config!
and/or maybe set the relocation data to the file it will get instead for Mario or Ike!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 25, 2014, 12:59:30 PM
Pikazz, in my brawl minus tutorial for brawl ex I actually go over setting up dolphin to use gecko  :P u can just skip around til you get to it if you want.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 25, 2014, 01:19:16 PM
Do you mean that the slots or the portraits were in the wrong order? Because it doesn't change the order of the portraits, it simply makes it so that the first portrait loads 00, the second portrait loads 01, etc.

@shadowXtreme

Thanks, that fixed the freezing problem with those two.
00 and 01 have always worked for me, it's the rest I have issues with for done reason :/ but I'm gonna try copying the Fit files from the partition into the sd card and see if that fixes it when I get home


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 25, 2014, 01:23:35 PM
@ShadowSnake
I took a look at the gct you made, and it actually seems like the css code has it's character count set to 33, not 34...that could be a problem lol. at least, thats what it is in the text file.
i'll test it on my wii after changing that in a bit


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 01:41:49 PM
That kind of crash indicates that one of Zero's resource files aren't being loaded. Double check the names of the files to make there's no issue in the file names.


There's actually a pretty detailed troubleshooting list in the OP that lists a lot of the common issues and provides explanations for the bugs that people have been experiencing lately.

Yeah I was looking at that section, but all the files seem to be named correctly according to the BrawlEx Config utility. FitZero.pac, FitZero00.pac, etc

The Zero download only came with FitLink.pac, one texture, and MotionEtc. Would using Link's default Final, Dark, Spy, cause a problem?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 25, 2014, 01:52:13 PM
Yeah I was looking at that section, but all the files seem to be named correctly according to the BrawlEx Config utility. FitZero.pac, FitZero00.pac, etc

The Zero download only came with FitLink.pac, one texture, and MotionEtc. Would using Link's default Final, Dark, Spy, cause a problem?
nope thats what you must due  when psas like all files use the default character files  they are over.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 25, 2014, 02:01:37 PM
@PW
using the slots for gigabowser did not work
i had to include a character replacement code to make giga load
it was just loading mario

i havent really tested on independent pokemon, but will do later on


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 02:10:59 PM
nope thats what you must due  when psas like all files use the default character files  they are over.

I deleted Zero's folder and remade it as before and it worked. Must've really screwed up somewhere..


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 25, 2014, 02:25:20 PM
I've added a small update in the OP to fix the Luigi/Yoshi/Kirby bug. That's one of the drawback of building a module by hand I guess.


Doqtor Kirby Ex, would you be able to tell me what part of BrawlEx doesn't work with Riivolution? Does the game crash on startup? Does BrawlEx not load at all and you just get Random icons? Do the icons show up as Mario, but remain unconfigured causing a crash when you try to enter a match with them? These kinds of details are important.


By the way, if anyone wants to use the Independent Pokemon, you should be able to do it by configuring a CSS Slot to use Slot1E, Slot20, or Slot22 for Charizard, Squirtle, or Ivysaur. The same can be done for GigaBowser and WarioMan (slots 2C and 2D). Take a look at the Fighter Alignment Chart in the OP for more details.


One final thing, I can confirm that creating Kirby hats for ExCharacters cannot be done without heavily modifying both Kirby's module and moveset files. The whole reason you're required to use a modified ft_kirby.rel in the first place is to prevent him from trying to copy the ExCharacters. BrawlEx uses the original slots for Roy and Mewtwo which is slightly more feasible, but still requires modification of both files.

Phantom Wings, The Alternate Stage Loader code made by dantarion is not working with brawlEX, can I call this a bug? :(

And.... I tried to load brawlEX using a moddified brawl iso (with brawlEx 1.2.0.0, i didnt added brawlEx files on the iso, they were always on my sd(, and the game always frozen at the beggining, I used different moddified isos, moddifing/replacing/adding diferent files, and the files replaced or added didnt mattered, the game always ended up freezing, I have to add that one time I made an iso, and I didnt replaced any original brawl game files in it, just added custom stages, rels for custom stages, moddified music, and brawlEx characters (fighter folders only), and game frozen when I ran it! -_-


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 25, 2014, 02:37:08 PM
oK
I can now state that to get the pokemons to load, all i had to do was add them to the CSS code
1d,1e,1c
and they work
they are not independent though
ill check about configuring the css config file like PW said to make em independent
though to me its not really important


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 25, 2014, 03:57:43 PM
So what do I need to do in order to get the Alloys onto the select screen as ExCharacters? There doesn't seem to be any 'ft_zako BX v1.1.rel' in the zip. does this mean we can't clone the Alloys yet, or would I need to somehow edit a copy of the original ft_zako.rel file?

If I need to edit the original, what do I need to change?

Edit/Note: I'm just wanting to move direct copies of the Alloys into their own slots for CSS functionality, and to get rid of the Giga & Co. Engine necessities. If I can find some free space, I'll store their usage data separate, but if not, I'll just use the 'base' characters' spots. And for the Results screen, I'll see if I can add their (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) animations, and something for wins.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 25, 2014, 03:59:13 PM
So how exactly do you add colors to existing characters with this?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 25, 2014, 04:12:30 PM
Does anyone know why some characters won't use their FS?I know they have Final smashes since I used them before.They just use their neutral b moves.

What do I need to change to make these work?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 25, 2014, 04:13:03 PM
Does anyone know why some characters won't use their FS?I know they have Final smashes since I used them before.They just use their neutral b moves.

What do I need to change to make these work?

Fit*character*Final.pac


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 25, 2014, 04:54:07 PM
Phantom Wings, The Alternate Stage Loader code made by dantarion is not working with brawlEX, can I call this a bug? :(

And.... I tried to load brawlEX using a moddified brawl iso (with brawlEx 1.2.0.0, i didnt added brawlEx files on the iso, they were always on my sd(, and the game always frozen at the beggining, I used different moddified isos, moddifing/replacing/adding diferent files, and the files replaced or added didnt mattered, the game always ended up freezing, I have to add that one time I made an iso, and I didnt replaced any original brawl game files in it, just added custom stages, rels for custom stages, moddified music, and brawlEx characters (fighter folders only), and game frozen when I ran it! -_-


From what other people have said, replacing Common2.pac seems to interfere with the Alternate Stage Loader. Part of the reason I'm going to be looking for a different hook method for BrawlEx besides Common2 is because of all the compatibility issues caused by replacing it.

As for the custom ISO you've made, I can't really say what you're trying to do has been tested yet, so I don't know much about any of the errors you might encounter with it. But I suggest starting simple and gradually adding files while testing each time you add something.

oK
I can now state that to get the pokemons to load, all i had to do was add them to the CSS code
1d,1e,1c
and they work
they are not independent though
ill check about configuring the css config file like PW said to make em independent
though to me its not really important


Just to clarify, CSSSlots 1D,1E, and 1C are associated with Character Slots 1D, 1F, and 21 (PokeLizardon, PokeZenigame, and PokeFushigisou). If you look at the Fighter Chart, you'll see that Character Slots 1E, 20, and 22 (Lizardon, Zenigame, and Fushigisou) are the actual independent pokèmon. You can either configure the primary characters of the 3 CSSSlots you have there to reference the independent pokèmon, or you could choose any other 3 CSSSlots (ExSlots or the unused Empty slots) and use those instead.

So what do I need to do in order to get the Alloys onto the select screen as ExCharacters? There doesn't seem to be any 'ft_zako BX v1.1.rel' in the zip. does this mean we can't clone the Alloys yet, or would I need to somehow edit a copy of the original ft_zako.rel file?

If I need to edit the original, what do I need to change?

Edit/Note: I'm just wanting to move direct copies of the Alloys into their own slots for CSS functionality, and to get rid of the Giga & Co. Engine necessities. If I can find some free space, I'll store their usage data separate, but if not, I'll just use the 'base' characters' spots. And for the Results screen, I'll see if I can add their ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url]) animations, and something for wins.


If you look at the fighter chart, you'll see that the alloys actually already have CSS slots (courtesy of BrawlEx) in 38, 39, 3A, and 3B. You just need to add cosmetic data for them or they'll crash the CSS. BrawlEx also sets their usage data to Mario, Kirby, Captain Falcon, and Zelda by default, so using them won't corrupt your save.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 25, 2014, 05:09:37 PM
Speaking of Kirby, I've been having some trouble with loading a match with him using certain PSAs on clones, even though for all of them I have the kirbydata set to none.
These PSAs are:
Galacta Knight
Galaxy Mario
Roy (the one ASF1nk uses, I presume)
Doctor Mario (I don't remember which one, but it was closer to melee than most others)
I haven't experienced freezes with any other clone character when using Kirby.

I believe I'm getting those freezes with Roy too. I guess the best way to solve it would mainly be to test different PSAs, and make sure their Fighter Config has Kirby set to none. I'm actually not sure about mine as he's the second character I added and all the others work.

EDIT: Apparently mine was still set to Kirby: Single so I guess I'm not having the issue.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 25, 2014, 05:11:29 PM
Good. But the next question is, how much closer to actual characters will this cause the Alloys to be? As it stands, they crash in Multi-Man when a 25th character tries to spawn. If this will fix that, then this is the best thing to happen for the game.

Also, when I open the FITC for Red Alloy, it's got a reference to a non-existent file 'kirby/FitKirbyZakoBoy.pac'. Will this cause any issues?

So, I'm guessing I need to create the folders on my SD card, take off the fighter names from the .dat file names,  and modify sc_selcharacter.pac to add the various artwork, and it should work?

Now, are these extra slots aligned, or what numbers do I need to use for the Alloy cosmetics in sc_selcharacter.pac?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 25, 2014, 06:45:06 PM
@ShadowSnake
I took a look at the gct you made, and it actually seems like the css code has it's character count set to 33, not 34...that could be a problem lol. at least, thats what it is in the text file.
i'll test it on my wii after changing that in a bit

It's 34 on my GCT file, so it's not that.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 25, 2014, 06:45:18 PM
I believe I'm getting those freezes with Roy too. I guess the best way to solve it would mainly be to test different PSAs, and make sure their Fighter Config has Kirby set to none. I'm actually not sure about mine as he's the second character I added and all the others work.

EDIT: Apparently mine was still set to Kirby: Single so I guess I'm not having the issue.
I checked the fighterconfigs and 3 out of 4 of the PSAs had Kirby set to single. Turns out that was the issue...for the most part. But I still don't know what's up with Galacta Knight. Maybe it was just dumb luck, but I dunno.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 25, 2014, 07:23:53 PM
Hayyy guise. I need help. I put like for example Lighting over PikachuEx, and when I attempt to crawl it freezes. Along with a couple other characters. Including nonEx characters. (There should be 3-4 in total that has this problem..) Can someone help me?.. ; w;


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 25, 2014, 08:09:57 PM
Phantom Wings,.. in BrawlEX 1.3.0.0, luigi fighter config is still like:
irby/KirbyLuigi
and yoshi keeps is still like:
kirby/KirbyKirby.pac

I have not tested  BrawlExl 1.3.0.0 but, is that ok?? ,
because shinf tested my edited fighter configs
and he said that they fixed the issues with kirby, luigi, and yoshi
I just changed Luigi and Yoshi fighter configs a little, just like this:
irby/KirbyLuigi to kirby/KirbyLuigi
and kirby/KirbyKirby to kirby/KirbyYoshi


Title: Re: The BrawlEx Clone Engine
Post by: CutterKirby64 on January 25, 2014, 08:32:48 PM
I've still got Pokemon Stadium 2 on my copy, but I haven't had any freezes there yet. But then again, I still have the screen showing the names of the characters they're cloned from, and I haven't added stuff like CSPs yet either.

So, that means I'm actually the only one to get constantly freezes on Pokemon Stadium 1 & 2 with cloned characters? That's weird, they freeze the game before I even get the chance to see their names showing at the screen. :-\

PhantonWings, would you mind telling me if there's any problem while using those characters on Pokemon Stadium? And if there's any kind of solution? With Brawl's normal cast is works great, but a match with cloned characters only lasts something like 16 seconds.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 25, 2014, 08:46:06 PM
Phantom Wings,.. in BrawlEX 1.3.0.0, luigi fighter config is still like:
irby/KirbyLuigi
and yoshi keeps is still like:
kirby/KirbyKirby.pac

I have not tested  BrawlExl 1.3.0.0 but, is that ok?? ,
because shinf tested my edited fighter configs
and he said that they fixed the issues with kirby, luigi, and yoshi
I just changed Luigi and Yoshi fighter configs a little, just like this:
irby/KirbyLuigi to kirby/KirbyLuigi
and kirby/KirbyKirby to kirby/KirbyYoshi

Sorry about that, I grabbed the wrong revision for the config templates. The download's are fixed now. You shouldn't have to change your bx_fighter.rel if it's already v1.1.3.0. I only forgot to update the config templates.

So, that means I'm actually the only one to get constantly freezes on Pokemon Stadium 1 & 2 with cloned characters? That's weird, they freeze the game before I even get the chance to see their names showing at the screen. :-\

PhantonWings, would you mind telling me if there's any problem while using those characters on Pokemon Stadium? And if there's any kind of solution? With Brawl's normal cast is works great, but a match with cloned characters only lasts something like 16 seconds.

I had to make a bugfix for Pictochat a little while ago because it froze when trying to display the character names. While I would have thought that it would have fixed PS2 as well, it's possible that they use separate functions to get the character names. I'll look into it. In the meantime, make sure you have the latest version of BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Kosner on January 25, 2014, 09:14:27 PM
Is the Samus/Zerosuit Samus Don't Transform code not compatible with BrawlEx? If I have it enabled in the .gtc Project M Launcher just resets to the Wii Menu. I've tried it with and without having any cloned Samus/Zerosuits or textures.

For reference this is the code I'm using:

Code:
Z/Samus No Swap - Y.S. & Phantom Wings

C2816AF4 00000009
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C000003 41820010
2C000018 41820008
48000010 2C050000
41820008 38A00000
7C0802A6 00000000


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on January 25, 2014, 09:53:23 PM
I got bored so I made this for anyone who uses Thany's De-cloned Roy. PSA'd all his sounds to match the sfx from P:M Roy, so make sure he loads soundbank 13E.
https://www.mediafire.com/?8vsll7c4l9u5kh8 (https://www.mediafire.com/?8vsll7c4l9u5kh8)
When I have time I may do Deadpool, Cloud, and Knuckles over the other bosses.....MAYBE  :roy:
-EDIT-
Forgot to mention that Roy's Throw sfx and death sfx still play as marth's sounds for some reason if anyone can find a way to fix this please do


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 25, 2014, 11:07:30 PM
Okay, so I've added in the Alloys' cosmetics into:

sc_selcharacter.pac (all CSPs, names, and stock icons, as well as copying the Smash franchise icon into the proper mark location)
sc_selmap.pac (stock icons)
char_bust_tex (as MenSelchrFaceB620, 630, 640 and 650)

and edited all the TexPat entries accordingly.

However, when I entered the Character Select screen, I saw all 4 of the Alloy icons, but when I went to try to hover over one, the good ol' buzzy crash. Did I do something wrong here?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 25, 2014, 11:13:12 PM
Okay, so I've added in the Alloys' cosmetics into:

sc_selcharacter.pac (all CSPs, names, and stock icons, as well as copying the Smash franchise icon into the proper mark location)
sc_selmap.pac (stock icons)
char_bust_tex (as MenSelchrFaceB620, 630, 640 and 650)

and edited all the TexPat entries accordingly.

However, when I entered the Character Select screen, I saw all 4 of the Alloy icons, but when I went to try to hover over one, the good ol' buzzy crash. Did I do something wrong here?

I see that you put the portrait names as MenSelchrFaceB620. Did you forget to put the period after B? It should be MenSelchrFaceB.620

I did that once and got a buzzing freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 25, 2014, 11:16:22 PM
I solved the freeze on the select screen itself. Somehow, the -1 on MiscData[62] got changed to 0. Once I added a new BRRES to replace Red Alloy's, it went fine.

Only issues now are:

1) The 'card' image slide weirdly (Solved by changing TexPattern on the name to XX5, instead of XX1)
2) Buzzing crash when I press Start to go to the SSS.
3) Crash after returning from a match (was hovering over Sheik at the time with the CSS Fixes on).
4) Sometimes crashes at "Now Loading..." screen (twice now).
5) "Ready to Fight!" animation loops infinitely.

Edit: SSS crash fixed. Changed Compression to Extended LZ77 and stock icons now show.

Note 2: I'm using the CSS fixes for Zelda/Sheik and Samus/ZSS, as well as Regular Zelda Icons. Could these be the cause of any of the issues?

Note 3: I'm also running Brawl through USB Loader GX with Hooktype to AXNextFrame. Is this proper?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 25, 2014, 11:57:20 PM
I got bored so I made this for anyone who uses Thany's De-cloned Roy. PSA'd all his sounds to match the sfx from P:M Roy, so make sure he loads soundbank 13E.
https://www.mediafire.com/?8vsll7c4l9u5kh8 (https://www.mediafire.com/?8vsll7c4l9u5kh8)
When I have time I may do Deadpool, Cloud, and Knuckles over the other bosses.....MAYBE  :roy:
-EDIT-
Forgot to mention that Roy's Throw sfx and death sfx still play as marth's sounds for some reason if anyone can find a way to fix this please do
Excuse me, but could you or ShinF's help with something I just made. I was able to port Shadow's sounds to Tabuu in PSA and through super sawndz. I went into the FighterConfig file of Shadow and changed his soundbank to 140. BUT when I tried to load him at the stage select screen, the game froze. Yet ShinF's Roy FighterConfig that uses Duon's soundbank works just fine. Do I need to set something else in the BrawlConfigUtility program after changing the soundbank number?

I would really appreciate it if someone could help me.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on January 26, 2014, 01:06:57 AM
Perhaps the file is too big, I got knuckles over Meta Ridley working with no problems


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 26, 2014, 01:10:11 AM
Perhaps the file is too big, I got knuckles over Meta Ridley working with no problems
Can I send you my Shadow files and you can look at them and test it yourself? Also, mind sending me Knuckles with Meta Ridley's soundbank?

Edit: Also, which file do you think is too big? The FighterConfig or FitShadow.pac?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 26, 2014, 01:16:08 AM
Can I send you my Shadow files and you can look at them and test it yourself? Also, mind sending me Knuckles with Meta Ridley's soundbank?

Edit: Also, which file do you think is too big? The FighterConfig or FitShadow.pac?

If it's a file size problem, then I would think it's either the .pac or the .sawnd file. Just changing the soundbank wouldn't really affect the fighter config. Have you tried going into Boss Battles with a non-freezing character and seeing if the soundbank works without freezing while fighting Tabuu?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 26, 2014, 02:07:06 AM
If it's a file size problem, then I would think it's either the .pac or the .sawnd file. Just changing the soundbank wouldn't really affect the fighter config. Have you tried going into Boss Battles with a non-freezing character and seeing if the soundbank works without freezing while fighting Tabuu?
Okay so I did some tests and found out that even if I turn off the sfx sawnd file, Shadow still freezes. (I did this by renaming the sfx folder) I did test to see if the sawnd file was too big by playing against Tabuu. It did freeze, BUT that doesn't meant that is the problem because of the previous test I just stated. Also, I even tried using Shadow's original FitShadow.pac file. Still froze. I checked the file size of FitShadow.pac and it is the same size as the previous one that I didn't edit so that wasn't the problem either. I don't know what's going on. The only thing I can think of that might be that I'm using the Shadow over DK moveset. But NOPE, just tested it with the regular Shadow over Sonic moveset. Still freezes. And yes I have my hook type set to AXNextFrame. And yes I've gotten Shadow to work before just fine with Sonic's soundbank.

Here is a link to the files I used. Hopefully you can look at it and help me out.
https://www.mediafire.com/?j7j2448v1y4tixl (https://www.mediafire.com/?j7j2448v1y4tixl)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 26, 2014, 07:55:53 AM
I am aware that I need Final.pac for the Final smashes to work, but if a character doesn't come with one, what can I extract from their .pac files to make the final smash work?I WOULD just put in generic ones, but some of them are very exciting.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 26, 2014, 08:46:13 AM
I solved the freeze on the select screen itself. Somehow, the -1 on MiscData[62] got changed to 0. Once I added a new BRRES to replace Red Alloy's, it went fine.

Only issues now are:

1) The 'card' image slide weirdly (Solved by changing TexPattern on the name to XX5, instead of XX1)
2) Buzzing crash when I press Start to go to the SSS.
3) Crash after returning from a match (was hovering over Sheik at the time with the CSS Fixes on).
4) Sometimes crashes at "Now Loading..." screen (twice now).
5) "Ready to Fight!" animation loops infinitely.

Edit: SSS crash fixed. Changed Compression to Extended LZ77 and stock icons now show.

Note 2: I'm using the CSS fixes for Zelda/Sheik and Samus/ZSS, as well as Regular Zelda Icons. Could these be the cause of any of the issues?

Note 3: I'm also running Brawl through USB Loader GX with Hooktype to AXNextFrame. Is this proper?
i wouldnt use those css fixes they mess up all brawl ex and yes i have brawlex running trough usbloaergx with that hook which is needed, delete all the codes except the FPC and the CSS code and try it if it works then one of the other codes is messing things up,also if your getting freezes when going to the result screen your either missig a result data from one of your chars or you didnt add the result screen portraits and icon to brawl ex chars if your using cosmetics.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 26, 2014, 09:59:05 AM
I am aware that I need Final.pac for the Final smashes to work, but if a character doesn't come with one, what can I extract from their .pac files to make the final smash work?I WOULD just put in generic ones, but some of them are very exciting.
If a fighter somehow doesn't come with a fitfinal.pac in the vanilla game, but still has a final smash, then simply set their final to none. It's likely that the final smash is in their fighter.pac file instead.
Note that I'm not completely sure about this, but judging by the fact that some final smashes were changed simply by editing the regular ol fighter.pac it should work. A good example is Falco, who has no fitfinal.pac but still uses a final smash.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 26, 2014, 10:18:32 AM
If a fighter somehow doesn't come with a fitfinal.pac in the vanilla game, but still has a final smash, then simply set their final to none. It's likely that the final smash is in their fighter.pac file instead.
Note that I'm not completely sure about this, but judging by the fact that some final smashes were changed simply by editing the regular ol fighter.pac it should work. A good example is Falco, who has no fitfinal.pac but still uses a final smash.

Alright, I see. If this is the case then what can I do if I want it to work on Brawl EX?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 26, 2014, 10:28:04 AM
If a fighter somehow doesn't come with a fitfinal.pac in the vanilla game, but still has a final smash, then simply set their final to none. It's likely that the final smash is in their fighter.pac file instead.
Note that I'm not completely sure about this, but judging by the fact that some final smashes were changed simply by editing the regular ol fighter.pac it should work. A good example is Falco, who has no fitfinal.pac but still uses a final smash.
you should never do that srs

if a PSA lacks FINAL.pac you should go to Recources and download the normal one lets say Zero psa you go and get Links never set their FS to noone becuase they might use stuff from the final.pac even tough its not on the psa

lets say i maded a pikachu psa and didnt include the final pac but his FS would use the  volt tackle  the reason it wasnt included its becuase it wasnt needed since it used the normal FS


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 26, 2014, 10:39:15 AM
you should never do that srs

if a PSA lacks FINAL.pac you should go to Recources and download the normal one lets say Zero psa you go and get Links never set their FS to noone becuase they might use stuff from the final.pac even tough its not on the psa

lets say i maded a pikachu psa and didnt include the final pac but his FS would use the  volt tackle  the reason it wasnt included its becuase it wasnt needed since it used the normal FS

I'm pretty sure he was talking about characters who don't have a FitFinal.pac in vBrawl. He specifically mentioned Falco, for instance, who I know doesn't have a FitFinal.pac at all. But yeah, if a the character you're cloning has a FitFinal.pac, then you need to download that for the PSA. I'm not even sure that any of the cloneable characters is one that doesn't have FitFinal, so it's best to check the Resources anyways just in case.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 26, 2014, 10:57:02 AM
I'm pretty sure he was talking about characters who don't have a FitFinal.pac in vBrawl. He specifically mentioned Falco, for instance, who I know doesn't have a FitFinal.pac at all. But yeah, if a the character you're cloning has a FitFinal.pac, then you need to download that for the PSA. I'm not even sure that any of the cloneable characters is one that doesn't have FitFinal, so it's best to check the Resources anyways just in case.

Hmm... I'm not sure I'm explaining it right.

Okay, so in normal Brawl, without the clone engine, I put a Zero PSA on Link. When Zero (Link) breaks the FS ball he gets a Final Smash and can use it without a FitFinal.pac. The same goes for Goku and Vegeta. They probably load this from the FitLink.pac instead (Or Pit/Wolf). Now, when I put them in the game as clones instead, they don't load their Final Smashes from the .pacs anymore (Or so I assume sincepushing B now does nothing). Since BrawlEX needs a FitFinal.pac for a character to use their final smash, and these characters didn't come with one BUT somehow have one in their FitXXXX.pac files, is there a way for me to extract that from their .pac files and then put it into a Link Final Smash format so that it could be read? (Or pit and Wolf for Gokue and Vegeta?) Or is what I'm asking simply not possible nd I should just settle for putting the resource Link, Pit, and Wolf FitFinals in.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 26, 2014, 11:14:36 AM
Hmm... I'm not sure I'm explaining it right.

Okay, so in normal Brawl, without the clone engine, I put a Zero PSA on Link. When Zero (Link) breaks the FS ball he gets a Final Smash and can use it without a FitFinal.pac. The same goes for Goku and Vegeta. They probably load this from the FitLink.pac instead (Or Pit/Wolf). Now, when I put them in the game as clones instead, they don't load their Final Smashes from the .pacs anymore (Or so I assume sincepushing B now does nothing). Since BrawlEX needs a FitFinal.pac for a character to use their final smash, and these characters didn't come with one BUT somehow have one in their FitXXXX.pac files, is there a way for me to extract that from their .pac files and then put it into a Link Final Smash format so that it could be read? (Or pit and Wolf for Gokue and Vegeta?) Or is what I'm asking simply not possible nd I should just settle for putting the resource Link, Pit, and Wolf FitFinals in.

You don't need to do that. The FitFinal.pac file doesn't contain their Final Smash, it simply contains resources that the PSA may or may not use for it. Giving Zero Link's FitFinal.pac will NOT give him Link's Final Smash. He'll still use the one in his PSA. Just give him the vBrawl FitFinal and try it, you'll see what we mean.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on January 26, 2014, 11:22:57 AM
You don't need to do that. The FitFinal.pac file doesn't contain their Final Smash, it simply contains resources that the PSA may or may not use. Giving Zero Link's FitFinal.pac will NOT give him Link's Final Smash. He'll still use the one in his PSA. Just give him the vBrawl FitFinal and try it, you'll see what we mean.
this all of this dont go around making stuff up just fill  all the spots to prevent freezing, giving him a fitfinal from the char he is over doesnt make him have that character FS, becuase when you use zero over link normaly he has the fitlinkfinal.pac from the Iso/CD its like when you dont fill all the textures you get a texture from the default brawl

for example you downloaded a psa which only had fitlink.pac,fitlinkmotionetc.pac and fitlink00.pcs the game would fill everything that is missing with the default character like the other costumes,fitfinal.pac,fitentry.pac, fit result.pac everything link originaly has and isnt there.

But on brawlex that isnt possible becuase the game is opening fitzero.pac so he cant fill in the missing because the cd has nothing for zero its up to you to get it and rename it.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 26, 2014, 11:27:28 AM
I solved the freeze on the select screen itself. Somehow, the -1 on MiscData[62] got changed to 0. Once I added a new BRRES to replace Red Alloy's, it went fine.

Only issues now are:

1) The 'card' image slide weirdly (Solved by changing TexPattern on the name to XX5, instead of XX1)
2) Buzzing crash when I press Start to go to the SSS.
3) Crash after returning from a match (was hovering over Sheik at the time with the CSS Fixes on).
4) Sometimes crashes at "Now Loading..." screen (twice now).
5) "Ready to Fight!" animation loops infinitely.

Edit: SSS crash fixed. Changed Compression to Extended LZ77 and stock icons now show.

Note 2: I'm using the CSS fixes for Zelda/Sheik and Samus/ZSS, as well as Regular Zelda Icons. Could these be the cause of any of the issues?

Note 3: I'm also running Brawl through USB Loader GX with Hooktype to AXNextFrame. Is this proper?
so did u get the alloys working?
If so can i have the files?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 26, 2014, 12:22:09 PM
You don't need to do that. The FitFinal.pac file doesn't contain their Final Smash, it simply contains resources that the PSA may or may not use for it. Giving Zero Link's FitFinal.pac will NOT give him Link's Final Smash. He'll still use the one in his PSA. Just give him the vBrawl FitFinal and try it, you'll see what we mean.

Oh, you're right! Works now! :) Thank you.

Also, my game just recently started freezing at strap or loading. It didn't do that before. I formatted card and reinserted stuff. Froze first time. Loaded second. Is this more prone to freezing the more stuff you put in? I didn't get a freeze the entire time until now.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 26, 2014, 12:37:36 PM
Hello! ShinF, Kenji Morada, or anybody. Did you not see my post earlier? I need your help. I sent my files here:

https://www.mediafire.com/?j7j2448v1y4tixl (https://www.mediafire.com/?j7j2448v1y4tixl)

And remember, the sawnd file being too big isn't the problem, because I tested Shadow without and it still froze. Also Shadow is on Slot 46 in the FighterConfig folder.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 26, 2014, 01:02:25 PM
Hello! ShinF, Kenji Morada, or anybody. Did you not see my post earlier? I need your help. I sent my files here:

https://www.mediafire.com/?j7j2448v1y4tixl (https://www.mediafire.com/?j7j2448v1y4tixl)

And remember, the sawnd file being too big isn't the problem, because I tested Shadow without and it still froze. Also Shadow is on Slot 46 in the FighterConfig folder.

It's not gonna be the filesize of the .sawnd, its gonna be the filesize of the smashbros_sound. The .sawnd file is onky a placeholder file that tells the game to load this sound when called. Not actually a sound file. At least I think.

Eitherway, you gotta check the smashbros_sound file, not the .sawnd


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on January 26, 2014, 01:16:54 PM
It's not gonna be the filesize of the .sawnd, its gonna be the filesize of the smashbros_sound. The .sawnd file is onky a placeholder file that tells the game to load this sound when called. Not actually a sound file. At least I think.

Eitherway, you gotta check the smashbros_sound file, not the .sawnd

Alright, I'll check my brsar file. Also, I FINALLY got the sound bank change to work! I just redownloaded the config utility program and used the new fighter configs from the new version of brawlex. I don't think that phantom wings had changed them since the previous version. But perhaps I had a bad download of them or something. Anyway now Shadow has Tabuu sounds. So problem solved!

Edit: Also, I just got the sawnd file for Tabuu having Shadow's sounds and it works great. Only ONE problem! So if people are going to do this be aware of this. It could happen to you. When I do the smash attack moves, the sound clip for shadow keeps repeating. I think I need to put in a call for terminate "insert tabuu sound effect here that was used last" sound effect function in order to fix this problem. That usually works right?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 26, 2014, 05:34:07 PM
Some sound slots keep looping so don't put sounds in there.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 26, 2014, 07:05:10 PM
Oh, you're right! Works now! :) Thank you.

Also, my game just recently started freezing at strap or loading. It didn't do that before. I formatted card and reinserted stuff. Froze first time. Loaded second. Is this more prone to freezing the more stuff you put in? I didn't get a freeze the entire time until now.
 :mewtwo:
Sounds like you've got the same problem I do. Sorry brah, I don't even have a solution.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on January 26, 2014, 07:26:32 PM
Well im doing Cloud on Masterhand. Did he always sound so.....how do I put this......emo?


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 26, 2014, 07:32:20 PM
That happens because Brawl's original slots were out of order from the very beginning.

I'll make some for the characters in cBliss order with default costume numbers later, but if you don't want to wait, it's pretty easy to do it yourself. Just open the CSSSlot Config file of the character you're changing in a hex editor and replace the last two lines with this:

05000001 02020303 08040105 0C000000
00000000 00000000 00000000 00000000

After that, open the character's FighterConfig and check the 00, 01, 02, 03, 04, and 05 costume slots. That should give the character 6 costumes in cBliss order. Keep in mind that the fighters don't share FighterConfig and CSSSlot file numbers. Ness, for example, uses Fighter0A.dat and CSSSlot0B.dat, so make sure you're doing the right files for the right characters.

Ok, so I tried copying the Ice Climbers' original Fit files from the game's partition into the SD card along with the CSSSlot10.dat file you made, with the 05000001 02020303 08040105 0C000000 00000000 00000000 00000000 00000000 pasted over the last 2 lines and it worked fine, so thank you :) now the only other thing I'm trying to figure out is how I can change the amount of slots are within that character.

For example. Ice Climbers have 5 slots, but what if I want just 6 to appear on the character select instead of 5 or 10? I tried changing that number in the their Fighter.dat file, but that extra slot doesn't show up, so far the only thing it has done for me is control whether or not te slots have either the costumes/ colors I put there for them or clones of the default costume/ color.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 26, 2014, 07:53:57 PM
Well im doing Cloud on Masterhand. Did he always sound so.....how do I put this......emo?

Yes.

Ok, so I tried copying the Ice Climbers' original Fit files from the game's partition into the SD card along with the CSSSlot10.dat file you made, with the 05000001 02020303 08040105 0C000000 00000000 00000000 00000000 00000000 pasted over the last 2 lines and it worked fine, so thank you :) now the only other thing I'm trying to figure out is how I can change the amount of slots are within that character.

For example. Ice Climbers have 5 slots, but what if I want just 6 to appear on the character select instead of 5 or 10? I tried changing that number in the their Fighter.dat file, but that extra slot doesn't show up, so far the only thing it has done for me is control whether or not te slots have either the costumes/ colors I put there for them or clones of the default costume/ color.

Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:

Color 1 - 0500
Color 2 - 0001
Color 3 - 0202
Color 4 - 0303
Color 5 - 0804
Color 6 - 0105
End Code - 0C00

With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.

If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.

You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.

Costume 1
Costume 2
Costume 3
Costume 4
Costume 5
Costume 6
Costume 7
Costume 8
Costume 9
Costume 10
Terminate Code/Filler

05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000

The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.

That's pretty much it. I hope that all makes sense.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 26, 2014, 08:51:43 PM
Yes.

Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:

Color 1 - 0500
Color 2 - 0001
Color 3 - 0202
Color 4 - 0303
Color 5 - 0804
Color 6 - 0105
End Code - 0C00

With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.

If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.

You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.

Costume 1
Costume 2
Costume 3
Costume 4
Costume 5
Costume 6
Costume 7
Costume 8
Costume 9
Costume 10
Terminate Code/Filler

05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000

The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.

That's pretty much it. I hope that all makes sense.

Ohh ok, yes I get it now, thanks :) Kinda like this right? (If I hypothetically wanted it in this order)

Color 00 - 0500
Color 01 - 0001
Color 02 - 0202
Color 03 - 0303
Color 04 - 0804
Color 05 - 0105
Color 06 - 0206
Color 07 - 0007
Color 08 - 0108
Color 09 - 0309
End Code - 0C00

and the 05 in the 0500, the 00 in the 0001 don't mean anything? Like, they have no properties? They can be anything? Like, let's say hypothetically I was using a character that can have 12 slots. Would slot 11 (Color 10) be like 0?10 (? = any number)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 26, 2014, 09:12:46 PM
 :mewtwo:
Sounds like you've got the same problem I do. Sorry brah, I don't even have a solution.
:kirby: Drop a common5.pac in the system folder (a vanilla one should work). Freezing shouldn't happen anymore.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 26, 2014, 09:16:45 PM
Hi Pikazz, it's good to see that you've got transforming characters up and running - you're pretty amazing when it comes to figuring these things out.
@ Pikazz, wait, you did what now? I wanna know more about this! o.o sounds very interesting


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 26, 2014, 09:24:51 PM
Hey I decided to test the Alloys working as Phantom Wings said it does and they work to an extent (at least Red Alloy does). I've only encountered crashes in a few places,

Boss Battles, Multi-man Brawl, and 2 players playing as the same Alloy, it works fine otherwise, and using Brawl Ex multiple colors even work, unlike Giga Bowser.  I also experience random crashing on some stages with Brawl Ex, Variable levels (Like Spear Pillar) and moving Levels, like Metaknight's Ship and the PT Aero Drive.



Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 26, 2014, 09:31:27 PM
:kirby: Drop a common5.pac in the system folder (a vanilla one should work). Freezing shouldn't happen anymore.
:kirby: Drop a common5.pac in the system folder (a vanilla one should work). Freezing shouldn't happen anymore.
:roy:
thanks, i'll try in the morning. Wind chill advisory, should be freed from my classes tomorrow.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 26, 2014, 10:15:50 PM
so did u get the alloys working?
If so can i have the files?

It's not quite ready yet. I still have the "Ready to Fight" animation repeating when characters are selected.

I may need to test on Dolphin to figure out WTF's going on.

But if you want to help troubleshoot... you can get what I have here (http://www.mediafire.com/download/wdimlckbmlr6a46/Alloy_Files.zip). It's set up to extract right to the pf folder, and contains everything necessary: CPSs, icons, names, and even stock icons (which is why STGRESULT and sc_selmap are there).

Edit:

:kirby: Drop a common5.pac in the system folder (a vanilla one should work). Freezing shouldn't happen anymore.


Nope. I had the freezing at "Loading..." myself, and even after dropping a vanilla common5.pac into my SD card, it locked up the first time.



Another issue is it seems you can't have multiple players using the same Alloy (it crashes any time you get close to selecting a copy). Any way around this?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 12:41:46 AM
I'll take a look and see if can help..  :P


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 27, 2014, 03:17:40 AM
@ Pikazz, wait, you did what now? I wanna know more about this! o.o sounds very interesting

i did this
Let the Swap Begin! [Fully Working Transforming] (http://www.youtube.com/watch?v=Z77UL_4Gyco#ws)

however, the project is kinda on ice for the moment D:


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on January 27, 2014, 03:26:21 AM
i did this
Let the Swap Begin! [Fully Working Transforming] ([url]http://www.youtube.com/watch?v=Z77UL_4Gyco#ws[/url])

however, the project is kinda on ice for the moment D:


I was keeping up as the project was developing, but I don't know why it just dawned on me that when this project takes full form it would be theoretically possible to make a Bowser Jr that transforms into Shadow Mario. Which is something I'd really like to see, but you know. Still awesome work, pikazz.


Title: Re: The BrawlEx Clone Engine
Post by: StarWaffle on January 27, 2014, 04:05:27 AM
but can you do 3?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 27, 2014, 04:33:10 AM
I was keeping up as the project was developing, but I don't know why it just dawned on me that when this project takes full form it would be theoretically possible to make a Bowser Jr that transforms into Shadow Mario. Which is something I'd really like to see, but you know. Still awesome work, pikazz.
the thing that made the project on ice is Module memory, the game freezes if you try to load 2 modules together that is over 330-360kB. I was lucky with both Jigglypuff and Marth since those 2 has the lowest kB together (209kB).

until we find a way to compress or increase the module memory, the project is on ice.

but can you do 3?
did test 3 on a extra slot, but only the first 2 gets swap! but I will test them over Samus or PT


Title: Re: The BrawlEx Clone Engine
Post by: BronzeGreekGod on January 27, 2014, 10:43:42 AM
Sorry if this has already been asked, but can a character be cloned more than once?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 27, 2014, 10:47:41 AM
Sorry if this has already been asked, but can a character be cloned more than once?

Why, yes it can. I've got two Marth clones in right now, but hypothetically i could have
As many as i want. (Though right now only a possible of 50 characters are selectable on the css right now. But that'll change.)

Post Merge: January 27, 2014, 10:53:18 AM
But be warned, certain effects can clash or be shared between charaxters, meaning that all your marth clones might have the same sqord trail, or migjt only load one of them for one movest but not the other. Sonic ia a big problem with that.

Post Merge: January 27, 2014, 11:01:08 AM
Excuse my typing, i'm on a cell phone and i can't touchscreen text worth anything.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 27, 2014, 11:56:51 AM
i did this
Let the Swap Begin! [Fully Working Transforming] ([url]http://www.youtube.com/watch?v=Z77UL_4Gyco#ws[/url])

however, the project is kinda on ice for the moment D:


How did you do this?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 12:11:00 PM
Its *really* complicated. Requires math and lots of hex editing. As well as many advanced techniques in editing the methods in module editor 2. He was going to either release a tutorial, of premade transforming characters. But the project is on ice now due to memory limitations


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 27, 2014, 12:19:41 PM
Its *really* complicated. Requires math and lots of hex editing. As well as many advanced techniques in editing the methods in module editor 2. He was going to either release a tutorial, of premade transforming characters. But the project is on ice now due to memory limitations

Hey Sam. By chance, how is the expanded css or the 2 switchable characters per icon going along? I know you mentioned it the other day and i wasn't sure if i missed an update.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on January 27, 2014, 12:25:59 PM
Hi guys,
I have a problem with ASF1nks BrawlEx pack.

What i did:
1. Downloaded the whole pack.
2. Downloaded the BrawlEx v1.1.2.0 .
3. Switched the "bx_fighter.rel" in the BrawlEx pack with the new one from BrawlEx v1.1.2.0
4. Copied everything to my SD. (Code in codes, rest in private/wii/app/RSBE/pf/)
5. Startet my Wii U with the SD files. (I use USB Loader GX to load SSBB NTSC-U from my HDD.
I don´t know what I´m doing wrong here.
What´s the correct settings in my USB Loader?
Everytime i try to edit the settings like hook type it does not work. (why?)

Point is the game loads perfectly as normal, but when i try to go to CSS - click on Brawl - it freezes.

I hope someone can help me with my little problem.

Sorry in advance for my english grammar i tried to avoid sentences with my little list, so maybe it´s a bit easier to understand. :)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 27, 2014, 12:53:39 PM
Yes.

Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:

Color 1 - 0500
Color 2 - 0001
Color 3 - 0202
Color 4 - 0303
Color 5 - 0804
Color 6 - 0105
End Code - 0C00

With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.

If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.

You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.

Costume 1
Costume 2
Costume 3
Costume 4
Costume 5
Costume 6
Costume 7
Costume 8
Costume 9
Costume 10
Terminate Code/Filler

05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000

The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.

That's pretty much it. I hope that all makes sense.
Does this work for characters you didn't add? So could I say, give DK a 7th color?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 01:03:21 PM
Does this work for characters you didn't add? So could I say, give DK a 7th color?
Yep. The only one I'm unsure about is Game&Watch. I'm not quite sure how he works. Other than that, yeah. In fact, I created a bunch of stock files for each character to give them all 10 costumes if you want them.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 01:14:14 PM
Hey Sam. By chance, how is the expanded css or the 2 switchable characters per icon going along? I know you mentioned it the other day and i wasn't sure if i missed an update.

Well it almost completely works for dolphin, but for some reason on the WII, it crashes when switching from the first ex slot to the second...so at this point i've hit a roadblock on that and decided to take a break on it. Try to look at the problem from a different angle.

The two possibilities I'm at, are that since I'm the Wii it DOES allow 1 character passed the 50 limit, I'm assuming that the game is simply allowing it because there IS a bone that isn't being assigned to anything. And that would be the root node for all the others. It could also be that the bone count is only 1 higher then 50 when counting the bones that are being used in the scene.

The other possibility is that dolphin just doesn't give a [censored] about bones, and doesn't crash when there isn't one to assign it to. OR that dolphin is just less picky when it comes to addresses that needs to be changed when the slot is reassigned. In which case I would only need to find the other addresses that need to be changed.

In the meantime though, I haven't just been doing nothing. I'm currently looking into patching articles in ex modules thanks to help from PW. As soon as I fully understand how to find the addresses that need patching as well as fix weird bugs, I'll start making tons of em. The ones I'm currently on are ganon, falcon, fox, and diddy. :P then toonlink if someone doesn't beat me to it.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 27, 2014, 01:23:57 PM
Wou
the thing that made the project on ice is Module memory, the game freezes if you try to load 2 modules together that is over 330-360kB. I was lucky with both Jigglypuff and Marth since those 2 has the lowest kB together (209kB).

until we find a way to compress or increase the module memory, the project is on ice.
did test 3 on a extra slot, but only the first 2 gets swap! but I will test them over Samus or PT
Would you mind if I took a look at the code? Maybe if I see it I can understand it and figure it out and maybe contribute help out or contribute some ideas o.o I really like what you're doing with this. There are endless possibilities here if we can figure out how to bypass the file size part some how, this code would be very useful. I know you use the 3 other empty slots the other characters have, but I have a theory on how to expand that and use it to transform characters like Vegeta into Aa Super Saiyan, Super Saiyain 2, Super Saiyain 3, Super Saiyan 4. Of course there are other really good uses for this. If you allow me to play with whatever code you are using I can try to figure some things out.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 27, 2014, 01:48:59 PM
Yep. The only one I'm unsure about is Game&Watch. I'm not quite sure how he works. Other than that, yeah. In fact, I created a bunch of stock files for each character to give them all 10 costumes if you want them.
I'm having issues giving Pokemon Trainer a 6th color; I THINK I edited the files OK, and I added the portraits and everything, but the color doesn't show up on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 27, 2014, 01:57:40 PM
Yep. The only one I'm unsure about is Game&Watch. I'm not quite sure how he works. Other than that, yeah. In fact, I created a bunch of stock files for each character to give them all 10 costumes if you want them.

I need your advice on something. You told me that the 05 in the 0500 and so on for the other slots didn't matter, so I changed the code to this to have it better organized:

0000 0101 0202 0303 0404 0505 0606 0707
0808 0909 0C00 0000 0000 0000 0000 0000

Everything still seems to work fine, but I just wanted to double check with you that there wasn't an importance to 05, 02, 08 and etc. at the beginning of the bits so that I know that even though everything worked for me in Versus mode with Mewtwo (because he is the only one I tested this on), I didn't affect anything else by changing those codes, I just thought in theory that it would work and it has so far, but maybe it affected something else in the game that I'm unaware of.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 27, 2014, 01:57:42 PM
Well it almost completely works for dolphin, but for some reason on the WII, it crashes when switching from the first ex slot to the second...so at this point i've hit a roadblock on that and decided to take a break on it. Try to look at the problem from a different angle.

The two possibilities I'm at, are that since I'm the Wii it DOES allow 1 character passed the 50 limit, I'm assuming that the game is simply allowing it because there IS a bone that isn't being assigned to anything. And that would be the root node for all the others. It could also be that the bone count is only 1 higher then 50 when counting the bones that are being used in the scene.

The other possibility is that dolphin just doesn't give a [censored] about bones, and doesn't crash when there isn't one to assign it to. OR that dolphin is just less picky when it comes to addresses that needs to be changed when the slot is reassigned. In which case I would only need to find the other addresses that need to be changed.

In the meantime though, I haven't just been doing nothing. I'm currently looking into patching articles in ex modules thanks to help from PW. As soon as I fully understand how to find the addresses that need patching as well as fix weird bugs, I'll start making tons of em. The ones I'm currently on are ganon, falcon, fox, and diddy. :P then toonlink if someone doesn't beat me to it.

That's amazing! I'm so psyched to port characters from those modules. :) I don't have dolphin, but is there anything I could do to help?

As for the CSS, is it safe to say that having the icons swap to a 2nd character is more likely then adding more icons to the CSS? Also, I'm not trying to be invasive, this is just the best thing ever.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 02:02:38 PM
Yea, adding new 'visual' CSS stuff is a huge pain in the arose, and I ran out of ideas on it really. Having 4 'ex fighter slots' that can switch Between the 49 extra characters would allow all 4 players to select one of them. :P unfortunately I need to do extensive testing on the Wii, since I don't have a USB gecko. Dangit lol.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 02:04:22 PM
I'm having issues giving Pokemon Trainer a 6th color; I THINK I edited the files OK, and I added the portraits and everything, but the color doesn't show up on the CSS.

Did you make sure to change the Fighter Config and CSS Slot Configs for the Trainer as well as all of his Pokemon?

I need your advice on something. You told me that the 05 in the 0500 and so on for the other slots didn't matter, so I changed the code to this to have it better organized:

0000 0101 0202 0303 0404 0505 0606 0707
0808 0909 0C00 0000 0000 0000 0000 0000

Everything still seems to work fine, but I just wanted to double check with you that there wasn't an importance to 05, 02, 08 and etc. at the beginning of the bits so that I know that even though everything worked for me in Versus mode with Mewtwo (because he is the only one I tested this on), I didn't affect anything else by changing those codes, I just thought in theory that it would work and it has so far, but maybe it affected something else in the game that I'm unaware of.

ASF said that they are used for determining Team Colors, I think. There are three values for those numbers that represent the red team, the blue team and the green team. The others are just there for organizational purposes. I don't actually know which values they are, I'd have to go looking through the thread, but since Team Battles freeze with clones anyway, I don't think it should make all that much of a difference.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 27, 2014, 02:07:39 PM
There seems to be a bug with clones made from marth where if certain characters are walking or moving around on the ground while your using a grounded neutral b it causes him when you release it to slide forward, I tested this out with a normal marth clone and it still happens not sure if it has something to do with marth's EX.rel or the BX_fighter.rel


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 27, 2014, 02:11:57 PM
Did you make sure to change the Fighter Config and CSS Slot Configs for the Trainer as well as all of his Pokemon?
I think this might be the issue; there is no CSS Slot Config for the Trainer.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 02:19:00 PM
I think this might be the issue; there is no CSS Slot Config for the Trainer.
There is, it's simply labelled strangely. The Trainer's CSSSlot Config is CSSSlot1B [-]


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 27, 2014, 02:20:02 PM
Oh, that's what that does. OK, I'll test it again.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 27, 2014, 03:09:15 PM
Well it almost completely works for dolphin, but for some reason on the WII, it crashes when switching from the first ex slot to the second...so at this point i've hit a roadblock on that and decided to take a break on it. Try to look at the problem from a different angle.

The two possibilities I'm at, are that since I'm the Wii it DOES allow 1 character passed the 50 limit, I'm assuming that the game is simply allowing it because there IS a bone that isn't being assigned to anything. And that would be the root node for all the others. It could also be that the bone count is only 1 higher then 50 when counting the bones that are being used in the scene.

The other possibility is that dolphin just doesn't give a [censored] about bones, and doesn't crash when there isn't one to assign it to. OR that dolphin is just less picky when it comes to addresses that needs to be changed when the slot is reassigned. In which case I would only need to find the other addresses that need to be changed.

In the meantime though, I haven't just been doing nothing. I'm currently looking into patching articles in ex modules thanks to help from PW. As soon as I fully understand how to find the addresses that need patching as well as fix weird bugs, I'll start making tons of em. The ones I'm currently on are ganon, falcon, fox, and diddy. :P then toonlink if someone doesn't beat me to it.

Adding more bones was a theory I had, i might try and mess with that and see if i can get it to work.

Great to hear you are working on modules, I am excited for them.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 03:38:32 PM
I have successfully added bones to the CSS, up to 75. But it still froze entering the CSS screen on the Wii...

Your positive your gct had the character count at 34? When I even set mine to 54 and try to go to the CSS it freezes.

If you indeed can get passed the CSS with it at 34 then maybe you could test my sc_selcharactet.pac

But I really think the game freezes when trying to enter the CSS even with bones added


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 27, 2014, 03:41:59 PM
I have successfully added bones to the CSS, up to 75. But it still froze entering the CSS screen on the Wii...

Your positive your gct had the character count at 34? When I even set mine to 54 and try to go to the CSS it freezes.

If you indeed can get passed the CSS with it at 34 then maybe you could test my sc_selcharactet.pac

But I really think the game freezes when trying to enter the CSS even with bones added

You can send the selcharacter.pac over, i'll test it, i might as well. Mine didn't freeze when entering the css, it froze when hitting R to switch to id 52. I do have 34 on character count as well.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 27, 2014, 03:45:40 PM
Yes.

Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:

Color 1 - 0500
Color 2 - 0001
Color 3 - 0202
Color 4 - 0303
Color 5 - 0804
Color 6 - 0105
End Code - 0C00

With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.

If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.

You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.

Costume 1
Costume 2
Costume 3
Costume 4
Costume 5
Costume 6
Costume 7
Costume 8
Costume 9
Costume 10
Terminate Code/Filler

05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000

The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.

That's pretty much it. I hope that all makes sense.

great post!

It's not quite ready yet. I still have the "Ready to Fight" animation repeating when characters are selected.

I may need to test on Dolphin to figure out WTF's going on.

But if you want to help troubleshoot... you can get what I have here ([url]http://www.mediafire.com/download/wdimlckbmlr6a46/Alloy_Files.zip[/url]). It's set up to extract right to the pf folder, and contains everything necessary: CPSs, icons, names, and even stock icons (which is why STGRESULT and sc_selmap are there).

Edit:

Nope. I had the freezing at "Loading..." myself, and even after dropping a vanilla common5.pac into my SD card, it locked up the first time.



Another issue is it seems you can't have multiple players using the same Alloy (it crashes any time you get close to selecting a copy). Any way around this?

YOu didnt include the brawl ex files


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 27, 2014, 04:21:49 PM
Here is another noob requesting help, but whatevs. I re-cloned Rosalina after giving up on this a while back, and I set up everything correctly, and when I booted up brawl, I must've forgot to change the config to AXsomething. Well, I went to CSS and saw the CSPs and names and Icons weren't changed. I was using ASF's sc_selcharacter and replaced everything roy with rosalina. Anyway, wnt to select her, got to sss, and it froze. I went back a second time, this time realizing I didn't change the config, changed it, loaded the game. The slot wasn't there anymore, so I selected a character to see if the game still worked. I selected Peach, note, she had a texture over the slot, Chose FD, and the texture didn't appear. The match froze like 20 seconds into it. Any Idea on what to do?


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 27, 2014, 04:25:13 PM
YOu didnt include the brawl ex files

That's because I thought you had those already.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 27, 2014, 04:26:22 PM
That's because I thought you had those already.
do i need to edit the original ones?
and what css id numbers do I use?


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 27, 2014, 04:27:13 PM
WouWould you mind if I took a look at the code? Maybe if I see it I can understand it and figure it out and maybe contribute help out or contribute some ideas o.o I really like what you're doing with this. There are endless possibilities here if we can figure out how to bypass the file size part some how, this code would be very useful. I know you use the 3 other empty slots the other characters have, but I have a theory on how to expand that and use it to transform characters like Vegeta into Aa Super Saiyan, Super Saiyain 2, Super Saiyain 3, Super Saiyan 4. Of course there are other really good uses for this. If you allow me to play with whatever code you are using I can try to figure some things out.
Funny thing, i Didnt use or create Any codes for that!
All that's I have done was editing the modules them self to enable transforming!
The Marth-Jigglypuff transformation files are in brawl vault if you want to take a closer look at the modules!


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 27, 2014, 05:55:04 PM
You use:

38 - Red Alloy
39 - Blue Alloy
3A - Yellow Alloy
3B - Green Alloy

And no, I didn't have to edit anything else.


But I'm starting to think the CSS crash is caused by the game 'running out' of available Alloy 'colors' and not knowing what to do, so I think I'm gonna dupe the FitZako***XX files to make 01, 02 and 03 for them (and dupe their entries in the various necessary places for stock icons/result pics). I won't be able to test for a couple days, but I'll report back if that's indeed the case.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 27, 2014, 06:23:49 PM
Does this work on the wii u for anyone? I tried to put everything on the wii u and it freezes, but it works perfectly on my wii.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 27, 2014, 06:49:37 PM
Does this work on the wii u for anyone? I tried to put everything on the wii u and it freezes, but it works perfectly on my wii.
:oshi: Where is it freezing for you on the wii u?


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 27, 2014, 07:17:00 PM
:oshi: Where is it freezing for you on the wii u?
On the SSS, before I can even select a stage.
It's also a freeze with the obnoxious "beeeeeeeeeeeeeep".


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 27, 2014, 07:26:30 PM
:kirby: Drop the Disable Custom Stages code in your GCT if you're using the Stack Smash method of loading. (which, considering it's a Wii U, you probably do)

Disable Custom Stages [Phantom Wings]
* 046b841c 48000040

The reason why it does that without disabling custom stages is because the st.bin file from Stack Smash is only supposed to be run in the Stage Builder editor, and it will crash everywhere else, and will also crash vBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 27, 2014, 07:45:20 PM
Hi guys,
I have a problem with ASF1nks BrawlEx pack.

What i did:
1. Downloaded the whole pack.
2. Downloaded the BrawlEx v1.1.2.0 .
3. Switched the "bx_fighter.rel" in the BrawlEx pack with the new one from BrawlEx v1.1.2.0
4. Copied everything to my SD. (Code in codes, rest in private/wii/app/RSBE/pf/)
5. Startet my Wii U with the SD files. (I use USB Loader GX to load SSBB NTSC-U from my HDD.
I don´t know what I´m doing wrong here.
What´s the correct settings in my USB Loader?
Everytime i try to edit the settings like hook type it does not work. (why?)

Point is the game loads perfectly as normal, but when i try to go to CSS - click on Brawl - it freezes.

I hope someone can help me with my little problem.

Sorry in advance for my english grammar i tried to avoid sentences with my little list, so maybe it´s a bit easier to understand. :)


Change your hooktype to AXNextFrame or the Brawl Ex module won't load.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 27, 2014, 07:46:14 PM
thanks, it works now. On an unrelated note... http://forums.kc-mm.com/index.php?topic=65743.0 (http://forums.kc-mm.com/index.php?topic=65743.0)


Title: Re: The BrawlEx Clone Engine
Post by: Pklvr94 on January 27, 2014, 07:54:34 PM
This project is simply amazing! I cannot wait for the Ganon's Rel so I can clone him.
I really want to have both Broly (Dragon Ball Z) and Raikage's (Naruto Shippuden) PSA in the game.
Just imagine the two of them fighting against each other! @.@


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 27, 2014, 08:05:52 PM
This project is simply amazing! I cannot wait for the Ganon's Rel so I can clone him.
I really want to have both Broly (Dragon Ball Z) and Raikage's (Naruto Shippuden) PSA in the game.
Just imagine the two of them fighting against each other! @.@

I know what you mean. There's so many character I plan to ad that I'm on the edge of my seat for the next expansion. :) But for now, having 50 is pretty amazing :)


Title: Re: The BrawlEx Clone Engine
Post by: BronzeGreekGod on January 27, 2014, 09:00:44 PM
Why, yes it can. I've got two Marth clones in right now, but hypothetically i could have
As many as i want. (Though right now only a possible of 50 characters are selectable on the css right now. But that'll change.)

Post Merge: January 27, 2014, 10:53:18 AM
But be warned, certain effects can clash or be shared between charaxters, meaning that all your marth clones might have the same sqord trail, or migjt only load one of them for one movest but not the other. Sonic ia a big problem with that.

Post Merge: January 27, 2014, 11:01:08 AM
Excuse my typing, i'm on a cell phone and i can't touchscreen text worth anything.

Hmm ok.. is this even if you give them different gfx in their files?
and are there ways around this issue?
And does lucario have that issue too?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 27, 2014, 09:05:10 PM
Well i haven't messed with that yet so perhaps there's a fix. As for lucario, i'd assume, but there's a mewtwo psa in this thread that's basically the project m mewtwo and it doesn't mess with lucario's gfx. So i've noticed.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 09:12:44 PM
Well i haven't messed with that yet so perhaps there's a fix. As for lucario, i'd assume, but there's a mewtwo psa in this thread that's basically the project m mewtwo and it doesn't mess with lucario's gfx. So i've noticed.

No, it does. Shadow Ball and Aura Sphere will be whichever of the two was loaded first. I believe that you can give them different gfx by assigning them an assist trophy's ef file, modify those gfx and then use PSA to assign them to the new character. I haven't bothered with it, but I've seen someone mention that it could be done this way.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 27, 2014, 09:27:45 PM
ASF was supposed to be doing a tut on how to fix the graphical glitches. So there is a way around it. We just gotta wait :P contrary to how awesome brawl ex and all of this may seem, its still in development. Just imagine what's possible after everything's been finished.

Have you all seen dantarion's pics he posted a while ago? He basically made a paired version of Martha that behaved in the way ice climbers did it seems. While dantarions methods were completely different, it still shows just what COULD be possible with further experimentation into the game.

And with transforming characters being worked on, we are approaching a point where brawl modding is an open canvas with very few limitations. I hope someone reexamines articles, and gets it down to a science. Because THAT would be one of the last big milestones we have left :D


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 09:30:05 PM
ASF was supposed to be doing a tut on how to fix the graphical glitches. So there is a way around it. We just gotta wait :P contrary to how awesome brawl ex and all of this may seem, its still in development. Just imagine what's possible after everything's been finished.

Have you all seen dantarion's pics he posted a while ago? He basically made a paired version of Martha that behaved in the way ice climbers did it seems. While dantarions methods were completely different, it still shows just what COULD be possible with further experimentation into the game.

And with transforming characters being worked on, we are approaching a point where brawl modding is an open canvas with very few limitations. I hope someone reexamines articles, and gets it down to a science. Because THAT would be one of the last big milestones we have left :D

I saw those pics. Didn't he also achieve the effect with Link and someone else? It was pretty awesome, really.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 27, 2014, 11:04:11 PM
Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:

Color 1 - 0500
Color 2 - 0001
Color 3 - 0202
Color 4 - 0303
Color 5 - 0804
Color 6 - 0105
End Code - 0C00

With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.

If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.

You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.

Costume 1
Costume 2
Costume 3
Costume 4
Costume 5
Costume 6
Costume 7
Costume 8
Costume 9
Costume 10
Terminate Code/Filler

05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000

The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.

That's pretty much it. I hope that all makes sense.
Code:
05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000
This works perfectly. Copying this to every character.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 27, 2014, 11:12:04 PM
Sucks, I haven't modded SSBB on my Wii in about 3 years so I tried to copy everything I had on my generic SD card for Dolphin onto my actual Wii SD card, went to Gecko, tried to load the files and it said "Too Many Codes" Is there a way around this? Or have people been successful in getting this to work on the Wii? Do I need to learn how to use Riivolution? I have Riivolution but don't really know how to use it, I just use Gecko usually o.o


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 11:13:22 PM
Code:
05000001 02020303 08040105 02060007
01080309 0C000000 00000000 00000000
This works perfectly. Copying this to every character.

Actually, if you want to save yourself some time, I've already got stock versions of every character (sans Wario & Game & Watch) that I created with those codes and uploaded earlier. https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

Sucks, I haven't modded SSBB on my Wii in about 3 years so I tried to copy everything I had on my generic SD card for Dolphin onto my actual Wii SD card, went to Gecko, tried to load the files and it said "Too Many Codes" Is there a way around this? Or have people been successful in getting this to work on the Wii? Do I need to learn how to use Riivolution? I have Riivolution but don't really know how to use it, I just use Gecko usually o.o

Just put gameconfig.txt in the root of your SD Card. If you don't have it, here's mine. https://www.dropbox.com/s/c9o1wk3im7p38pa/gameconfig.txt (https://www.dropbox.com/s/c9o1wk3im7p38pa/gameconfig.txt)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 27, 2014, 11:40:50 PM
Actually, if you want to save yourself some time, I've already got stock versions of every character (sans Wario & Game & Watch) that I created with those codes and uploaded earlier. https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

Just put gameconfig.txt in the root of your SD Card. If you don't have it, here's mine. https://www.dropbox.com/s/c9o1wk3im7p38pa/gameconfig.txt (https://www.dropbox.com/s/c9o1wk3im7p38pa/gameconfig.txt)
(Slaps forehead) that was one of the 2 files I saw in my generic SD that I didn't copy over for some reason, thanks lol. But I copied it over and now I have another issue. It goes to a black/blank screen and freezes after I hit A to start the game after the strap menu (right after the "Now Loading" screen and right before the opening intro.) O.o


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 27, 2014, 11:47:31 PM
(Slaps forehead) that was one of the 2 files I saw in my generic SD that I didn't copy over for some reason, thanks lol. But I copied it over and now I have another issue. It goes to a black/blank screen and freezes after I hit A to start the game after the strap menu (right after the "Now Loading" screen and right before the opening intro.) O.o

Freezes at the strap loader / now loading screen are pretty common on the wii. Usually, if you just keep trying it will eventually work, but I actually stopped getting them at all after I added an unmodded common5 to my system folder. Try that, see if it helps.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 28, 2014, 12:13:43 AM
Freezes at the strap loader / now loading screen are pretty common on the wii. Usually, if you just keep trying it will eventually work, but I actually stopped getting them at all after I added an unmodded common5 to my system folder. Try that, see if it helps.
Works great now thanks, the only issue I have now is that since I replaced the common5.pac, my Melee/64 Expansion Stage Select portrait icons are all Hannabow now o.o


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 28, 2014, 12:21:05 AM
Works great now thanks, the only issue I have now is that since I replaced the common5.pac, my Melee/64 Expansion Stage Select portrait icons are all Hannabow now o.o
Just use sc_selcharacter.pac and sc_selmap.pac and put them in pf/menu2, they'll overwrite your common5 for the CSS and SSS screens. You can just export them from your modded common5.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 28, 2014, 12:40:59 AM
Just use sc_selcharacter.pac and sc_selmap.pac and put them in pf/menu2, they'll overwrite your common5 for the CSS and SSS screens. You can just export them from your modded common5.
Cool! Everything works gr8 now, thanks! :D I wish I had a Wii U, gonna get one soon, but I would love to see this in HD on this 60 inch I have. Only thing is, since I never had a Wii U, I'm not sure exactly how to mod it yet o.o I guess that day will come eventually where I gotta teach myself again lol

Post Merge: January 28, 2014, 01:36:06 AM
Funny thing, i Didnt use or create Any codes for that!
All that's I have done was editing the modules them self to enable transforming!
The Marth-Jigglypuff transformation files are in brawl vault if you want to take a closer look at the modules!
Thanks :) I took a look at the modules in Module Editor and did see that a section 9 and Section A was added, both having a huge set of codes, I thought you said you didn't use any codes ;) lol I'm trying to figure out what is what here


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on January 28, 2014, 07:06:40 AM
Cool! Everything works gr8 now, thanks! :D I wish I had a Wii U, gonna get one soon, but I would love to see this in HD on this 60 inch I have. Only thing is, since I never had a Wii U, I'm not sure exactly how to mod it yet o.o I guess that day will come eventually where I gotta teach myself again lol

Post Merge: January 28, 2014, 01:36:06 AM
Thanks :) I took a look at the modules in Module Editor and did see that a section 9 and Section A was added, both having a huge set of codes, I thought you said you didn't use any codes ;) lol I'm trying to figure out what is what here
i ment not codes like a new hack code like unlimited pause camera or FPC or stuff like that. Modules was changed and added with the information that it needs to enable transforming!


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on January 28, 2014, 08:21:19 AM
Change your hooktype to AXNextFrame or the Brawl Ex module won't load.

Thanks, helped. :)


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on January 28, 2014, 09:45:01 AM
will this ever work over project m 3.02


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 28, 2014, 09:52:34 AM
will this ever work over project m 3.02

Never.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 28, 2014, 10:25:22 AM
Never.

Who knows?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 28, 2014, 10:40:00 AM
Cool! Everything works gr8 now, thanks! :D I wish I had a Wii U, gonna get one soon, but I would love to see this in HD on this 60 inch I have. Only thing is, since I never had a Wii U, I'm not sure exactly how to mod it yet o.o I guess that day will come eventually where I gotta teach myself again lol
 :drmario:
It's essentually the exact same to mod the Wii U as the Wii, but with the virtual wii menu. Apparently you need to install another IOS on the Wii U for homebrew, but I'm using the hackless method.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 28, 2014, 10:50:02 AM
Who knows?

I do and BrawlEx and PM's CE codes do not mix period.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 28, 2014, 12:09:27 PM
Ok let me just make it clear..its NOT because they use different codes or clone engines or anything.

Dantarion HIMSELF said that project M's modules aren't even comparable with brawl anymore. They changed ALOT of stuff in the modules. This clone engine will not work with project M. Because of expects the modules and sora_melee is the same as it has been..

I know people are still going to ask though. There really should be a FAQ in the OP :P


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 28, 2014, 12:15:24 PM
Ok let me just make it clear..its NOT because they use different codes or clone engines or anything.

Dantarion HIMSELF said that project M's modules aren't even comparable with brawl anymore. They changed ALOT of stuff in the modules. This clone engine will not work with project M. Because of expects the modules and sora_melee is the same as it has been..

I know people are still going to ask though. There really should be a FAQ in the OP :P
Not to mention they kinda locked PM so its unhackable.

on a side note,its cool how brawlEX fixes stuff like alloys, does it do it simply by the bx_fighter module, or have those characters always been in reach but there were needed codes to make em more accessable?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 28, 2014, 01:23:01 PM
Brawl ex sets their usage data, and does some other things. Basically the necessary things that the alloys code did. They always had slots for their data, just as theother characters and  bosses do. Bralw ex just sets their usage data and some other things to make it possible to use them the way the code did. Kinda.. :P


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 28, 2014, 03:52:58 PM
 :mewtwo:
A couple of things. ShinF, I love you (no homo dou). The common5 worked. however, when I went to the SSS, it froze. I had the disable custom stages code enabled, but i think it might have been my custom SSS code. I removed it, and I'm gonna try and test it now without that code. Another thing,
When I go to the CSS everything plays out right, then I hover over Roy (the clone) but he has the smallest Icon ever. Like, a little slab. So, i hover over it, it displays diddy's data (lolwut?) and i press A, then leading to marth. Is that supposed to happen?

Post Merge: January 28, 2014, 04:17:14 PM
:rage: Nevermind! When I did something NOOOPE! IT [censored]ING FROZE AGAIN!.
Excuse me here but...
[censored]LOGICIHATEHOWPHYSICSHFADIHGIOFAHKLFBHKLGD[censored]INGCKDAI[censored]KJ[censored]AGIAING[censored]FANKGFLAFASJRAAAAAAGEING[censored]INGPERSONSIHATELOGICSAGAKJFAFKJLAWEHERThaHAHFDJKF AILIHADTHISWHYDIDYOUTAKEITFROMMEEE!

Sorry about that... I had it. I REALLY did... then something took it away from me.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 28, 2014, 04:50:14 PM
:mewtwo:
A couple of things. ShinF, I love you (no homo dou). The common5 worked. however, when I went to the SSS, it froze. I had the disable custom stages code enabled, but i think it might have been my custom SSS code. I removed it, and I'm gonna try and test it now without that code. Another thing,
When I go to the CSS everything plays out right, then I hover over Roy (the clone) but he has the smallest Icon ever. Like, a little slab. So, i hover over it, it displays diddy's data (lolwut?) and i press A, then leading to marth. Is that supposed to happen?

Post Merge: January 28, 2014, 04:17:14 PM
:rage: Nevermind! When I did something NOOOPE! IT [censored]ING FROZE AGAIN!.
Excuse me here but...
[censored]LOGICIHATEHOWPHYSICSHFADIHGIOFAHKLFBHKLGD[censored]INGCKDAI[censored]KJ[censored]AGIAING[censored]FANKGFLAFASJRAAAAAAGEING[censored]INGPERSONSIHATELOGICSAGAKJFAFKJLAWEHERThaHAHFDJKF AILIHADTHISWHYDIDYOUTAKEITFROMMEEE!

Sorry about that... I had it. I REALLY did... then something took it away from me.

Feeling's mutual?????? ...

Okay, first thing I feel I should ask since you're using SSS codes and getting SSS freezes - are you using Stage Expansion? If so, have you checked the size of your sc_selmap.pac file? Make sure it's not over the size limit. (I believe it's 1.14 mb.)

Second - I have NO idea what's going on with your Roy cosmetics O.o What steps did you take when adding them?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 28, 2014, 04:55:25 PM
Feeling's mutual?????? ...

Okay, first thing I feel I should ask since you're using SSS codes and getting SSS freezes - are you using Stage Expansion? If so, have you checked the size of your sc_selmap.pac file? Make sure it's not over the size limit. (I believe it's 1.14 mb.)

Second - I have NO idea what's going on with your Roy cosmetics O.o What steps did you take when adding them?

This is how i fixed mine a while ago. Compress the stage select icons. Previews are already compressed and compressing the names, emblems, and series logo doesn't do anything. Compressed icons look the the same, so you won't be losing anything at all.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 28, 2014, 05:09:34 PM
i tried to add tails over meta knight in regular brawl, i followed the steps, replacing and adding the common2.pac and the rels, and used AXNextFrame as hook, but when i start the game the character stills appears as random block and freezes
i'm on wiiU so please tell me what more do i have to do that wasnt at the video
and also, in order to add more character, do i have to make a code for every slot? for example
extra character slot 25[spunit262] (Default CSS) numer 25 with 3F ID and 29 as said in the video
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
and
extra character slot 26 [spunit262] (Default CSS) being number 26, 6D as ID and again 29 as said in the video
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
0A23196D 29000000

i want to know if i have this clear because since i speak spanish i want to know if i understand all this.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on January 28, 2014, 06:00:18 PM
Feeling's mutual?????? ...

Okay, first thing I feel I should ask since you're using SSS codes and getting SSS freezes - are you using Stage Expansion? If so, have you checked the size of your sc_selmap.pac file? Make sure it's not over the size limit. (I believe it's 1.14 mb.)

Second - I have NO idea what's going on with your Roy cosmetics O.o What steps did you take when adding them?
:mewtwo:
I don't have stage expansion, i got it for the SSS editor to work. Needless to say it didn't.
Heheh, turns out that wasn't roy. It was diddy himself, and the icon was so small and next to marth that the circle moved onto marth automatically. I had roy over diddy, so there's that.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 28, 2014, 06:02:17 PM
It's then "0A23193F 6D290000". You don't replace the 3F. Also it should be 40, not 6D, unless the fighter config explicitly is marked 6D.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 28, 2014, 06:47:36 PM
ok so ''0A23193F 6D290000'' 3F is for extra characters and then the first value is the ID of the character, the tutorial said to use 29 for random, is that a mistake?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 28, 2014, 07:09:41 PM
ASF was supposed to be doing a tut on how to fix the graphical glitches. So there is a way around it. We just gotta wait :P contrary to how awesome brawl ex and all of this may seem, its still in development. Just imagine what's possible after everything's been finished.

Have you all seen dantarion's pics he posted a while ago? He basically made a paired version of Martha that behaved in the way ice climbers did it seems. While dantarions methods were completely different, it still shows just what COULD be possible with further experimentation into the game.

And with transforming characters being worked on, we are approaching a point where brawl modding is an open canvas with very few limitations. I hope someone reexamines articles, and gets it down to a science. Because THAT would be one of the last big milestones we have left :D

I'm am psyched for all of this. I wish there was a way to give back, like a donate option or something. :)

Where will ASF post the tutorial?  Is there a thread it'll be put in?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 28, 2014, 07:17:07 PM
I'm am psyched for all of this. I wish there was a way to give back, like a donate option or something. :)

Where will ASF post the tutorial?  Is there a thread it'll be put in?

He'll probably post it here.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 29, 2014, 06:51:52 AM
I'm still having problems, i dont know because i'm trying this  on wiiU or because i'm trying this with the classic exp stages, because both works with a common2
so i want to add 34 characters, then from 24 i jump into 58
and
4 are from Ike, 3 from link,  3 from lucario,  2 from lucas, 2 from mario, 3 from marth, 3 from peach, 2 from pikachu, 3 from pit, 1 from snake, 3 from sonic, 2 from wolf, 2 from meta knight and 1 from jigglypuff

and if
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000
this portion represents the regular CSS slots, then how should i continue?
in the tutorial said that i should add this
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000
and then, sorry but i dont understand anything, i dont speak spanish and i dont get it all the things here, so please if someone can help me to complete the code and the steps

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 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 29, 2014, 10:51:10 AM
I'm still having problems, i dont know because i'm trying this  on wiiU or because i'm trying this with the classic exp stages, because both works with a common2
so i want to add 34 characters, then from 24 i jump into 58
and
4 are from Ike, 3 from link,  3 from lucario,  2 from lucas, 2 from mario, 3 from marth, 3 from peach, 2 from pikachu, 3 from pit, 1 from snake, 3 from sonic, 2 from wolf, 2 from meta knight and 1 from jigglypuff

and if
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000
this portion represents the regular CSS slots, then how should i continue?
in the tutorial said that i should add this
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000
and then, sorry but i dont understand anything, i dont speak spanish and i dont get it all the things here, so please if someone can help me to complete the code and the steps

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 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000

Speak in your language.
I may help you.
Nobody says that other languages are prohibited.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 29, 2014, 12:40:22 PM
Speak in your language.
I may help you.
Nobody says that other languages are prohibited.
well if you say so...
Yo aún tengo problemas con el brawlEx, no se si es porque estoy usándolo en la wiiU o porque intento usarlo junto al pack de classic Exp, ya que ambos trabajan con un common2.pac
entonces primero quisiera ayuda con el tema del código, ya que en total quiero agregar 34 personajes, haciendo un total de 58 (los 24 + los que quiero agregar)

De los personajes, 4 son reemplazos de Ike, 3 de link, lucario, sonic, pit, peach y marth, 2 de mario, metaknight, wolf, lucas y pikachu, y 1 de snake y jigglypuff. ósea todos personajes cuyos rels están incluidos para clonar.

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 00000058 <--- Numero de personajes en la pantalla de seleccion, 24-->58
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000 <--- Aquí en el tutorial me dice cambiar el 29 por 3F y el 00 por 29
Entonces a partir de ahí, como extiendo más la tabla de selección de personajes? no entiendo muy bien las instrucciones
y si ya uso el cosmetic, fighter, csss y module con 3F, que valor debo usar para los otros personajes que quiera añadir?


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 29, 2014, 01:19:48 PM
Have any packs other than ASF's pack been posted?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 29, 2014, 01:22:33 PM
Have any packs other than ASF's pack been posted?
Mine has. It's set to work with SDHC, as well. Just load it through the Project M Loader if you're on SDHC. It's already in there.

https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip (https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 29, 2014, 01:45:35 PM
well if you say so...
Yo aún tengo problemas con el brawlEx, no se si es porque estoy usándolo en la wiiU o porque intento usarlo junto al pack de classic Exp, ya que ambos trabajan con un common2.pac
entonces primero quisiera ayuda con el tema del código, ya que en total quiero agregar 34 personajes, haciendo un total de 58 (los 24 + los que quiero agregar)

De los personajes, 4 son reemplazos de Ike, 3 de link, lucario, sonic, pit, peach y marth, 2 de mario, metaknight, wolf, lucas y pikachu, y 1 de snake y jigglypuff. ósea todos personajes cuyos rels están incluidos para clonar.

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 00000058 <--- Numero de personajes en la pantalla de seleccion, 24-->58
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000 <--- Aquí en el tutorial me dice cambiar el 29 por 3F y el 00 por 29
Entonces a partir de ahí, como extiendo más la tabla de selección de personajes? no entiendo muy bien las instrucciones
y si ya uso el cosmetic, fighter, csss y module con 3F, que valor debo usar para los otros personajes que quiera añadir?

No estoy seguro si ya se pueden 58 personajes en total, pero bueno:

Bueno, deberás cambiar el número de personajes que aparecerán en la CSS.

Como ya lo hiciste, hay que saltar ése paso.

Lo siguiente es seguir la guía del código, pero como es tan complicada como el infierno, te explicaré mejor.

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

Todos ésos números que puse en Rojo, son los valores de los personajes en la CSS.
Aquí los tienes en orden:

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

Primero añadiremos un clon de Ike.
Lo que hay que hacer es cambiar el valor de iconos que aparecerán en la CSS, o sea hay que cambiar el valor a 25.
Si no cambias ése valor, no sé si se congela o no muestra nada extra.

Ahora sigue el valor del clon.
Soy pésimo con el hexing, pero el primer clon deberá ser 3F.

Así que, en el código, deberás modificar en la última linea:

0A231929 00000000

Ése 29 deberá moverse al otro lado, y en su lugar debes poner 3F.

Ésa línea quedará así:

0A23193F 29000000

¿Te fijas? El 3F está donde solía estar el 29, y éste ultimo fue enviado a la otra fila.

Para el resto de los personajes, debes añadir sus valores en hex.
Te daré los valores siguientes que pude encontrar:
40
41
42
43
44
45
46
47
48
49
4A
4B
4C
4D
4E
4F
50
51
52
53
54
55
56
57
58
59
5A
5B
5C
5D
5E
5F
60
61
62
63
64
65
66
67
68
69
6A
6B
6C
6D
6E
6F

Éso sí, por cada personaje extra, debes aumentar el valor de los íconos por 1.
Que no se te olvide dejar el número 29 al lado del último número para que el ícono de Random aparezca en la CSS.

Si quieres, te puedo dar el código ya hecho.
No lo he probado así que no puedo confirmar si funciona.
Y dudo que funcione debido a que no creo que se puedan utilizar más de 50 personajes:

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48494A4B
4C4D4E4F 50515253
54555657 58595A5B
5C5D5E5F 60290000
Los que están en Rojo son los que añadí.


Title: Re: The BrawlEx Clone Engine
Post by: Zonse on January 29, 2014, 02:50:28 PM
So I'm wondering if there is currently any way to have more than 50 characters on the CSS, and I've rad through most of this thread but cannot seem to find a solution. I feel like (FilePatch3.5.3)Update which allows switching to a different folder may work, but I really can`t wrap my head around how to arrange the files and/or codes.

Does anyone currently have a build to have more than 50 characters to choose? I'm planning on blowing my friends minds when they see BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 29, 2014, 02:56:37 PM
It's being worked on, but nothing solid yet.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 29, 2014, 03:31:56 PM
Have any packs other than ASF's pack been posted?
I'm in the process of making a fork of ASF's pack with more characters. Right after I roll out the kinks in Mewtwo.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 29, 2014, 03:36:11 PM
I'm in the process of making a fork of ASF's pack with more characters. Right after I roll out the kinks in Mewtwo.
Would you like a Mewtwo Moveset I fixed up to have some of the effects of Project M while still using a Brawl Styled Moveset


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 29, 2014, 03:41:02 PM
Would you like a Mewtwo Moveset I fixed up to have some of the effects of Project M while still using a Brawl Styled Moveset
Please! X.X I need to kill these result screen issues and I don't know if it's my config or the moveset, so testing with another moveset might help.

also dropbox pls


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 29, 2014, 03:59:21 PM
I've noticed something: the galacta knight clone I have which was seemingly the only clone that crashed with Kirby also crashes with King Dedede. I'm not sure if it's the hack or anything, but it certainly is a big issue. I'm thinking of replacing him with a different hack.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on January 29, 2014, 04:01:08 PM
So I am having troubles with adding an extra Pit. I get the error where there is an extra random box that when highlighted crashes. So I did what the troubleshooting said to check, but still no luck. I followed the video tutorial exactly, but still nothing.

Here is my code:

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 00000025
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 29000000

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 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

I'm like 95% sure that I did it right. Any ideas why this is happening to me?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 29, 2014, 04:03:49 PM
How are you loading the game? Is your gecko hooktype set to axnextframe ?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on January 29, 2014, 04:10:58 PM
How are you loading the game? Is your gecko hooktype set to axnextframe ?

Yes, I have the gecko hooktype as axnextframe. I just tested it again, and it didn't work.  :(

In my Fighter3F.dat I had renamed it from PIT to PitEx. So I have renamed all my other files correctly according to the PitEx.
I have everything in the right folder locations as well...


I just downloaded ShinF's version. So I'm gonna try that.

But really all I wanted to do was add Waluigi!  :af:



Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 29, 2014, 04:26:35 PM
Here it is But it's a edited version of the final Project Melee Mewtwo Moveset V5 just with the textures of the Project M Mewtwo's Moveset. I tested them with Mewtwo over Lucario, and it looked amazing in Battle, https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip (https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip) if anyone would want my Hack Folder which doesn't use the clone engine I can upload it once I make sure there's no problems with it


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 29, 2014, 04:29:28 PM
so you're asking us if you want your non-clone engine-related hack

in the clone engine thread


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 29, 2014, 04:31:45 PM
Oops I forgot sorry I'm still pretty much a newbie don't let the title Intermediate Kitten fool you I'm still pretty much new to the forums


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on January 29, 2014, 04:37:44 PM
is there a list for supported characters?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 29, 2014, 04:54:42 PM
is there a list for supported characters?
Anything that has an ExREL is supported.

I found out the CosmeticConfig is what's crashing my Mewtwo, so now I have to go through and make my edits again.

Post Merge: January 29, 2014, 05:14:23 PM
I lied. It wasn't the CosmeticConfig crashing my Mewtwo. The MenSelchrFaceB1180.brres had textures named 321-325 (Lucario's RSPs) not 1181-1185 (Mewtwo's RSPs). :>.>palm: Mewtwo is done.

Next Clone: Dark Link.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on January 29, 2014, 05:56:49 PM
Anything that has an ExREL is supported.

I found out the CosmeticConfig is what's crashing my Mewtwo, so now I have to go through and make my edits again.

Post Merge: January 29, 2014, 05:14:23 PM
I lied. It wasn't the CosmeticConfig crashing my Mewtwo. The MenSelchrFaceB1180.brres had textures named 321-325 (Lucario's RSPs) not 1181-1185 (Mewtwo's RSPs). :>.>palm: Mewtwo is done.

Next Clone: Dark Link.
You're gonna have a tough time with Dark Link. Sure, he works, but due to something with the boomerang or whatever he crashes when fighting Link.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 29, 2014, 06:03:29 PM
Oh jeez. if you add Young Link to the equation, we'll have an overflow of Links in Brawl


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 29, 2014, 06:29:03 PM
Is there a Project M Mewtwo that has the float ability,that works over normal Lucario.

I know a P:M Mewtwo was posted that fied things like the shadow ball glitch,but it couldn't float.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 29, 2014, 06:32:56 PM
Oh jeez. if you add Young Link to the equation, we'll have an overflow of Links in Brawl
Lal. No I'm not adding Young Link. I have other things to do with the 4 selectable slots I have left.
You're gonna have a tough time with Dark Link. Sure, he works, but due to something with the boomerang or whatever he crashes when fighting Link.
I've known that very well since, like, my rel-port-dark-link-over-pikachu days. I may or may not look into fixing that problem. Probably not though, I'll just include a warning.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 29, 2014, 07:18:40 PM
Lal. No I'm not adding Young Link. I have other things to do with the 4 selectable slots I have left.I've known that very well since, like, my rel-port-dark-link-over-pikachu days. I may or may not look into fixing that problem. Probably not though, I'll just include a warning.

Well when we get a gfx tut on how to fix mistakes like that, it'll be fine. :) i'm having those issues with sephiroth while marth or roy is in play, shared boomerrangs while young link an link are in play, shadow ball mistake with mewtwo and lucario, and goku and pit is.... A whole shopping list of errors. It'll be fine with a tutorial though. :)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 29, 2014, 07:25:27 PM
Anyone else having issues with Battlefield in My Music crashing the game? I simply scroll onto it and I get a freeze. I can select it fine anywhere else though.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 29, 2014, 07:30:23 PM
Anyone else having issues with Battlefield in My Music crashing the game? I simply scroll onto it and I get a freeze. I can select it fine anywhere else though.

That's an issue i have with the custom music and the 37 stage expansion. Are you using that by chance?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 29, 2014, 07:40:02 PM
Nope. I haven't expanded the stage roster in anyway.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 29, 2014, 07:41:00 PM
No estoy seguro si ya se pueden 58 personajes en total, pero bueno:

Bueno, deberás cambiar el número de personajes que aparecerán en la CSS.

Como ya lo hiciste, hay que saltar ése paso.

Lo siguiente es seguir la guía del código, pero como es tan complicada como el infierno, te explicaré mejor.

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

Todos ésos números que puse en Rojo, son los valores de los personajes en la CSS.
Aquí los tienes en orden:

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

Primero añadiremos un clon de Ike.
Lo que hay que hacer es cambiar el valor de iconos que aparecerán en la CSS, o sea hay que cambiar el valor a 25.
Si no cambias ése valor, no sé si se congela o no muestra nada extra.

Ahora sigue el valor del clon.
Soy pésimo con el hexing, pero el primer clon deberá ser 3F.

Así que, en el código, deberás modificar en la última linea:

0A231929 00000000

Ése 29 deberá moverse al otro lado, y en su lugar debes poner 3F.

Ésa línea quedará así:

0A23193F 29000000

¿Te fijas? El 3F está donde solía estar el 29, y éste ultimo fue enviado a la otra fila.

Para el resto de los personajes, debes añadir sus valores en hex.
Te daré los valores siguientes que pude encontrar:
40
41
42
43
44
45
46
47
48
49
4A
4B
4C
4D
4E
4F
50
51
52
53
54
55
56
57
58
59
5A
5B
5C
5D
5E
5F
60
61
62
63
64
65
66
67
68
69
6A
6B
6C
6D
6E
6F

Éso sí, por cada personaje extra, debes aumentar el valor de los íconos por 1.
Que no se te olvide dejar el número 29 al lado del último número para que el ícono de Random aparezca en la CSS.

Si quieres, te puedo dar el código ya hecho.
No lo he probado así que no puedo confirmar si funciona.
Y dudo que funcione debido a que no creo que se puedan utilizar más de 50 personajes:

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48494A4B
4C4D4E4F 50515253
54555657 58595A5B
5C5D5E5F 60290000
Los que están en Rojo son los que añadí.

bueno, al parecer solo se puede hasta 50 personajes extra, no tengo problema con eso realmente. mi problema es que parece que la wiiu no sirve con tarjetas superiores a 2 GB, y este fin de semana regresare a mi casa por ella, entonces podre probar tu codigo, muchas gracias por tu ayuda, habia entendido que el resto de los values eran del CSS regular, pero no que otras ID podia usar para los cosmetic y etc. espero ya testearlo :)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 29, 2014, 07:59:03 PM
Well when we get a gfx tut on how to fix mistakes like that, it'll be fine. :) i'm having those issues with sephiroth while marth or roy is in play, shared boomerrangs while young link an link are in play, shadow ball mistake with mewtwo and lucario, and goku and pit is.... A whole shopping list of errors. It'll be fine with a tutorial though. :)
Ha. It's more than that though. I'm talking about BEEP freezes mid-match. :P

Post Merge: January 29, 2014, 08:03:32 PM
Nope. I haven't expanded the stage roster in anyway.
:kirby: Drop the BF My Music Reset in it's own codeset (no other codes), load Brawl, go to BF My Music, back out to title screen, ?????, PROFIT!

Battlefield My Music Reset [Phantom Wings]
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 29, 2014, 11:14:13 PM
This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.


So tomorrow I'm going to try this after work, but instead of swapping/assigning slash colors, I'm going to swap different models from clone character .pacs, like Sephiroth's meteor (model03 in his .pac) to avoid it clashing with Marth/Marth clones. If someone know this won't work could someone tell me?

It'll just save time. If no one knows, then I guess we'll see what happens. I also understand this'll make the assist Trophy load strange models and such.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 29, 2014, 11:33:50 PM
So for anyone using who may be interested I made a Roy that combines both the P:M and Thany's Decloned movesets to make a sort of... Super... Decloned Roy? I don't know. It still uses Duon's soundbank for those wondering, enjoy your new Roy I s'pose.

It can be found here~
https://www.mediafire.com/?mljvh4kf89vxpck (https://www.mediafire.com/?mljvh4kf89vxpck)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 29, 2014, 11:34:36 PM
So for anyone using who may be interested I made a Roy that combines both the P:M and Thany's Decloned movesets to make a sory of... Super... Decloned Roy? I don't know. It still uses Duon's soundbank for those wondering, enjoy your new Roy I s'pose.

It can be found here~
https://www.mediafire.com/?mljvh4kf89vxpck (https://www.mediafire.com/?mljvh4kf89vxpck)
Oooh, Shiny! I gotta try this!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 29, 2014, 11:35:38 PM
I might do the same for Mewtwo, but I don't know yet.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 12:43:06 AM
Maybe this is a stupid question, but does Super Sonic have a character ID? And is there a place I can find the IDs of the other characters like Taboo, Master Hand, Crazy Hand, Rayquaza, The Alloys, Ridley, Meta Ridley, Sandbag, Giga Bowser, Warioman, Porky, Porky Statue, Head Robo, Petey Pirahna and Duon  they're not on this list so I just wanted to know if they have IDs too and what they are

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


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 30, 2014, 12:45:39 AM
Super Sonic is part of Sonic.
The boss characters don't have a character ID far as I know, as for the Alloys I'm not too sure.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 12:48:40 AM
Super Sonic is part of Sonic.
The boss characters don't have a character ID far as I know, as for the Alloys I'm not too sure.
Hmm, is there some kind of way I can dissect Super Sonic from Sonic? Because it seems to me like Super Sonic is Sonic's 2nd slot, just as Giga Bowser is to Bowser and Warioman is to Wario


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on January 30, 2014, 12:55:10 AM
Super Sonic is built into Sonic's Final file I would think, the other two have their own moveset files, so your best bet would be to recreate Super Sonic from scratch sadly.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 01:02:07 AM
Super Sonic is built into Sonic's Final file I would think, the other two have their own moveset files, so your best bet would be to recreate Super Sonic from scratch sadly.

Hmm, kinda makes me wonder how people edit Super Sonic though


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 30, 2014, 01:06:26 AM
here guys, contrary to what it may seem, the bosses do have slots. as does warioman and gigabowser. as for usage data, thats a different story.

PW made this image, it documents all the slots and how each is aligned.

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


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 01:12:34 AM
here guys, contrary to what it may seem, the bosses do have slots. as does warioman and gigabowser. as for usage data, thats a different story.

PW made this image, it documents all the slots and how each is aligned.

 Fighter Chart  (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png)
Thanks, yeah, I have that chart, but there's so much goin on in it that I don't quite understand it, I was looking for something more simple, like a list. For Example, I know Lucario's Character ID is 20, but on that chart there's different things, like his CSS Slot and Cosmetics is 20, but Fighter 20 is King Dedede and Slot 20 is Squirtle making me wonder which one of these is actually Lucario's Character ID


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 30, 2014, 01:18:13 AM
that's because there are 4 types of data for each character. cosmetic, css, slot, and fighter. the brawlex character's data are lined up just like mario's is. but somehow when nintendo made the game, things got a little messed up. so, the fighter data may be a different ID then the cosmetic on the REAL lucario. but when you clone him into a new slot, it makes NEW data. and that data is aligned. that's why you can name all the configs the same ID.

basically, each of the 4 lines of stuff on the chart represents a different type of data.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 03:03:12 AM
that's because there are 4 types of data for each character. cosmetic, css, slot, and fighter. the brawlex character's data are lined up just like mario's is. but somehow when nintendo made the game, things got a little messed up. so, the fighter data may be a different ID then the cosmetic on the REAL lucario. but when you clone him into a new slot, it makes NEW data. and that data is aligned. that's why you can name all the configs the same ID.

basically, each of the 4 lines of stuff on the chart represents a different type of data.
But that's what I mean, since there's 4 different parts, it's hard to tell which is the real one, but I guess I'm gonna just goby the CSS. Also, I have another issue :/ Shadow keeps freezing every time I select a stage, dunno what it is about him that's causing the game to freeze


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 30, 2014, 06:35:27 AM
When you're using the Custom CSS code, you use the 3rd row. If you want to add CSS graphics (AKA Cosmetics, 4th line) for the Alloys, though, he's got the order kinda messed up...

38 - Red Alloy (MiscData[62] and .621/.062)
39 - Yellow Alloy (MiscData[63] and .631/.063)
3A - Blue Alloy (MiscData[64] and .641/.064)
3B - Green Alloy (MiscData[65] and .651/.065)

Just a heads-up to anyone wanting to add in Alloy cosmetics of their own (and I still need to figure out what's wrong with my sc_selcharacter.pac with Alloy cosmetics)...


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on January 30, 2014, 12:26:37 PM
[/b][/color][/size]
:kirby: Drop the BF My Music Reset in it's own codeset (no other codes), load Brawl, go to BF My Music, back out to title screen, ?????, PROFIT!

Battlefield My Music Reset [Phantom Wings]
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000
Really? That's it? I guess I'll have to test it later.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 30, 2014, 02:21:42 PM

Just a heads-up to anyone wanting to add in Alloy cosmetics of their own (and I still need to figure out what's wrong with my sc_selcharacter.pac with Alloy cosmetics)...

I got multiple colors to work for alloys, does your game crash when you put 2 players playing as the same alloy though? I have that issue.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 30, 2014, 04:10:14 PM
A sort of stupid find, but I found a solution to my problem. Anyway, I was playing with about to start a match online wth a friend. He saw Rosalina's icon and flipped out and selected it. Selected stage, and It froze instantly. Just putting that out there. Also when you select an unmodded character, it freezes. So don't attempt to show off your hacking skills online :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 30, 2014, 04:56:34 PM
I got multiple colors to work for alloys, does your game crash when you put 2 players playing as the same alloy though? I have that issue.

Yep. I get anywhere close to Red with a CPU coin while I've got P1 as Red, insta-crash.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 30, 2014, 05:50:03 PM
Still....
Any plans to fix the startup freeze bug in the FPC? It kinda annoys me when it takes me 34907895289562389463 tries [exaggeration] to load up the game. In fact if there isn't, I don't mind going back to the old 3.5.1a FPC.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 05:51:37 PM
Has anyone had any luck creating Sonic Clones? I seem to be having issues with this o.o I'm trying to make Shadow and Knuckles and I'm doing everything I did with Roy and Mewtwo, but every time I select the character, then the stage and then the game freezes :/


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 30, 2014, 05:57:11 PM
Still....
Any plans to fix the startup freeze bug in the FPC? It kinda annoys me when it takes me 34907895289562389463 tries [exaggeration] to load up the game. In fact if there isn't, I don't mind going back to the old 3.5.1a FPC.

that's wierd, it's never hapened to me on my wii...


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 30, 2014, 05:57:28 PM
ASF has a successful Shadow port in his pack.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 30, 2014, 06:01:44 PM
that's wierd, it's never hapened to me on my wii...
:/
Well one user (I think it was ShinF) suggested to shove a common5 in the system folder, that didn't work.
I defragged my card, reformatted, unplugged my Wii, REplugged my Wii. That's literally the only problem with the Engine as of now.

It might be because I have a newer Wii. (without the GC ports)


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 06:04:23 PM
I don't doubt he does, but I'm curious as to how he did it or what I'm doing wrong so that I can learn o.o


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 06:07:06 PM
ASF has a successful Shadow port in his pack.

Does this Shadow have gfx issues? Or did he fix them? I'm trying to find a good tutorial to get started on doing that myself, but since he knows how to do it maybe this one is fixed.

Post Merge: January 30, 2014, 06:08:51 PM
Has anyone had any luck creating Sonic Clones? I seem to be having issues with this o.o I'm trying to make Shadow and Knuckles and I'm doing everything I did with Roy and Mewtwo, but every time I select the character, then the stage and then the game freezes :/

I've done two, both Knuckles and Shadow. I had to put in an entry and a result data. Result for Knuckles particularly.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 30, 2014, 06:11:14 PM
at mr.unusual
do u have all necessary files for shadow?
like fitfinal fitmotion fitcharacter fitentry etc?
Does this Shadow have gfx issues? Or did he fix them? I&#039;m trying to find a good tutorial to get started on doing that myself, but since he knows how to do it maybe this one is fixed.

Post Merge: January 30, 2014, 06:08:51 PM
I&#039;ve done two, both Knuckles and Shadow. I had to put in an entry and a result data. Result for Knuckles particularly.
gfx issues
meh
that is not too important to me

i wish someone like liberternie or mewtwo would make a program that would set up everything for anyone lol


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 30, 2014, 06:12:17 PM
:/
Well one user (I think it was ShinF) suggested to shove a common5 in the system folder, that didn't work.
I defragged my card, reformatted, unplugged my Wii, REplugged my Wii. That's literally the only problem with the Engine as of now.

It might be because I have a newer Wii. (without the GC ports)

Mine's a much older Wii (with GC ports, and even BootMii/boot2 support), and I get the "Now Loading." crash too. And yes, a stock common5.pac doesn't fix it.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 30, 2014, 06:14:57 PM
Mine's a much older Wii (with GC ports, and even BootMii/boot2 support), and I get the "Now Loading." crash too. And yes, a stock common5.pac doesn't fix it.
(well I didn't use a vanilla common5, I used the common5 from the July 28 build of SJS CSPs xP )

So it seems like I'm not alone...


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 06:15:12 PM
at mr.unusual
do u have all necessary files for shadow?
like fitfinal fitmotion fitcharacter fitentry etc?gfx issues
meh
that is not too important to me

i wish someone like liberternie or mewtwo would make a program that would set up everything for anyone lol
I saw a FitResult file, but not an Entry file when looking through the partition where did you get the Entry file?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 06:16:00 PM
at mr.unusual
do u have all necessary files for shadow?
like fitfinal fitmotion fitcharacter fitentry etc?gfx issues
meh
that is not too important to me

i wish someone like liberternie or mewtwo would make a program that would set up everything for anyone lol

As a matter of fact, I want to learn how to fix gfx errors and then upload them for people so that everything is set up for them :)

It'd not a big deal for Shadow though... but I made the mistake of having Goku and Pit fight. (Pit version). That was... interesting. Aha.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 30, 2014, 06:18:28 PM
As a matter of fact, I want to learn how to fix gfx errors and then upload them for people so that everything is set up for them :)

It'd not a big deal for Shadow though... but I made the mistake of having Goku and Pit fight. (Pit version). That was... interesting. Aha.
Tails vs. MK.......
That's not a good combo either.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 06:23:51 PM
I saw a FitResult file, but not an Entry file when looking through the partition where did you get the Entry file?

My Shadow has a Fitentry. I got it from Shadow over Olimar.

My Knuckles doesn't.

Both have a result .pac.

Fighter Config has no entry though, single result, no kirby, single final.

This works for me. Does it match yours?



Post Merge: January 30, 2014, 06:25:42 PM
Tails vs. MK.......
That's not a good combo either.

I learned that when I was testing my new textures for Tails over MK. Him along with Goku and Sephiroth are first on my list.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 06:48:10 PM
My Shadow has a Fitentry. I got it from Shadow over Olimar.

My Knuckles doesn't.

Both have a result .pac.

Fighter Config has no entry though, single result, no kirby, single final.

This works for me. Does it match yours?



Post Merge: January 30, 2014, 06:25:42 PM
I learned that when I was testing my new textures for Tails over MK. Him along with Goku and Sephiroth are first on my list.

Yeah, I guess the Entry was the only thing I was missing, so I'll have to find that in the Shadow Olimar thing, thanks for the help though :) I'll try again and get back to you guys if it doesn't work


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 07:00:39 PM
Yeah, I guess the Entry was the only thing I was missing, so I'll have to find that in the Shadow Olimar thing, thanks for the help though :) I'll try again and get back to you guys if it doesn't work


Well, what Shadow is it? There's a few out there. I'll send a link to the one on the vault I use.

http://www.mediafire.com/download/zj8gk507g4ner44/Shadow+over+Pikmin+v3.98.rar (http://www.mediafire.com/download/zj8gk507g4ner44/Shadow+over+Pikmin+v3.98.rar)

This has the entry. I use everything from this except the .pac, because it comes with the weapon generating taunt and the Chaos control after xx amount of damage.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 30, 2014, 08:33:41 PM
Yeah, I guess the Entry was the only thing I was missing, so I'll have to find that in the Shadow Olimar thing, thanks for the help though :) I'll try again and get back to you guys if it doesn't work
or use sonics default entry if youre shadow is over sonic
:/


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 08:35:29 PM
or use sonics default entry if youre shadow is over sonic
:/

This is probably better^
I just never switched mine, but noticed it didn't crash.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 08:39:40 PM
Well, what Shadow is it? There's a few out there. I'll send a link to the one on the vault I use.

[url]http://www.mediafire.com/download/zj8gk507g4ner44/Shadow+over+Pikmin+v3.98.rar[/url] ([url]http://www.mediafire.com/download/zj8gk507g4ner44/Shadow+over+Pikmin+v3.98.rar[/url])

This has the entry. I use everything from this except the .pac, because it comes with the weapon generating taunt and the Chaos control after xx amount of damage.


Ohh so that's how you got the Entry file because it's not Sonic's it's Olimar's, this was the one I was gonna use http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31606 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31606)

Post Merge: January 30, 2014, 08:41:21 PM
or use sonics default entry if youre shadow is over sonic
:/

That's the thing, I was looking through the original games partition in the backup vanilla Brawl ISO I have and there is no Sonic Entry , I see a lot of FitSonicSpy files and a FitSonicResult and other things, but no FitSonicEntry


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 08:44:57 PM
Ohh so that's how you got the Entry file because it's not Sonic's it's Olimar's, this was the one I was gonna use [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31606[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31606[/url])

Post Merge: January 30, 2014, 08:41:21 PM
That's the thing, I was looking through the original games partition in the backup vanilla Brawl ISO I have and there is no Sonic Entry , I see a lot of FitSonicSpy files and a FitSonicResult and other things, but no FitSonicEntry


Well, it's for a Sonic Module character. I was told entries for module characters can also work on originals. Wouldn't hurt to try it. Did your Fighterconfig match the one I posted?


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on January 30, 2014, 08:47:51 PM
Well, it's for a Sonic Module character. I was told entries for module characters can also work on originals. Wouldn't hurt to try it. Did your Fighterconfig match the one I posted?
The one that you posted? I must have missed that one. Was it included in that Shadow Pikmin rar that you just posted? Because I didn't see a fighterconfig in there


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 30, 2014, 08:53:46 PM
does anyone know why Shadow works perfectly over Donkey Kong?
I mean can exploring BrawlEX bring any light into this?

i mean its kinda useless now, but it may help existing ports work glitchless...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 30, 2014, 09:12:12 PM
The one that you posted? I must have missed that one. Was it included in that Shadow Pikmin rar that you just posted? Because I didn't see a fighterconfig in there

Oh, no it was just a written post where I explained what I had in my fighter config. It's up a little ways, maybe on previous page.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 30, 2014, 09:13:00 PM
does anyone know why Shadow works perfectly over Donkey Kong?
I mean can exploring BrawlEX bring any light into this?

i mean its kinda useless now, but it may help existing ports work glitchless...

The ShadowKong PSA is a Perfect (with no rel) Port of Sonic over Donkey Kong.
That's why he works perfectly over Donkey Kong.


Title: Re: The BrawlEx Clone Engine
Post by: Zongalito on January 30, 2014, 09:31:13 PM
Mine has. It's set to work with SDHC, as well. Just load it through the Project M Loader if you're on SDHC. It's already in there.

https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip (https://www.dropbox.com/s/8xuaafa29lugvok/BrawlEx%20Bliss%20SDHC.zip)
this really helped me, now i can use the brawlex clone engine, but the bad thing is i really have problmes to use the classic exp version, should i use the version for projecM?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 30, 2014, 09:57:52 PM
at mr.unusual
do u have all necessary files for shadow?
like fitfinal fitmotion fitcharacter fitentry etc?gfx issues
meh
that is not too important to me

i wish someone like liberternie or mewtwo would make a program that would set up everything for anyone lol

I would make a program, but i don't have a clue how i would go about doing what i had planned. if nobody makes one, i MAY look into making a tool.

but it would be so much better if someone who knows more just makes one lol.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on January 31, 2014, 02:12:25 AM
Ok, so, I've check over everything various amounts of times, Mario is intended to be there, I select him, and then try to start a match, but after selecting a stage, it just freezes, I'm using Dolphin. Can anyone help?


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 31, 2014, 02:45:21 AM
Just so you guys can see what I mean, here's a Dolphin screenshot of what I mean when the 'Ready to Fight' message scrolling oddly:

(http://i554.photobucket.com/albums/jj431/Tiberious_N/00000000-1_zpse49fd7dd.png)

What happens is the 'appearing' animation keeps looping over and over. It doesn't actually affect the gameplay, but I'd like to get it to quit that. Anything I can do to fix it?

Edit: Fixed it by changing the Looping on the AnmChr entry to False (I dunno how it got changed to True).

Now I'm getting crashes dealing with 4 player matches. The first one came as I was about to move the coin off the Random slot for P4 (right as the hand neared it), and the second came after selecting a stage with all 4 Alloys selected.

Edit 2: Wow... for some reason, a ton of AnmChr entries got changed from False to True or vice versa. Maybe this has something to do with my crashes.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on January 31, 2014, 07:19:57 AM
does this work on USB loaders?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 08:02:23 AM
does this work on USB loaders?
yes i can confirm.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 31, 2014, 09:43:03 AM
Quick question - does anyone have a list of the hex IDs for music? I've been replacing victory themes for my characters and so far I've just been using the same values ASF used in his pack, but there aren't enough for the ones I want to replace. I know which ones I want to get put them over, I just don't know what the ID I need to put in their Slot Config File is.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on January 31, 2014, 09:48:17 AM
Quick question - does anyone have a list of the hex IDs for music? I've been replacing victory themes for my characters and so far I've just been using the same values ASF used in his pack, but there aren't enough for the ones I want to replace. I know which ones I want to get put them over, I just don't know what the ID I need to put in their Slot Config File is.


http://forums.kc-mm.com/index.php?topic=65113.750 (http://forums.kc-mm.com/index.php?topic=65113.750)

Segtendo figured it out there. ^

Also guys I have found a workaround for sammi-husky's 50+ expansion to work on the wii, I will post a tutorial after i fix a glitch it has. (Which should be able to be fixed.)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 09:52:00 AM
I love this engine so much
but i hate doing cosmetics like this. i REALLY hate it. i made one mistake somewhere and i have to restart everything. don't ask cause i've deleted all my cosmetic configs and sc_selcharacter. can this be done any easier?
is there a way that i can just literally only do CSS icons and portraits? without the game crashing, cause if i have to do marks and in game battle portraits, victory portraits. this is insane. i spent 3 hours getting roy completely set up. it worked, then i did a second character. completely messed up the whole process.

it is very mind numbing and discouraging lol.

EDIT:
also where is the beautiful no battleportrait code at? cause i kinda liked that code... a lot.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 31, 2014, 09:56:28 AM
[url]http://forums.kc-mm.com/index.php?topic=65113.750[/url] ([url]http://forums.kc-mm.com/index.php?topic=65113.750[/url])

Segtendo figured it out there. ^

Also guys I have found a workaround for sammi-husky's 50+ expansion to work on the wii, I will post a tutorial after i fix a glitch it has. (Which should be able to be fixed.)

Thanks! This is very helpful.

I love this engine so much
but i hate doing cosmetics like this. i REALLY hate it. i made one mistake somewhere and i have to restart everything. don't ask cause i've deleted all my cosmetic configs and sc_selcharacter. can this be done any easier?
is there a way that i can just literally only do CSS icons and portraits? without the game crashing, cause if i have to do marks and in game battle portraits, victory portraits. this is insane. i spent 3 hours getting roy completely set up. it worked, then i did a second character. completely messed up the whole process.

it is very mind numbing and discouraging lol.

Well, you don't have to do the marks, at least. Those can just be assigned to an existing one. Then, as a shortcut for the victory portraits, just change the .brres from sc_selcharacter to have no compression and export and rename it, so you don't have to do it from scratch again. Just make sure to change it back to LZ77 once you've exported it.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 09:59:34 AM
Thanks! This is very helpful.

Well, you don't have to do the marks, at least. Those can just be assigned to an existing one. Then, as a shortcut for the victory portraits, just change the .brres from sc_selcharacter to have no compression and export and rename it, so you don't have to do it from scratch again. Just make sure to change it back to LZ77 once you've exported it.
Like the moron i am; i've decided to format the SD card. to have a fresh restart. this time ignoring the cosmetics process, i have no patience for that mess. it will have to be cloned CSS characters. they won't feel independant when selected, but they will be. i know it is bad to be lazy when it comes to modding. but this is no fun, and especially when it takes a big dump on your work.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on January 31, 2014, 10:57:09 AM
can't there be some way to unify all stock icons, in-battle portraits, victory portraits, etc...?

like, make them automatically load a specific file, even if they are all the same, heck i wouldnt even care if they are completely gone...



Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 31, 2014, 10:59:41 AM
can't there be some way to unify all stock icons, in-battle portraits, victory portraits, etc...?

like, make them automatically load a specific file, even if they are all the same, heck i wouldnt even care if they are completely gone...
That would be pretty cool for the Stock Icons for me. That's easily the most tedious part. I just stopped adding them after like my 3rd or 4th character. (You don't actually need them unless using single player modes)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 31, 2014, 12:42:06 PM
you mean like make all the clones load csp's and stocks that say 'clone' or some other generic something..? if that's what you mean, you can just add 1 set of cosmetics to the sc_selcharacter then for every clone you make, change the cosmetic file to use that cosmetic ID. is that what you mean..?


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on January 31, 2014, 12:46:25 PM
I'd just make a single color dot or something and put it on every single character. No need for their little heads.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 31, 2014, 01:20:24 PM
So for anyone using who may be interested I made a Roy that combines both the P:M and Thany's Decloned movesets to make a sort of... Super... Decloned Roy? I don't know. It still uses Duon's soundbank for those wondering, enjoy your new Roy I s'pose.

It can be found here~
https://www.mediafire.com/?mljvh4kf89vxpck (https://www.mediafire.com/?mljvh4kf89vxpck)
That sounds cool I will try this.


I might do the same for Mewtwo, but I don't know yet.

What would you even do for Mewtwo?He's not a clone so...

Also I leave for a day and now there's 7 pages ahead of where I was!?


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on January 31, 2014, 01:45:49 PM
this thread expands pretty damn quick yeah...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 31, 2014, 05:37:35 PM
are u guys sure you need battleportraits, and all that stage result crap
reason why i ask is because i was able to have noncrashing clones just using their fighter config files
:/
on the wii

of course they didnt have cosmetics and would load mario's CSS icon/portraits


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 31, 2014, 05:58:14 PM
Yea I agree with DonJohnBravoEx, I can play matches and stock battles with out BPs, RSPs and such. It doesnt freeze. The game loads the original character


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 06:08:00 PM
All of my pictures were put in (CSP, BP, and Result Portrait). When I figure out how to fix gfx errors in the psa when default characters are in play, I can upload it all if people just want to use the pics I made and whatnot.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 31, 2014, 06:18:51 PM
Well I can't test for sure (because the Now Loading freeze is basically gamebreaking now, I can't get past it for the life of my Wii console), but for custom cosmetics, RSPs ARE NEEDED or they do crash, no BP code or not (because game still loads them). Always make sure the CSPs are LZ77 compressed, the RSPs and BPs are uncompressed, and they are named properly. I also do not think CMPR will work with BPs, use CI8.

Just a pro tip to any newcomers that are too lazy to read the past 120+ pages...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 31, 2014, 06:33:46 PM
The cosmetic stuff is for ADVANCED users only...that's why i made a tutorial to maybe help people understand and TRY to get them. :/

as in, if you really care about having a perfectly cloned and independent character with its own cosmetics and such. The clone engine works perfectly fine without them. So case in point, if you dont care about custom cosmetics, then don't use em :P lol


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 06:49:32 PM
The cosmetic stuff is for ADVANCED users only...that's why i made a tutorial to maybe help people understand and TRY to get them. :/

as in, if you really care about having a perfectly cloned and independent character with its own cosmetics and such. The clone engine works perfectly fine without them. So case in point, if you dont care about custom cosmetics, then don't use em :P lol
this is true enough
I used to think i was an advanced Brawl hacker cause i can do pretty decent Hex work in certain aspects. but then this came along and tested ever sense of patience i had

i hate, i mean it hate sounding like this.
anyone have a package that is pretty much done with more characters done than ASF1nks? i kinda want to use it cause me are am is lazy

and after you hex edit a BrawlEx file and edit it with the Brawl documents editor like change the name of the character, will it effect things like the Css ID placement 110,111,112 etc etc? cause i might use ASF1ink's as a basis, or use someone elses if they have more than his. to change some clones.

Or make something like what the Stage Expansion Tutorial made. some very basic template that all that one person would need to do.

like have all the things ranging from 110 to the max.
have all the ID'S associated with those ID'S to put in the Cosmeticconfig. something to consider. i know it would be time consuming all to hell, but it would help many impaitent people such as my self and we would be forever grateful.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 07:00:27 PM
this is true enough
I used to think i was an advanced Brawl hacker cause i can do pretty decent Hex work in certain aspects. but then this came along and tested ever sense of patience i had

i hate, i mean it hate sounding like this.
anyone have a package that is pretty much done with more characters done than ASF1nks? i kinda want to use it cause me are am is lazy

and after you hex edit a BrawlEx file and edit it with the Brawl documents editor like change the name of the character, will it effect things like the Css ID placement 110,111,112 etc etc? cause i might use ASF1ink's as a basis, or use someone elses if they have more than his. to change some clones.

Or make something like what the Stage Expansion Tutorial made. some very basic template that all that one person would need to do.

like have all the things ranging from 110 to the max.
have all the ID'S associated with those ID'S to put in the Cosmeticconfig. something to consider. i know it would be time consuming all to hell, but it would help many impaitent people such as my self and we would be forever grateful.
I have maximum clones right now, with 37 additional stages most of which have their own music. Each stage and clone has all of their proper pictures (except i didn't modify icons or ingame names because i didn't want pokemon stadium freezes.) and a few of the default characters have alternate skins. If you're interested u'll upload it, but i'm gonna reupload when gfx are fixed.

Post Merge: January 31, 2014, 07:02:21 PM
I didn't modify stock icons*


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 07:09:43 PM
I have maximum clones right now, with 37 additional stages most of which have their own music. Each stage and clone has all of their proper pictures (except i didn't modify icons or ingame names because i didn't want pokemon stadium freezes.) and a few of the default characters have alternate skins. If you're interested u'll upload it, but i'm gonna reupload when gfx are fixed.

Post Merge: January 31, 2014, 07:02:21 PM
I didn't modify stock icons*
If you wouldn't mind uploading it my friend.
oh, and don't mind the size i am using the SDHC fix, with an 8gig card.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 07:26:41 PM
If you wouldn't mind uploading it my friend.
oh, and don't mind the size i am using the SDHC fix, with an 8gig card.

No problem at all. :) i'll upload it as soon as come home in like 30 minutes. I hope you enjoy.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 07:29:38 PM
No problem at all. :) i'll upload it as soon as come home in like 30 minutes. I hope you enjoy.
It'll be a god send, if i had the mental tenacity like i used to i would do it my self. but i find it hard nowadays to even think of replacing CSS related anything. so i'll thank you heavily for this.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 07:58:50 PM
https://www.dropbox.com/sh/i2zqwk6mrt94ynu/B_XEi3TOiA (https://www.dropbox.com/sh/i2zqwk6mrt94ynu/B_XEi3TOiA)

Here you are :) Let me know what you think? ALSO, you wouldn't happen to know how to edit gfx sharing and model sharing between characters with similar modules would you?? I want to start working on that right away.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 31, 2014, 08:12:36 PM
Sweet someone's uploading a pack I want to try it.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 31, 2014, 08:29:10 PM
So, with the various 'missing' sound codes, can these be used to add in victory fanfares for various characters?

Say, for example, I wanted to add in a 'Z37.brstm' for the Alloys to use (using the last bit of 'Let's Brawl', and 'over' Roy's version of the FE fanfare).

In order to actually do it, I would need to:

1) Edit all the Cosmetic configs for the Alloys to point at song 285F for a fanfare,
2) Throw in the other config files for the Alloys, even if untouched,
3) Place Z37.brstm in the sound\strm folder.

Is this correct?


Edit: I've gone and update the Alloy_Files.zip file. It can be grabbed here (http://www.mediafire.com/download/a3k85kpbq3sd27c/Alloy_Files.zip). I added the BrawlEx files, but still no gct file yet.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 08:44:32 PM
Behemoth of a download my man. i'm glad you uploaded this.
very much thanks!


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on January 31, 2014, 08:47:11 PM
It's not 100% fixed yet. I still need to troubleshoot some freezes. I'm hoping someone with some better knowledge can help with that by having the files to see where I'm going wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 31, 2014, 09:09:05 PM
Behemoth of a download my man. i'm glad you uploaded this.
very much thanks!

How big was it?I forgot I was downloading and shut of laptop now I got to start over...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 09:33:48 PM
It's less than a gig... :)

Post Merge: January 31, 2014, 09:35:04 PM
I promise it's good quality if nothing else. But it's completely labeled csp bp and victory portrait wise.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 31, 2014, 09:36:56 PM
It's 488MB it just finished.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 10:07:06 PM
It's less than a gig... :)

Post Merge: January 31, 2014, 09:35:04 PM
I promise it's good quality if nothing else. But it's completely labeled csp bp and victory portrait wise.
This is quite lovely
my only gripe atm is that the codes aren't in text format. can you post them seperate please? need to know what you used etc, etc.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 10:16:39 PM
I've got a sheet for code i'm using, and character ids. I'll upload that in a but. Watching Avatar ;)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 10:21:50 PM
I've got a sheet for code i'm using, and character ids. I'll upload that in a but. Watching Avatar ;)
I can be patient my friend, just i need to apply the SDHC code or it kinda not works lol.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 10:52:17 PM
I can be patient my friend, just i need to apply the SDHC code or it kinda not works lol.

https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN (https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN)

NOTE: The above link is for two notepad files.

One of those files gives the codes along with what they are.
The other goes further and gives more details about the codes, as well as shows people how my characters are set up and what IDs they use in case they want to modify.

Both of these files have THE SAME codes, so you only need to follow one. For the easiest understanding, pick the simpler one. For those that want to take what I've made and modify it, go with the explained one. :)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 11:06:40 PM
https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN (https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN)

NOTE: The above link is for two notepad files.

One of those files gives the codes along with what they are.
The other goes further and gives more details about the codes, as well as shows people how my characters are set up and what IDs they use in case they want to modify.

Both of these files have THE SAME codes, so you only need to follow one. For the easiest understanding, pick the simpler one. For those that want to take what I've made and modify it, go with the explained one. :)

Thanks my man!
easily explained, i know most of this info but it is nice to have a fresh reminder.

on note on your current package.
it is very stable and it includes maximum stages for maximum fun!
makes me a person who hates finding stages even more happy!

a quick question
if i were to edit the FighterConfig to be a different character, EG Drmario into another marth clone. could i do so easily? did you hex edit it in anyway? the cosmetic data i won't mess with. but i would like to change some of these clones. and i need to be sure i can edit/replace the FighterConfig's so that there might not be a problem with the CSS/Cosmetics. also where do i change the Master Hand one? i'm just going to replace it with Extra Fighter!

to note. i might be old school. but how do i exactly use a non spaced GCT code? NVM i can manually space it.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 31, 2014, 11:21:05 PM
Greatest pack ever!

Funny costumes and stages(extra ones)
Full CSS of custom characters with CSP and BP's

Also why does everyone say "crazy hand" under thier BP?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 11:25:00 PM
Greatest pack ever!

Funny costumes and stages(extra ones)
Full CSS of custom characters with CSP and BP's

Also why does everyone say "crazy hand" under thier BP?
Maybe Crazy Hand brought more people into the smash universe, and some of those not belonging to Nintendo!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on January 31, 2014, 11:29:49 PM

Thanks my man!
easily explained, i know most of this info but it is nice to have a fresh reminder.

on note on your current package.
it is very stable and it includes maximum stages for maximum fun!
makes me a person who hates finding stages even more happy!

a quick question
if i were to edit the FighterConfig to be a different character, EG Drmario into another marth clone. could i do so easily? did you hex edit it in anyway? the cosmetic data i won't mess with. but i would like to change some of these clones. and i need to be sure i can edit/replace the FighterConfig's so that there might not be a problem with the CSS/Cosmetics. also where do i change the Master Hand one? i'm just going to replace it with Extra Fighter!


I'm glad to hear this :)

Another Marth Clone? Well every clone you see I followed the tutorial for. After my third I'd memorized the process, and unless there's a different method then you'd have to go and replace all of the Brawl EX files (The fighter, config, Slot, and CSS number 42 for Dr Mario) with Marth versions. Use module editor, config utility, and HxD data reader to make sure that your module, fighter42, and your Config42 have the proper edits. Dr. Mario has all of the edited information in order to load the Dr. Mario cosmetics, so if you want to use those cosmetics and his icon cosmetics you'll need to change what's in the tutorial. For the module, it's the general ID of the Marth module needs to be 0x94 and the Section 8 first line of 000000XX needs to end in the character's ID (In this case 42). As for Fighter, you would change the name to what you want, which will cause the fighter config to search for files matching the name you input (Don't forget to turn off Kirby and anything you might need to to get this particular psa to work). And then for the cosmetic config, you need to give the Marth cosmetic file the same values you'd find on row 2 of the Dr. Mario cosmetic file. (Just the first part that reads 71. Make sure it says 71 in the same spot as Marth's cosmetic file).

Also note that when putting in costumes for Marth, he has costumes 00-05. Dr. Mario has 00-02 and then 04-06. So you'll need to make sure you have a costume for each slot, since Marth knows to load 6 costumes.

If I'm not making sense, try the tutorial again. You won't need all of it this time :) I'm tired though, so I hope something I just wrote made sense. Goodnight for tonight. :)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 31, 2014, 11:39:21 PM

I'm glad to hear this :)

Another Marth Clone? Well every clone you see I followed the tutorial for. After my third I'd memorized the process, and unless there's a different method then you'd have to go and replace all of the Brawl EX files (The fighter, config, Slot, and CSS number 42 for Dr Mario) with Marth versions. Use module editor, config utility, and HxD data reader to make sure that your module, fighter42, and your Config42 have the proper edits. Dr. Mario has all of the edited information in order to load the Dr. Mario cosmetics, so if you want to use those cosmetics and his icon cosmetics you'll need to change what's in the tutorial. For the module, it's the general ID of the Marth module needs to be 0x94 and the Section 8 first line of 000000XX needs to end in the character's ID (In this case 42). As for Fighter, you would change the name to what you want, which will cause the fighter config to search for files matching the name you input (Don't forget to turn off Kirby and anything you might need to to get this particular psa to work). And then for the cosmetic config, you need to give the Marth cosmetic file the same values you'd find on row 2 of the Dr. Mario cosmetic file. (Just the first part that reads 71. Make sure it says 71 in the same spot as Marth's cosmetic file).

Also note that when putting in costumes for Marth, he has costumes 00-05. Dr. Mario has 00-02 and then 04-06. So you'll need to make sure you have a costume for each slot, since Marth knows to load 6 costumes.

If I'm not making sense, try the tutorial again. You won't need all of it this time :) I'm tired though, so I hope something I just wrote made sense. Goodnight for tonight. :)
Pretty easy! i understand the cloning process very well. it was the Fighter data that was confusing me. thanks! it is pretty easy now that you've explained it in better detail.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on January 31, 2014, 11:47:31 PM
I am curious though people say the clone engine won't work with regular Project M but can it work with the recently released custom other hack friendly build?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 01, 2014, 12:36:29 AM
i've not heard of this, so it may be possible.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 01, 2014, 12:46:36 AM
Okay, so i manually spaced the codes. when i remove the codes that enable certain functions, it works okay. if i remove parts of the code required to have the Custom Stages and the Music it will load just fine. if i turn on the spaced out codes. the music enabler code it just boots back to the wii menu. odd, so how do i use an unspaced code?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 01, 2014, 02:01:22 AM
i've not heard of this, so it may be possible.
Here's the link I was mentioning about, http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35956&Moderated=All&facebook=true (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35956&Moderated=All&facebook=true)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 01, 2014, 06:07:17 AM
It still has Mewtwo and Roy, so I doubt it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 07:18:24 AM
Okay, so i manually spaced the codes. when i remove the codes that enable certain functions, it works okay. if i remove parts of the code required to have the Custom Stages and the Music it will load just fine. if i turn on the spaced out codes. the music enabler code it just boots back to the wii menu. odd, so how do i use an unspaced code?

Lol well i'm old school school so i used gctedit. It takes longer but i like the visibility. Shall i make you a gct since you're having issues?? Wouldn't bother me :)

Greatest pack ever!

Funny costumes and stages(extra ones)
Full CSS of custom characters with CSP and BP's

Also why does everyone say "crazy hand" under thier BP?

I'm glad you like. :) if you're wondering about certain characters being in the game (like goofy, donald and vergil but no sora or dante) it's because they're getting their own psa when it's expanded again.

As for crazy hand under bps, i kept it this way because:

1. I heard that changing it caused freezes in pokemon stadium screen.
2. Having the info2 folder at the time made it freeze just before thp so i decided i didn't care about it.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 01, 2014, 07:44:46 AM
Lol well i'm old school school so i used gctedit. It takes longer but i like the visibility. Shall i make you a gct since you're having issues?? Wouldn't bother me :)

I'm glad you like. :) if you're wondering about certain characters being in the game (like goofy, donald and vergil but no sora or dante) it's because they're getting their own psa when it's expanded again.

As for crazy hand under bps, i kept it this way because:

1. I heard that changing it caused freezes in pokemon stadium screen.
2. Having the info2 folder at the time made it freeze just before thp so i decided i didn't care about it.
I would rather use the Gctedit. but it doesn't exist. i would hate to ask you everytime i want to do a GCT edit. seeing how i like to change up my codes. do i have to use the music all of the time? i would like to get the codes spaced out. but if it doesn't work, then i'll have to find the GCT editor that you use.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 07:49:20 AM
Oh, and Ultraxwing, here's the Music enabler code that I didn't include a spaced version of:

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

As for individual codes for music in stages, they can be found if you scroll down on this page:

http://allisbrawl.com/blogpost.aspx?id=133245 (http://allisbrawl.com/blogpost.aspx?id=133245)

I didn't use all of them, if you want to know which levels have music just open the sound folder in my DL, then sfx, and check and see which stages have music (You can tell by the two characters at the end of each BRSTM. So 0000C013 is for stage 13. Meaning that you need to enable the custom stage 13 code for music to play there. ALSO there's an error on that page with custom music 22. Here's the proper code:
28708ceb 00000061
4A000000 90180F06
14000076 FF00C022
E0000000 80008000

I hope my explaining doesn't make people think I'm insulting them, I just think that explaining as much as possible will help a wider variety of people.

But as I said before, I can make you a gct if you send me the codes you want. :)

Post Merge: February 01, 2014, 07:56:34 AM
I would rather use the Gctedit. but it doesn't exist. i would hate to ask you everytime i want to do a GCT edit. seeing how i like to change up my codes. do i have to use the music all of the time? i would like to get the codes spaced out. but if it doesn't work, then i'll have to find the GCT editor that you use.


Ah, I understand.

Well maybe these spaced versions will help? Also, the music isn't needed. If you use the codes then it'll only load the music named accordingly in the Sound/SFX folder. IF the music is removed then the stage will be silent if the codes are included. If the codes aren't included it'll load X04.brstm in the sound/strm folder every time. This is to act as a place holder for levels I haven't added music to yet.

I use GCT edit... I think it's in resources but if not I can send it. You may be able to edit it once constructing it with GCT edit, albeit with another program since it's not easy to edit it with GCTedit (Go figure lol). Maybe Code manager?

I'm only guessing since my method of adding new codes is to have them all unspaced in notepad and copy them into the ADD box in the GCTedit. I only use 4-5 big codes and then the music so it takes like 5 minutes to copy and paste (It's just tedious). You could always just do it this way. It's not as convenient as Code Manager but I like it better.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 01, 2014, 08:09:08 AM
Oh, and Ultraxwing, here's the Music enabler code that I didn't include a spaced version of:

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

As for individual codes for music in stages, they can be found if you scroll down on this page:

[url]http://allisbrawl.com/blogpost.aspx?id=133245[/url] ([url]http://allisbrawl.com/blogpost.aspx?id=133245[/url])

I didn't use all of them, if you want to know which levels have music just open the sound folder in my DL, then sfx, and check and see which stages have music (You can tell by the two characters at the end of each BRSTM. So 0000C013 is for stage 13. Meaning that you need to enable the custom stage 13 code for music to play there. ALSO there's an error on that page with custom music 22. Here's the proper code:
28708ceb 00000061
4A000000 90180F06
14000076 FF00C022
E0000000 80008000

I hope my explaining doesn't make people think I'm insulting them, I just think that explaining as much as possible will help a wider variety of people.

But as I said before, I can make you a gct if you send me the codes you want. :)

Post Merge: February 01, 2014, 07:56:34 AM
Ah, I understand.

Well maybe these spaced versions will help? Also, the music isn't needed. If you use the codes then it'll only load the music named accordingly in the Sound/SFX folder. IF the music is removed then the stage will be silent if the codes are included. If the codes aren't included it'll load X04.brstm in the sound/strm folder every time. This is to act as a place holder for levels I haven't added music to yet.

I use GCT edit... I think it's in resources but if not I can send it. You may be able to edit it once constructing it with GCT edit, albeit with another program since it's not easy to edit it with GCTedit (Go figure lol). Maybe Code manager?

I'm only guessing since my method of adding new codes is to have them all unspaced in notepad and copy them into the ADD box in the GCTedit. I only use 4-5 big codes and then the music so it takes like 5 minutes to copy and paste (It's just tedious). You could always just do it this way. It's not as convenient as Code Manager but I like it better.
the music codes would be nice. but for now i'll be okay without music. thanks for all the help. i have your codes on file, so in the future i can get them to work. or use that all is brawl link and get it working better or something like that lol. thanks again my man, you've helped an old modder a lot! you are a good friend.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 08:14:13 AM
the music codes would be nice. but for now i'll be okay without music. thanks for all the help. i have your codes on file, so in the future i can get them to work. or use that all is brawl link and get it working better or something like that lol. thanks again my man, you've helped an old modder a lot! you are a good friend.

:) No problem friend.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 01, 2014, 09:18:15 AM
:) No problem friend.

i dowloaded your pack and it didnt work for me on usb loader gx it freeze on BRAWL then i hear a noisly beeep it is on axnextframe i use usb loader gx because i have a pal wii but a ntsc iso do you know how to fix it


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 01, 2014, 09:25:05 AM
tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 01, 2014, 09:40:52 AM
I need help from anyone who knows their way around the cosmetics pretty well. I was using ASF's sc_selcharacter.pac as a base for adding cosmetics to my Rosalina clone. I replaced everything roy with rosalina. I went to training to test it out first to see if everything showed up correctly, and it did. I entered a training match against peach, quit out, and went to have a regular brawl. I selected Rosalina, CPU, and went off to SSS. I noticed the stock icon for Rosalina was the random, but I ignored it. I selected FD, and it froze. I believe I did everything right, and I have BPs in place. RSPs are there, but I never got to see if they actually showed up. Can I post my files, and someone see if I did everything right? :'(


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 01, 2014, 09:42:08 AM
tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:
can you post  so i can download it?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 01, 2014, 09:42:58 AM
tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:
How?!

Also how did you keep Roy and Mewtwo on  thier CSS?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 09:44:32 AM
tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:

I'm glad people are enjoying it so much :) when they update the roster count and give the gfx fix tutorial i'll make a perfect version where no gfx affect others, where everyone had their own pictures, and with the best psas i've tested all implemented :) and i'll keep all the font accurate and the style as consistent as possible and upload that. :)

Post Merge: February 01, 2014, 09:45:50 AM
tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:

I'm glad people are enjoying it so much :) when they update the roster count and give the gfx fix tutorial i'll make a perfect version where no gfx affect others, where everyone had their own pictures, and with the best psas i've tested all implemented :) and i'll keep all the font accurate and the style as consistent as possible and upload that. :)

Post Merge: February 01, 2014, 10:04:53 AM
I need help from anyone who knows their way around the cosmetics pretty well. I was using ASF's sc_selcharacter.pac as a base for adding cosmetics to my Rosalina clone. I replaced everything roy with rosalina. I went to training to test it out first to see if everything showed up correctly, and it did. I entered a training match against peach, quit out, and went to have a regular brawl. I selected Rosalina, CPU, and went off to SSS. I noticed the stock icon for Rosalina was the random, but I ignored it. I selected FD, and it froze. I believe I did everything right, and I have BPs in place. RSPs are there, but I never got to see if they actually showed up. Can I post my files, and someone see if I did everything right? :'(

IF the BP showed up in training mode then it should be correct.

I had a problem with the Peach module because the entry is set to multiple. I don't use training mode too much, but if there's no entry involved in going to training mode then perhaps it worked because training mode doesn't load an entry, and going into Brawl does. In this case either the fighter file in the BrawlEX/Fighterconfig folder may need to have it's entry changed. OR perhaps include an entry. Peach comes with an entry for each costume as it is, so this may be an issue with the entry data, not the BPs.

But that's my guess considering I don't use training mode. If the training mode does have an entry then I don't know... especially if the BP in Training mode showed up... Did the Roy stock icons show up before you replaced them? If there WERE Roy icons and they're no longer showing up then you need to edit the Cosmetic config to have the same properties as Roy's. I forget which box though since I'm not looking at it... so you may need to skim the tutorial, unless you did this too.



Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 01, 2014, 11:10:33 AM
project m seems so much more fun now  :af2:
adding characters like shadow,cloud, and naruto is awesome
ty for the clone engine phantom wings


Post Merge: February 01, 2014, 11:12:23 AM
confirmed working on project m   :happy:


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 01, 2014, 01:10:14 PM
Well I'll be damned.

I thought mixing the 2 Clone Engines would be like crossing the streams, with your game being what explodes.


Title: Re: The BrawlEx Clone Engine
Post by: Velen on February 01, 2014, 01:35:10 PM
Well I'll be damned.

I thought mixing the 2 Clone Engines would be like crossing the streams, with your game being what explodes.

Innovation is a reciprocal process. That's all that sums up this result.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 01, 2014, 02:27:30 PM
Can you upload that P:M build with a few charcters?I would like to try it.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 01, 2014, 03:07:42 PM
Quote
IF the BP showed up in training mode then it should be correct.

I had a problem with the Peach module because the entry is set to multiple. I don&#039;t use training mode too much, but if there&#039;s no entry involved in going to training mode then perhaps it worked because training mode doesn&#039;t load an entry, and going into Brawl does. In this case either the fighter file in the BrawlEX/Fighterconfig folder may need to have it&#039;s entry changed. OR perhaps include an entry. Peach comes with an entry for each costume as it is, so this may be an issue with the entry data, not the BPs.

But that&#039;s my guess considering I don&#039;t use training mode. If the training mode does have an entry then I don&#039;t know... especially if the BP in Training mode showed up... Did the Roy stock icons show up before you replaced them? If there WERE Roy icons and they&#039;re no longer showing up then you need to edit the Cosmetic config to have the same properties as Roy&#039;s. I forget which box though since I&#039;m not looking at it... so you may need to skim the tutorial, unless you did this too.



Hmm.. Im not sure if i even remember it working on regular brawl the second time i tried. Ive hexed the cosmeticconfig correctly i believe. The portraites show up correctly and all, it just doesnt let me do a standard brawl.  And im not sure if the icons showed roy at first. I just modified it to my character. Ill try the entry.pac thing and report back. Thanks for your help


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 01, 2014, 03:36:58 PM
i will upload after i finish my custom build  :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 03:43:46 PM
HA! I found the problem with my constant startup crashes! I was using a Project M-based strap loader. Note to self don't do that again...

Now for those who want... should I:
- upload the pack now or
- wait until the CSS can go as far as it can, then upload it?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 01, 2014, 03:48:47 PM
HA! I found the problem with my constant startup crashes! I was using a Project M-based strap loader. Note to self don't do that again...

Now for those who want... should I:
- upload the pack now or
- wait until the CSS can go as far as it can, then upload it?

Lol yea I made that mistake the first time I tried this. And I say go ahead and upload it now ;D

Post Merge: February 01, 2014, 04:38:45 PM
Thanks Nebulon! Your advice worked amazingly!! :happy: :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 05:36:37 PM
Lol yea I made that mistake the first time I tried this. And I say go ahead and upload it now ;D

Post Merge: February 01, 2014, 04:38:45 PM
Thanks Nebulon! Your advice worked amazingly!! :happy: :kdance:

No problem. :)


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 01, 2014, 06:46:17 PM
I died when I saw who this thread was made by. Then I came to life when my dead body saw the contents. Phantom... You... Are... Insane... You are seriously probably the best hacker that has ever lived. Human Nature at it's best. xD Some hackers choose to do stupid horrible things and some, like you, do some flippin insanely amazing stuff. I am seriously just... I don't even know. >,<


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 09:02:44 PM
Ok so I have two spots on the roster for BrawlExpanded [the pack I'm making] and I can't find anything worth including, so I'm gonna leave it up to KC:MM users to help me decide these last two places...

The current clone roster I have is...

Ingame Already (0.8r6)
- Shadow
- Roy
- Mewtwo
- Dark Link
- Tails
- Cloud
- Kid Buu
- Deadpool
- Wolverine
- Zero
Planned for Inclusion
- Megaman
- Dr. Mario

So now I have to ask...
Who do you want to see? ;D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 09:28:28 PM
Ok so I have two spots on the roster for BrawlExpanded [the pack I'm making] and I can't find anything worth including, so I'm gonna leave it up to KC:MM users to help me decide these last two places...

The current clone roster I have is...

Ingame Already (0.8r6)
- Shadow
- Roy
- Mewtwo
- Dark Link
- Tails
- Cloud
- Kid Buu
- Deadpool
- Wolverine
- Zero
Planned for Inclusion
- Megaman
- Dr. Mario

So now I have to ask...
Who do you want to see? ;D

Do you mean the megaman psa or megaman x psa? Since Megaman is over Ness i'm assuming you know how to port him to lucas or something? If so count me in :)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 09:39:18 PM
Do you mean the megaman psa or megaman x psa? Since Megaman is over Ness i'm assuming you know how to port him to lucas or something? If so count me in :)
Megaman not X. And nah, not gonna port anything. Instead, I'm gonna start on a Ness Ex rel (even though I have zip knowledge on rels except ID and target character).


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 09:40:46 PM
Megaman not X. And nah, not gonna port anything. Instead, I'm gonna start on a Ness Ex rel (even though I have zip knowledge on rels except ID and target character).

The Megaman. Hands down, class dismissed, Megaman.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on February 01, 2014, 09:42:27 PM
So now I have to ask...
Who do you want to see? ;D

Well there's a fairly decent albeit a little overpowered Gray Fox over Metaknight PSA, that I've been using for my own games. He'd be good MK clone for your roster.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 09:43:53 PM
The Megaman. Hands down, class dismissed, Megaman.
Megaman confirmed for BrawlExpanded...no... Megaman confirmed for BrawlEx get hype.

Post Merge: February 01, 2014, 09:44:53 PM
Well there's a fairly decent albeit a little overpowered Gray Fox over Metaknight PSA, that I've been using for my own games. He'd be good MK clone for your roster.
Ok I can look in to that. Where is it? :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 09:59:26 PM
Megaman confirmed for BrawlExpanded...no... Megaman confirmed for BrawlEx get hype.

Post Merge: February 01, 2014, 09:44:53 PM
Ok I can look in to that. Where is it? :P

What's Brawl Expanded? Is it just Brawlex? I never thought about what the "ex" stood for. OR is that something different?

Post Merge: February 01, 2014, 10:08:22 PM
Would Viewtiful Joe be good? They came out with a new texture for him and I'll make some recolors for you. Only problem is I think he's over Captain Falcon. If not him then... a good Silver the Hedgehog PSA maybe? Also, does your Tails PSA spawn bombs?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 10:21:00 PM
What's Brawl Expanded? Is it just Brawlex? I never thought about what the "ex" stood for. OR is that something different?

Post Merge: February 01, 2014, 10:08:22 PM
Would Viewtiful Joe be good? They came out with a new texture for him and I'll make some recolors for you. Only problem is I think he's over Captain Falcon. If not him then... a good Silver the Hedgehog PSA maybe? Also, does your Tails PSA spawn bombs?
BrawlExpanded is the name of the pack, silly. xD

Viewtiful Joe.... hm. Maybe.

Yes, Tails does spawn bombs. :srs: I may fix that sooner/later.

I got lost reading the .rel topic, so no Ness rel.

------------------------

I shoulda just went back to interfacing.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 01, 2014, 10:26:50 PM
BrawlExpanded is the name of the pack, silly. xD

Viewtiful Joe.... hm. Maybe.

Yes, Tails does spawn bombs. :srs: I may fix that sooner/later.

I got lost reading the .rel topic, so no Ness rel.

I would love a fix for that. Worst thing about him. I'm more of a PSA guy then a brawlbox guy and I can't for the life of me figure out which attack is Down+B and what thing spawns the item in play.

Yeah, there's currently no Ness rel. People will go nuts if you can really make one for Megaman though. By chance, did they ever fix Megaman? He has a glitch where projectiles couldn't pass through where he spawned among a couple of other things...


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 01, 2014, 10:36:22 PM
I would love a fix for that. Worst thing about him. I'm more of a PSA guy then a brawlbox guy and I can't for the life of me figure out which attack is Down+B and what thing spawns the item in play.

Yeah, there's currently no Ness rel. People will go nuts if you can really make one for Megaman though. By chance, did they ever fix Megaman? He has a glitch where projectiles couldn't pass through where he spawned among a couple of other things...
There was a fix to Tails: Make the bomb less powerful. It came with it, but I could easily replace if deemed necessary.

If I could find out what the hell I'm even supposed to do with the rel I could make one, but I don't even know where to start.

[editzk] In PSA, the Down Special is SpecialLw, the bomb spawns with Generate Item or something like that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 01, 2014, 11:16:26 PM
i'll look into the Ness module for you guys :P it'll probably be easier then some of the others i'm working on...

speaking of working on..i'm programming a tool for BrawlEx...though to be honest i have never programmed in c# before, only c++. so it may be a bit, but for NOW i have the beginnings of a validater / tool.. in the future though, HOPEFULLY it will be able to completely automate the process of making and adding clones. including making the increased 'cBliss style' expanded costumes.

(http://i.imgur.com/UTTQp4Z.png)

EDIT: and possibly custom cosmetics...maybe...that part requires using brawlib and i'm just not experienced enough in c# to do that......yet ;P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 01, 2014, 11:47:51 PM
i'll look into the Ness module for you guys :P it'll probably be easier then some of the others i'm working on...

Oooohhh, Ness module! That would be incredible. Out of curiosity, which ones are you working on?

speaking of working on..i'm programming a tool for BrawlEx...though to be honest i have never programmed in c# before, only c++. so it may be a bit, but for NOW i have the beginnings of a validater / tool.. in the future though, HOPEFULLY it will be able to completely automate the process of making and adding clones. including making the increased 'cBliss style' expanded costumes.

([url]http://i.imgur.com/UTTQp4Z.png[/url])

EDIT: and possibly custom cosmetics...maybe...that part requires using brawlib and i'm just not experienced enough in c# to do that......yet ;P

That's really awesome! It'll definitely help people who can't quite get how to do it. I would love to be able to program in C++ or C#. Or to create modules. The most I ever learned was HTML5, CSS, Actionscript, and a bit of Javascript and PHP.

Ok so I have two spots on the roster for BrawlExpanded [the pack I'm making] and I can't find anything worth including, so I'm gonna leave it up to KC:MM users to help me decide these last two places...

So now I have to ask...
Who do you want to see? ;D

A lot of people really like the Scott Pilgrim PSA, so I think that would be a good choice.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 02, 2014, 05:01:44 AM
how about that marth psa that was featured on the blog?
the female marth... idk what her name was, the PSA seemed pretty legit, and marth is clonable.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 02, 2014, 05:31:41 AM
i'll look into the Ness module for you guys :P it'll probably be easier then some of the others i'm working on...
If one of the other modules is Captain Falcon...

EDIT:
-Mewtwo
Would you mind me asking what Mewtwo you have? Most Mewtwos I've seen are either modified from Melee or don't have the best animation quality. (I'm really picky about that stuff.)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 06:56:43 AM
There was a fix to Tails: Make the bomb less powerful. It came with it, but I could easily replace if deemed necessary.

If I could find out what the hell I'm even supposed to do with the rel I could make one, but I don't even know where to start.

[editzk] In PSA, the Down Special is SpecialLw, the bomb spawns with Generate Item or something like that.

I finally was able to open it in PSA. lol I was asking because I couldn't open it in PSA for some reason and figured I should learn how to do it in Brawl Box. But I got it somehow so it's all gravy now. In the case of a .pac not opening for PSA, would should I do?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 02, 2014, 08:39:35 AM
I finally was able to open it in PSA. lol I was asking because I couldn't open it in PSA for some reason and figured I should learn how to do it in Brawl Box. But I got it somehow so it's all gravy now. In the case of a .pac not opening for PSA, would should I do?
if you psa with bb version 67 or 68 if i recall, you wont be able to open then in the psa program, theres two ways to psa  fitcharacter.pac either psa program or old bb, the ones that used old bb wont ever be able to be oppened in the psa program again, most of my psas for example were done using bb so no psa program will work, same for some other ppl.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 08:45:11 AM
I don't know if this has already been asked, but i would like to know how to mute a character.

or if there is a basic tutorial,  how to inject the custom sounds onto Boss's and get them to work on clones. i know PSA is involved but the latter is difficult.

but for now Muting a character would work too.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 02, 2014, 08:48:00 AM
I don't know if this has already been asked, but i would like to know how to mute a character.

or if there is a basic tutorial,  how to inject the custom sounds onto Boss's and get them to work on clones. i know PSA is involved but the latter is difficult.

but for now Muting a character would work too.
well the rel contains the soundbank id so your best bet is asking to whoever knows where the soundbank id is on the module and change it to another char like a boss or assist trophy and when the sounds were called in the psa(besides the comon sounds) it wouldnt find a eference and it would play no sound.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 08:52:18 AM
well the rel contains the soundbank id so your best bet is asking to whoever knows where the soundbank id is on the module and change it to another char like a boss or assist trophy and when the sounds were called in the psa(besides the comon sounds) it wouldnt find a eference and it would play no sound.
Sounds like a plan, i could just wait for that. and in the future if i change it to a Boss's ID, i could then replace those boss's sounds and change the current PSA to accommodate better.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 02, 2014, 09:00:50 AM
So now I have to ask...
Who do you want to see? ;D
How about someone who isn't popular, but has had a lot of work put into it? (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124) :v


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 09:03:00 AM
Even i suggest the raptor PSA. it's getting quite good. when it is done, it'll be quite sexy.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 02, 2014, 09:14:52 AM
if someone get it to work on project m can that person post the code here because i cant get it to work


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 09:17:34 AM
How about someone who isn't popular, but has had a lot of work put into it? ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124[/url]) :v
How about someone who isn't popular, but has had a lot of work put into it? ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124[/url]) :v
How about someone who isn't popular, but has had a lot of work put into it? ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124[/url]) :v


Reminds me of Riptor from old school Killer Instinct.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 02, 2014, 09:31:25 AM
So nobody knows how I can get the game to quit freezing on me?

I have three major crash points:

1) Now Loading screen (gets to the first "Now Loading." part of the animating ellipses, and dies at a reliable point at the Smash logo rotation)
2) While moving the hand to the 'P4' (CPU) coin on Random. Hand gets almost to the coin, and the buzz of death happens.
3) After getting all 4 Alloys selected (P1 and 3 CPUs), crashed when selecting Battlefield. Only managed to get this far once, so don't know how common it is.


Here's my environment:

8GB Flash Drive
USB Loader GX
Ocarina Hooktype AXNextFrame

Codes in use:
File Patch Code 3.5.1b
Custom CSSv3
Alloy Win Animations


If anyone can help me track down the crash (I've included the changed files in a zip in a previous post), please do so. I'm getting highly annoyed by these crashes.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 02, 2014, 09:31:35 AM
How about someone who isn't popular, but has had a lot of work put into it? ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124[/url]) :v


It's unique characters like this along with BrawlEx (when it's limits are unleashed) that will be a large part of turning this into an ultimate 2.5D MUGEN   :af2: The concept of a console game being this moddable is pretty awesome


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 02, 2014, 10:05:57 AM
So nobody knows how I can get the game to quit freezing on me?

I have three major crash points:

1) Now Loading screen (gets to the first "Now Loading." part of the animating ellipses, and dies at a reliable point at the Smash logo rotation)
2) While moving the hand to the 'P4' (CPU) coin on Random. Hand gets almost to the coin, and the buzz of death happens.
3) After getting all 4 Alloys selected (P1 and 3 CPUs), crashed when selecting Battlefield. Only managed to get this far once, so don't know how common it is.


Here's my environment:

8GB Flash Drive
USB Loader GX
Ocarina Hooktype AXNextFrame

Codes in use:
File Patch Code 3.5.1b
Custom CSSv3
Alloy Win Animations


If anyone can help me track down the crash (I've included the changed files in a zip in a previous post), please do so. I'm getting highly annoyed by these crashes.

Check your files and make sure you have bx_fighter.rel and common2.pac from the Brawl Ex download on your SD card, because you will get random icons that will crash when highlighted when they aren't read.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 02, 2014, 12:06:51 PM
EDIT: would you mind me asking what Mewtwo you have? Most Mewtwos I've seen are either modified from Melee or don't have the best animation quality. (I'm really picky about that stuff.)
I'm currently using the Project Melee Mewtwo Alpha for Brawl+ by [iirc] AGFanProduction. However, I am currently looking for another Mewtwo to use. Also the recolors are glitched, so gotta find better ones (or make them myself).

---------------------

So there is 1 Scott Pilgrim, 1 Viewtiful Joe, 1 Gray Fox, and 1 Raptor. Actually that Raptor might be cool for BrawlExpanded.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 02, 2014, 12:17:24 PM
Well there's a fairly decent albeit a little overpowered Gray Fox over Metaknight PSA, that I've been using for my own games. He'd be good MK clone for your roster.

Speaking of which, I'm working on an update which has progress in some other thread. No promises, but I plan on finishing the update before the month is over.

Meanwhile, I've been doing a whole bunch of Pokemon and IRL related things which is why I didn't get to try making a Toony.rel yet. Since I have nothing to do and need to wait for a delivery, i may as well give it a shot today.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 02, 2014, 12:21:38 PM
Well I have my first clone set up! Everything except sounds. Is there anyway to give EX characters ounds without replacing sounds? ;D


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 12:37:42 PM
Well I have my first clone set up! Everything except sounds. Is there anyway to give EX characters ounds without replacing sounds? ;D
Not as of yet. but! you can replace boss sounds, and change the sound's ID'S to the ones the BOSS have in the PSA


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 02, 2014, 12:42:01 PM
Oh, ok cool. And how would one go about doing that? :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 02, 2014, 12:43:36 PM
Speaking of which, I'm working on an update which has progress in some other thread. No promises, but I plan on finishing the update before the month is over.

Meanwhile, I've been doing a whole bunch of Pokemon and IRL related things which is why I didn't get to try making a Toony.rel yet. Since I have nothing to do and need to wait for a delivery, i may as well give it a shot today.

Toonlink may be exceptionally difficult...if you take a look at the link module, theres some extra relocations in there, because PW said he had to do a bit of untangling from Toon Link in order for link module to even work. nevertheless i tried, and unless you patch all his articles, he will crash on entering the stage. the first on to crash it is his hookshot if that helps


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 12:46:55 PM
Toonlink may be exceptionally difficult...if you take a look at the link module, theres some extra relocations in there, because PW said he had to do a bit of untangling from Toon Link in order for link module to even work. nevertheless i tried, and unless you patch all his articles, he will crash on entering the stage. the first on to crash it is his hookshot if that helps

Well luckily most of the toon link psas are also ported to fit link's module. Only one that ican think of that isn't and is complete is skull kid.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 02, 2014, 01:07:26 PM
Reminds me of Riptor from old school Killer Instinct.

they actually did a Primal RAge version, Talon
cant remember if it was released


Well I have my first clone set up! Everything except sounds. Is there anyway to give EX characters ounds without replacing sounds? ;D


this process does not replace sounds, it cycles thorugh them
but its still a work in progress
and ive run out of ideas to make it more user friendly
http://youtu.be/TmZv8EzcBCE (http://youtu.be/TmZv8EzcBCE)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 01:16:03 PM
they actually did a Primal RAge version, Talon
cant remember if it was released


this process does not replace sounds, it cycles thorugh them
but its still a work in progress
and ive run out of ideas to make it more user friendly
[url]http://youtu.be/TmZv8EzcBCE[/url] ([url]http://youtu.be/TmZv8EzcBCE[/url])


If there's a Talon skin for the Raptor then that's going right into Brawlex the nexttime it expands.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 02, 2014, 01:24:54 PM
If there's a Talon skin for the Raptor then that's going right into Brawlex the nexttime it expands.

Warning: Epic link is epic
http://forums.kc-mm.com/index.php?topic=46179.msg1035911#msg1035911 (http://forums.kc-mm.com/index.php?topic=46179.msg1035911#msg1035911)

also
@sammy
hmm i want to make a program that adds characters to the CSS code, basically it changes the count number and adds an extra slot id number to the default CSS code, what programming would you recommend for that?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 02, 2014, 01:26:53 PM
Well luckily most of the toon link psas are also ported to fit link's module. Only one that ican think of that isn't and is complete is skull kid.

That and Simon Belmont, who I'm still not done with yet.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 02, 2014, 01:28:24 PM
technically you can expand it by 1 or 3 chara if you want. me and shadowsnake were testing some things.

you can use this. it's not the universal code i wanted, but it's not done yet. bassically make  a clone for slots 53, 54, and 55. press the R trigger on the css and your first three characters on the css will switch to them
235D857C 000000A9
6600000B 00000000
E0000000 80008000
205BA484 00000020
055D7650 00000053
055d7654 00000054
055d7658 00000055
E0000000 80008000
205BA484 00000040
055D7650 00000000
055d7654 00000000
055d7658 00000000
E0000000 80008000

If you want to just expand it by 1 character, use this one. same process, make a character for ID 53, the press R on the CSS to change mario's slot to the new character. when you want him to go back to Mario, just hit L trigger.

235D857C 000000A9
66000007 00000000
E0000000 80008000
205BA484 00000020
055D7650 00000053
E0000000 80008000
205BA484 00000040
055D7650 00000000
E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 02, 2014, 01:28:26 PM
they actually did a Primal RAge version, Talon
cant remember if it was released
The current Public Demo that's on the Vault does have the Talon alt.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 02, 2014, 01:30:52 PM
technically you can expand it by 1 or 3 chara if you want. me and shadowsnake were testing some things.

you can use this. it's not the universal code i wanted, but it's not done yet. bassically make  a clone for slots 53, 54, and 55. press the R trigger on the css and your first three characters on the css will switch to them
235D857C 000000A9
6600000B 00000000
E0000000 80008000
205BA484 00000020
055D7650 00000053
055d7654 00000054
055d7658 00000055
E0000000 80008000
205BA484 00000040
055D7650 00000000
055d7654 00000000
055d7658 00000000
E0000000 80008000

If you want to just expand it by 1 character, use this one. same process, make a character for ID 53, the press R on the CSS to change mario's slot to the new character. when you want him to go back to Mario, just hit L trigger.

235D857C 000000A9
66000007 00000000
E0000000 80008000
205BA484 00000020
055D7650 00000053
E0000000 80008000
205BA484 00000040
055D7650 00000000
E0000000 80008000
does this automatically changes the Portraits for the new costumes, without having to exit the CSS?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 01:39:44 PM
That and Simon Belmont, who I'm still not done with yet.

I remember testing him out. It was on Toon Link. He was pretty fun actually. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 02, 2014, 01:57:02 PM
does this automatically changes the Portraits for the new costumes, without having to exit the CSS?

Changes the CSP's yes :P CSS icons? no..haven't figured out a way to do that yet


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on February 02, 2014, 02:21:27 PM
Ok I can look in to that. Where is it? :P


Sorry for the late reply here he be, it's a bit hard to find admittedly I had to search for Gray Fox, rather than search for MK PSAs http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870) I enjoy it and so far it hasn't crashed on the Result screen which MK clones  were reported to do sometimes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 02, 2014, 02:31:54 PM
Sorry for the late reply here he be, it's a bit hard to find admittedly I had to search for Gray Fox, rather than search for MK PSAs [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870[/url]) I enjoy it and so far it hasn't crashed on the Result screen which MK clones  were reported to do sometimes.


I believe that was an error in code. I think it happened when Meta Knight Ex Modules were added to ASF's pack, because his camera fix code didn't have the new character added to the code.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 02, 2014, 02:48:09 PM
Well Rosalina is almost complete, now if only there was a working SFX for Rosalina over Peach :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 03:02:38 PM
Well Rosalina is almost complete, now if only there was a working SFX for Rosalina over Peach :P

Which Rosalina psa? I'm looking for a decent one.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 03:06:25 PM
Which Rosalina psa? I'm looking for a decent one.
did you look in the repository?

and i noticed that when i try and use your Custom stage code it will stop loading the game and boot back to the press A part of the wii menu. do i have to to use the GCTedit to insert them? because they are both seperate codes.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 02, 2014, 03:09:49 PM
Which Rosalina psa? I'm looking for a decent one.

I'm working on a Rosalina psa that's based off of Smash Bros Wii U/3ds. It's almost done, but I need to find a way to make her spawn a Launch Star during her upB.
Also, Is it possible to clone 2 characters into one slot, like Ice Climbers? Then I would be able to have Rosalina AND Luma.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 02, 2014, 03:10:36 PM
The complete Rosalina: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9617 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9617)

I plan on modifying it for my on use later on

Post Merge: February 02, 2014, 03:12:27 PM
I'm working on a Rosalina psa that's based off of Smash Bros Wii U/3ds. It's almost done, but I need to find a way to make her spawn a Launch Star during her upB.
Also, Is it possible to clone 2 characters into one slot, like Ice Climbers? Then I would be able to have Rosalina AND Luma.


How close is it to being done? I need it. So very much. And funny you mention Luma, I'm working on a PSA for him


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 02, 2014, 03:17:53 PM
The complete Rosalina: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9617[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9617[/url])

I plan on modifying it for my on use later on

Post Merge: February 02, 2014, 03:12:27 PM
How close is it to being done? I need it. So very much. And funny you mention Luma, I'm working on a PSA for him


Cool! Maybe we could combine them into one slot in the future. It's veeerrry close to completion, but I'm a perfectionist, so once that little problem is fixed, as well as the running problem, I could release it.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 02, 2014, 03:23:12 PM
I can't wait for her to be released! ;D


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 02, 2014, 03:32:34 PM
@sammy
hmm i want to make a program that adds characters to the CSS code, basically it changes the count number and adds an extra slot id number to the default CSS code, what programming would you recommend for that?

well if it's just inputing a textfile, or just using a static variable that you declare (the css code), then changing a value in it...it could probably be done in about any programming language..but in my experience (coming from c++) i personally think c# is easier :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 03:36:59 PM
did you look in the repository?

and i noticed that when i try and use your Custom stage code it will stop loading the game and boot back to the press A part of the wii menu. do i have to to use the GCTedit to insert them? because they are both seperate codes.

I didn't lol i tried looking myself and just found textures and a couple versions if psas. Didn't know which to pick.

As for the code, it honestly doesn't give me issues. I put it in with gctedit. Where exactly does it freeze? Because i know i occasionally get freezes durin the 'now loading' just after strap menu.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 02, 2014, 06:16:10 PM
It does not freeze at all on project m launcher with sd expansion code,it sometimes freezes on gecko at the now loading screen.

So if your having that problem at the now loading screen you could try Project M launcher.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 06:16:47 PM
For those who want P:M mewtwo on their roster I managed to fix the T-Pose on the jab and I'm working on the shadow ball but I kinda need some help
-He can now shoot it but the graphic effect doesn't appear
-He freezes on the first frame so he can't charge it up fully and can only shoot the small weak ones
-he T-Poses instead of doing his Landing light animation(though you can move and attack instantly out of it)
-the project M chars tend to have REALLY bad landing lag when doing an air attack. that's been fixed
pretty much all thats left is to fix the shadow ball and that random T-pose when landing and he'll be 100% working, the thing is I'm not too smart when it comes to PSA so I'll upload my progress if anyone else wants to try and fix him   :mewtwo:


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 06:23:53 PM
Hey, I downloaded a Mewtwo from this thread.


In general, what's a safe way for characters to read modified Boss .sawnd files? And were any others made in this thread that are BrawlEx compatible? Also if there's a code for it, I'll need one that works with BrawlEx... I hope someone here remembers what I'm talking about.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 06:30:48 PM
I made Thany's De-Cloned Roy read boss sfx and I made Cloud and Knuckles read them to(I only posted Roy though)
You have to go in their FitFighter file and PSA them to load boss sfx which takes a while to do.
Here's Roy: https://www.mediafire.com/?8vsll7c4l9u5kh8 (https://www.mediafire.com/?8vsll7c4l9u5kh8)
in his fighter config make sure he loads soundbank 13E and remember it's Thany's Roy not P:M Roy
-mewtwo is in the process of uploading-
EDIT
Cloud: http://www.mediafire.com/download/6nkljh8alegknrf/Cloud%20with%20sounds%20V1.rar (http://www.mediafire.com/download/6nkljh8alegknrf/Cloud%20with%20sounds%20V1.rar)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 06:31:46 PM
I made Thany's De-Cloned Roy read boss sfx and I made Cloud and Knuckles read them to(I only posted Roy though)
You have to go in their FitFighter file and PSA them to load boss sfx which takes a while to do.
Here's Roy: https://www.mediafire.com/?8vsll7c4l9u5kh8 (https://www.mediafire.com/?8vsll7c4l9u5kh8)
in his fighter config make sure he loads soundbank 13E and remember it's Thany's Roy not P:M Roy
-mewtwo is in the process of uploading-

Oh nice. :) Is there a code required?


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 06:35:00 PM
Oh nice. :) Is there a code required?

you need the Replacement Soundbank Engine Code located here
http://forums.kc-mm.com/index.php?topic=61460.0 (http://forums.kc-mm.com/index.php?topic=61460.0)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 02, 2014, 06:38:46 PM
KidCraft made a modified PM Mewtwo that has working Shadow Balls, but he removed the Hover and ability to act out of Teleport, plus gave him Lucario's jab to fix the t-posing. I also uploaded some BrawlEx files and his soundbank with them here. Maybe you can figure out how he got the Shadow Ball working properly by looking at it?

https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip (https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 06:39:38 PM
KidCraft made a modified PM Mewtwo that has working Shadow Balls, but he removed the Hover and ability to act out of Teleport, plus gave him Lucario's jab to fix the t-posing. I also uploaded some BrawlEx files and his soundbank with them here. Maybe you can figure out how he got the Shadow Ball working properly by looking at it?

https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip (https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip)
Thanks I'll look into this
EDIT
btw rather than PSA a new jab you can just go in the fighter config and set rapidjab to True and jabcount to 1


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 02, 2014, 06:57:06 PM
Can anyone edit that Mewtwo so he can hover and act out of teleport?

I'm sure there is a reason he took that off though.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 07:02:20 PM
the one im working on can hover, i just cant fix the shadow ball


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:06:05 PM
I made Thany's De-Cloned Roy read boss sfx and I made Cloud and Knuckles read them to(I only posted Roy though)
You have to go in their FitFighter file and PSA them to load boss sfx which takes a while to do.
Here's Roy: [url]https://www.mediafire.com/?8vsll7c4l9u5kh8[/url] ([url]https://www.mediafire.com/?8vsll7c4l9u5kh8[/url])
in his fighter config make sure he loads soundbank 13E and remember it's Thany's Roy not P:M Roy
-mewtwo is in the process of uploading-
EDIT
Cloud: [url]http://www.mediafire.com/download/6nkljh8alegknrf/Cloud%20with%20sounds%20V1.rar[/url] ([url]http://www.mediafire.com/download/6nkljh8alegknrf/Cloud%20with%20sounds%20V1.rar[/url])


Nice! Which Cloud is this by the way? I know of two.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 07:08:35 PM
This one, I might do the other one if anyone prefers it
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:09:14 PM
Nice! Which Cloud is this by the way? I know of two.


Also, I use Knuckles. Probably the same one as I have already too. :) Whenever you decide to upload it I'll apply it.

Post Merge: February 02, 2014, 07:09:59 PM
This one, I might do the other one if anyone prefers it
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056[/url])


I use the other one, but I'm sure there's plenty of people that'll appreciate your first one :)


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 07:12:27 PM
Knuckles over Sonic, or Knuckles over Jigglypuff?
The one I use is over Sonic


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:19:02 PM
Knuckles over Sonic, or Knuckles over Jigglypuff?
The one I use is over Sonic

I use over Sonic as well. :)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 07:33:24 PM
okay, the crash isn't exactly caused by any specific code.
because i use an 8gig card and i use the SDHC code. it might be the problem

i decided to get the Phantom wing's stage roster expansion code and Eternal Yoshi's Maxed out SSS code. turn any of those two one, even if i'm using the Project M launcher. it will load. stop and not exactly crash as moreso boot back to the wii menu. if i use a USB loader, it loads without codes.

so i'm just not going to use expanded stages. cause i'm already over my 2 gig limit on mods. (tons of costumes, and music)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:34:43 PM
okay, the crash isn't exactly caused by any specific code.
because i use an 8gig card and i use the SDHC code. it might be the problem

i decided to get the Phantom wing's stage roster expansion code and Eternal Yoshi's Maxed out SSS code. turn any of those two one, even if i'm using the Project M launcher. it will load. stop and not exactly crash as moreso boot back to the wii menu. if i use a USB loader, it loads without codes.

so i'm just not going to use expanded stages. cause i'm already over my 2 gig limit on mods. (tons of costumes, and music)

Ah, I see. Well... I'm sorry that I couldn't help further.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 07:36:07 PM
Ah, I see. Well... I'm sorry that I couldn't help further.
it's no problem. if i post my code list, someone might see the problem.


RSBE01
Super Smash Bros. Brawl

SDHC Extension[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020

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

1 player matches [spunit262]
* 0468D420 2C060001

Unrestricted Camera on pause
* 4A000000 80000000
* 040A7D60 4E800020
* 04109D88 38800001

CPUs LV 16
* C2693A70 00000002
* 3880000F 909E01D4
* 60000000 00000000

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 CSS
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

Brawl EX

BrawlEX/My CSS order:
* 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 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A231904 3F404142
* 43444546 4748494A
* 4B290000 00000000


Music and Sound

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

Music Enabler
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



Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 02, 2014, 07:39:41 PM
okay, the crash isn't exactly caused by any specific code.
because i use an 8gig card and i use the SDHC code. it might be the problem

i decided to get the Phantom wing's stage roster expansion code and Eternal Yoshi's Maxed out SSS code. turn any of those two one, even if i'm using the Project M launcher. it will load. stop and not exactly crash as moreso boot back to the wii menu. if i use a USB loader, it loads without codes.

so i'm just not going to use expanded stages. cause i'm already over my 2 gig limit on mods. (tons of costumes, and music)
That's strange, because Stage Expansion works perfectly with my build, and that works fine through PM Launcher on a 32 gig card. Would you like me to upload it? It's got like 10 characters added atm. I have an older one already uploaded that has 7 added, but I figure you'd want the updated one. It also has cBliss on it, as well.


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 07:43:27 PM
I use over Sonic as well. :)
ok good, it may take a while though cause my internet sux so yea


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 02, 2014, 07:45:25 PM
That's strange, because Stage Expansion works perfectly with my build, and that works fine through PM Launcher on a 32 gig card. Would you like me to upload it? It's got like 10 characters added atm. I have an older one already uploaded that has 7 added, but I figure you'd want the updated one. It also has cBliss on it, as well.
or send me your codes through P.M it could be a code conflict. to be sure. and i wouldn't want to have to change my Clone packages. i have Nebulons, and i've edited his quite extremely. i would have to reapply over 50 CSP on non cloned characters and reclone certain characters. it could be a code problem lol.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:48:23 PM
ok good, it may take a while though cause my internet sux so yea

Oh sure, take your time :) What boss is it over?


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 07:57:24 PM
Meta Ridley
Link: http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar (http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 07:58:48 PM
Meta Ridley
Link: [url]http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar[/url] ([url]http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar[/url])


The name made me chuckle ;)


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 02, 2014, 08:26:10 PM
Check your files and make sure you have bx_fighter.rel and common2.pac from the Brawl Ex download on your SD card, because you will get random icons that will crash when highlighted when they aren't read.

They are there. I have the Alloy icons, CSPs, name tags, and even stock icons for them. I've given them all the character select graphics they would need, but I still have those crashes.

I've even tried using a stock common5.pac, to no avail.


Title: Re: The BrawlEx Clone Engine
Post by: MrUnusual on February 02, 2014, 09:08:48 PM
https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN (https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN)

NOTE: The above link is for two notepad files.

One of those files gives the codes along with what they are.
The other goes further and gives more details about the codes, as well as shows people how my characters are set up and what IDs they use in case they want to modify.

Both of these files have THE SAME codes, so you only need to follow one. For the easiest understanding, pick the simpler one. For those that want to take what I've made and modify it, go with the explained one. :)
Gosh, a lot happens when I'm gone, makes it hard to keep up lol. I have a question. What is the Extra Stage No. 1 and No. 2? And would that be compatible with the Melee 64 Expansion code?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 02, 2014, 09:32:51 PM
Gosh, a lot happens when I'm gone, makes it hard to keep up lol. I have a question. What is the Extra Stage No. 1 and No. 2? And would that be compatible with the Melee 64 Expansion code?


It's the same thing I think lol that's just the names I gave the codes because I didn't have the names on hand... but it's been confusing people so I'd better figure out what names they actually are.

Post Merge: February 02, 2014, 09:39:45 PM
Meta Ridley
Link: [url]http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar[/url] ([url]http://www.mediafire.com/download/peos1vg72ecsi2k/Unlike%20Sonic%20I%20Don't%20Chuckle.rar[/url])


These are fantastic :) I couldn't use the Roy or Cloud one since I'm using the Nostalgia Roy moveset, and a different Cloud, but what I can use is great :) Please post here again if you make anymore!


Title: Re: The BrawlEx Clone Engine
Post by: BruceTD on February 02, 2014, 10:13:40 PM
anyone else getting crashes using this and brawl minus max? Kirby seems to always freeze the game and team matches as well


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 02, 2014, 10:52:35 PM
anyone else getting crashes using this and brawl minus max? Kirby seems to always freeze the game and team matches as well

team matches are broken for now bud. i have a video tutorial (linked in the OP) specifically for Minus since that's what i primarily play. Kirby will freeze with any clone if That clone's fighter config states to use a kirby file.

in the clone's fighter config, change the 'kirby' to none


Title: Re: The BrawlEx Clone Engine
Post by: Kenji23Z on February 02, 2014, 11:47:03 PM
Ok so far the progress with Mewtwo
-I fixed ALL T-Poses
So all there's left is fixing the shadow ball and we got ourselves a perfect mewtwo
I'll upload the files when I get back from school if anyone wants to attempt to fix this


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 03, 2014, 12:12:49 AM
It's the same thing I think lol that's just the names I gave the codes because I didn't have the names on hand... but it's been confusing people so I'd better figure out what names they actually are.

Post Merge: February 02, 2014, 09:39:45 PM
These are fantastic :) I couldn't use the Roy or Cloud one since I'm using the Nostalgia Roy moveset, and a different Cloud, but what I can use is great :) Please post here again if you make anymore!

I'm working on giving Shadow Tabuu's Sounds. I'm about half way done with it. I'll be sure to post it when it is done.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 03, 2014, 04:47:17 AM
so, who was making the brawl EXpanded thing again?
is there a thread for it?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 05:10:17 AM
I'm working on giving Shadow Tabuu's Sounds. I'm about half way done with it. I'll be sure to post it when it is done.

Oh nice! Which Shadow?

Post Merge: February 03, 2014, 05:13:10 AM
so, who was making the brawl EXpanded thing again?
is there a thread for it?

It's within the last 10 pages. Doqtor Kirby nicknames his Brawlex pack that. Doqtor asked which characters we'd want to see included.

Post Merge: February 03, 2014, 05:15:57 AM
Ok so far the progress with Mewtwo
-I fixed ALL T-Poses
So all there's left is fixing the shadow ball and we got ourselves a perfect mewtwo
I'll upload the files when I get back from school if anyone wants to attempt to fix this

Do you know how to make clone chars load gfx models (like shadow ball) in a way that won't conflict with Lucario? We're kind if stumped with that it's been seeming like. If you know, pm me because i want to start uploadin fixed gfx psas and share then here.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 03, 2014, 06:19:03 AM
Sorry for the delay, but more IRL stuff beckons me. when I return this afternoon, I'm gonna look into Dolphin and move on.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 03, 2014, 11:47:18 AM
is there any way to play 2 brawl mods on the same sd card


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 12:02:44 PM
is there any way to play 2 brawl mods on the same sd card

There's File patch code 3.5.3 that allows 2 folders of characters and stages to be loaded. I don't think it's compatible with brawlex though. Then there's triple rasta which is like the one i just mentioned but adds yet another folder of characters. You switch through the rosters by leaving css, pressing a button combination, then upon going back you'll have loade your custom second roster. Oh and triple rasta probably isn't compatible either with brawlex...


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 03, 2014, 02:47:22 PM
So is there a way to give Ex characters announcer calls on the CSS?


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 03, 2014, 03:43:47 PM
There's File patch code 3.5.3 that allows 2 folders of characters and stages to be loaded. I don't think it's compatible with brawlex though. Then there's triple rasta which is like the one i just mentioned but adds yet another folder of characters. You switch through the rosters by leaving css, pressing a button combination, then upon going back you'll have loade your custom second roster. Oh and triple rasta probably isn't compatible either with brawlex...

Aww, really? I was hoping one of those would be compatible with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 03:47:25 PM
The only reason i say no is because this uses a file patch code itself. I haven't tested it. I just didn't think those were compatible.

Post Merge: February 03, 2014, 04:14:30 PM
Hey... Totally out there, but what with there being so many good item replacements, there wouldn't happen to be a way to clone items would there?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 03, 2014, 04:15:21 PM
not without upping the file size of common3, which is a nono without some sort of away of allotting memory for it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 04:17:56 PM
not without upping the file size of common3, which is a nono without some sort of away of allotting memory for it.

That can't be compressed i take it? It's not a big deal
either way, just a thought.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 03, 2014, 04:35:36 PM
So is there a way to give Ex characters announcer calls on the CSS?
Yes. ASF1ink's pack comes with calls for all of the added characters. The announcer calls are configured in Cosmetic Config.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 03, 2014, 04:59:57 PM
In case anyone is interested in how the tool will look when it's done


(http://i.imgur.com/KFLTqT5.png)  (http://i.imgur.com/B6qXBVF.png)

(http://i.imgur.com/gejz96V.png)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 03, 2014, 05:09:57 PM
It's the same thing I think lol that's just the names I gave the codes because I didn't have the names on hand... but it's been confusing people so I'd better figure out what names they actually are.
If I think I know what you're talking about (and what I think were the two unused stages from SSB64), those were Dreamland betas, they have an official unofficial name though (Kirby Beta Stage 1 and 2, respectively). The second one is soooooooo much fun to play on, especially trolling people with the invisible top platform.

---------------------

Someone mentioned BrawlExpanded? I'm gonna have that up as soon as I find a way to upload it to my Dropbox, so hang tight gaiz.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 03, 2014, 05:17:30 PM
Yes. ASF1ink's pack comes with calls for all of the added characters. The announcer calls are configured in Cosmetic Config.


Is there a tutorial on how to edit the Cosmetic Config and set it up with the sfx you want it to use for the announcer call?

In case anyone is interested in how the tool will look when it's done


([url]http://i.imgur.com/KFLTqT5.png[/url])  ([url]http://i.imgur.com/B6qXBVF.png[/url])

([url]http://i.imgur.com/gejz96V.png[/url])


Looks quite helpful. I look forward to when it is finished.



Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 05:29:26 PM
In case anyone is interested in how the tool will look when it's done


([url]http://i.imgur.com/KFLTqT5.png[/url])  ([url]http://i.imgur.com/B6qXBVF.png[/url])

([url]http://i.imgur.com/gejz96V.png[/url])
In case anyone is interested in how the tool will look when it's done


([url]http://i.imgur.com/KFLTqT5.png[/url])  ([url]http://i.imgur.com/B6qXBVF.png[/url])

([url]http://i.imgur.com/gejz96V.png[/url])
In case anyone is interested in how the tool will look when it's done


([url]http://i.imgur.com/KFLTqT5.png[/url])  ([url]http://i.imgur.com/B6qXBVF.png[/url])

([url]http://i.imgur.com/gejz96V.png[/url])


That looks pretty convinient :) i noticed it mentions costumes in one of the pictures. Is that tool able to add new ones? Also does it allow an easier interaction with module files? Even if it doesn't it's gonna make adding new characters  way easier. This might be a little ahead of the current build too, but when/if you're aboe to add in more characters to the game then current count through the r button l button switch, will this program be able to set those types of extra haracters up too? If that's still the predicted method anyway?

Post Merge: February 03, 2014, 05:33:09 PM
Is there a tutorial on how to edit the Cosmetic Config and set it up with the sfx you want it to use for the announcer call?

Looks quite helpful. I look forward to when it is finished.




If i'm not mistaken I believe ShinF was able to do it...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 03, 2014, 05:37:14 PM
In case anyone is interested in how the tool will look when it&#039;s done


([url]http://i.imgur.com/KFLTqT5.png[/url])  ([url]http://i.imgur.com/B6qXBVF.png[/url])

([url]http://i.imgur.com/gejz96V.png[/url])

Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?

Is there a tutorial on how to edit the Cosmetic Config and set it up with the sfx you want it to use for the announcer call?

Looks quite helpful. I look forward to when it is finished.

I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.

(http://i.imgur.com/v0g5Oei.png)

202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 03, 2014, 05:46:09 PM
Thanks so much ;D


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 03, 2014, 05:49:58 PM
It will be able to set up files so that characters can have expanded costumes (like cBliss) and will (hopefully in the future) be able to add cosmetics to the sc_selcharacter.pac for it's own cosmetic slot

i't probably wont be able to edit modules lol. that's a whole ballgame i dont want to get into programming into it. @.@ and besides, i just started learning c# this week :P

Once i find a way to make the universal 'Ex Slots' engine work, it will be able to work with it. because the process is exactly the same as making a new clone.

Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?

actual snapshot :P


so far it:

-checks and validates the BrawlEx directories, and if you Don't have a brawlEx directory, it will ask to make one (and all subdirectories) for you.

-Selects and copies out the Config Files of the selected clone to add into their respective directories

-shows a List of all clones currently set up along with an image of their respective base character.

-shows a list of all files in the Folders in case that is necessary for any reason.

:P i want to add in a hexEditor for editing the configs as well. though, you will probably still want to open the fighter config in the actual BrawlEx config utility


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 05:51:29 PM
Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?
I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.

([url]http://i.imgur.com/v0g5Oei.png[/url])

202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.


Are there any other numbers one could use? And does that mean your BRSTM is named, in your case, 2A?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on February 03, 2014, 05:55:22 PM
Reminds me of Riptor from old school Killer Instinct.
:af: Exactly what I thought.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 03, 2014, 06:09:11 PM
Am I the only one who thinks rather than give clone characters that have minor moveset differences from the originals like Mario and Dr. Mario for example their own slots and instead just be done like how Project M had it to where alt costumes had modified versions of the originals moveset rather than be their own character?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 03, 2014, 06:09:36 PM
Are there any other numbers one could use? And does that mean your BRSTM is named, in your case, 2A?

Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.

Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 03, 2014, 06:18:27 PM
Am I the only one who thinks rather than give clone characters that have minor moveset differences from the originals like Mario and Dr. Mario for example their own slots and instead just be done like how Project M had it to where alt costumes had modified versions of the originals moveset rather than be their own character?

while this is a thing, we don't know how P:M did it. it was probably by editing the modules themselves....but yea.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 03, 2014, 06:23:53 PM
Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.

Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)

 Got it. :) i'll tinker with that later. If it's not tok much trouble could you explain what i'd need to change for victory themes?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 03, 2014, 06:32:29 PM
Got it. :) i'll tinker with that later. If it's not tok much trouble could you explain what i'd need to change for victory themes?

It's in the Slot Config.

(http://i.imgur.com/qXstux8.png)

Those four bits I circled. Again, they don't match the file names. However, Segtendo did create a list of the Hex IDs for music. http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207 (http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 03, 2014, 06:33:12 PM
In ASF's pack, the added calls are in 220.sawnd. I just replaced the calls from his pack, and copied the values.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 03, 2014, 06:46:19 PM
Group 220 has some menu SFX that are heard rarely, so he made those the announcer calls.


Title: Re: The BrawlEx Clone Engine
Post by: Yeller1999 on February 03, 2014, 07:43:20 PM
does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 03, 2014, 07:44:35 PM
Oh nice! Which Shadow?

The Lord of Chaos Shadow PSA

Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?
I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.

([url]http://i.imgur.com/v0g5Oei.png[/url])

202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.
Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.


while this is a thing, we don't know how P:M did it. it was probably by editing the modules themselves....but yea.




They were able to make Mario have a slightly different moveset when choosing the Dr. Mario costume by the same way that Sonic is able to have different colored shoe graphics depending on which of his costumes is chosen. There is code in Mario's FitMario.pac that are telling it to change the moveset if certain costumes are chosen, those costumes being the ones coded to reference the Dr. Mario costumes they put in.

Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.

Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)



Thanks for answering my question earlier. I believe the IDs you are looking for are not found with using Super Sawndz but with BrawlBox 0.71. I haven't checked yet but I was able to find the Boss sound banks and Boss SFX IDs in PSA in order for me to know how to call Boss SFX IDs for Shadow. So the IDs that match the announcer calls are probably found when you open the smashbros_sound.brsar in BrawlBox 0.71.

does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?


In a previous page, like 5 pages ago, someone said they were able to combine Project M with BrawlEx. They said they would post a link to a download for this when they had it ready. The link has not been posted yet. Though I did hear that there is some kind of hacker friendly version of Project M out that could be the reason why he was able to combine it with BrawlEx. Which that version could be the new version which is 3.01. I haven't tried the new version yet though.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 03, 2014, 08:02:03 PM
does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?

originally we were telling people no, but as it seems, it is.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 03, 2014, 09:42:54 PM
It's compatible.
It's highly unsupported. If you do attempt such a thing, not many people can/will help you. (I know I won't.)

editzk~ Just realized I've reached Mega Kitten status.


Title: Re: The BrawlEx Clone Engine
Post by: BruceTD on February 04, 2014, 12:54:29 AM
now all we need is a css that can hold more than 50 characters lol


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on February 04, 2014, 01:38:41 AM
Hey... Totally out there, but what with there being so many good item replacements, there wouldn't happen to be a way to clone items would there?

You don't know how much I wish it would be possible...  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 02:01:14 AM
well, for people who want an easier way to setup clones, here's something i've been working on


BrawlEx Clone Tool (alpha)  (https://www.dropbox.com/s/2v3tqaja8n1pbgw/BrawlEx%20Clone%20Tool-alpha-.rar)

bassically, select your pf folder from the select folder button. then when you want to add a new clone, select the clone from the drop down menu on tab 1 and click add. it will rename and copy the files directly onto your SDCARD, and it will name it 1 hex number higher then your last clone automatically.

you still need to edit the fighter config in the BrawlEx config utility for now, and you still need to edit the module like normal. but this is just an ALPHA. in the future it will do ALOT more.

i figured i would let you all download it since it can still save alot of time in just sorting through and renaming the config templates :P


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 04, 2014, 03:15:58 AM
well, for people who want an easier way to setup clones, here's something i've been working on


BrawlEx Clone Tool (alpha)  (https://www.dropbox.com/s/2v3tqaja8n1pbgw/BrawlEx%20Clone%20Tool-alpha-.rar)

bassically, select your pf folder from the select folder button. then when you want to add a new clone, select the clone from the drop down menu on tab 1 and click add. it will rename and copy the files directly onto your SDCARD, and it will name it 1 hex number higher then your last clone automatically.

you still need to edit the fighter config in the BrawlEx config utility for now, and you still need to edit the module like normal. but this is just an ALPHA. in the future it will do ALOT more.

i figured i would let you all download it since it can still save alot of time in just sorting through and renaming the config templates :P
Quite the tool. saved me some time when i wanted to add in a new clone. very sexy indeed.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 03:53:10 AM
OK. I know how slow I'm going, but I'm at a point where I'm more or less ready to get offsets for the articles to patch. The module works perfectly over Toon Link's original slot, but crashes when I pick a stage over the Ex Slot.

What could be the reason for this? I want to resolve this so I can patch his articles, however that's done.

This is what my section [8] looks like so far.
The slot's Module ID is 91 and character ID is 40, AKA the second EX slot.
(http://i.imgur.com/bJrX2Ir.png)
So if this isn't proper, what's the best way to get this module ready to patch articles?

Post Merge: February 04, 2014, 05:56:55 AM
Code:
52:41:483 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter.pac) 
52:41:600 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/a1f6 (size:3975244 byte, adr:0x93103420) at 649
52:41:659 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter2.pac) 
52:41:686 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/20f2 (size:684793 byte, adr:0x81703980) at 649
52:49:225 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PlayID[ 9978] Index[231]
55:12:167 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [0 Color:0 Kind:64]
55:12:168 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:64 heap:53
55:12:178 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:64 ret:80300
55:12:196 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/42.sawnd) 
55:14:455 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_simon.rel (size:191192 byte, adr:0x91a44320) at 891
55:14:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x81081ce0  size: 0x00027888 text:0x81081dac) 
55:16:148 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon.pac (size:291296 byte, adr:0x91ab3740) at 894
55:17:107 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: _Accessers[ 64 ] == NULL
55:17:107 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: isExistAccesser false.  kind =   64
55:19:496 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimonMotionEtc.pac (size:3558880 byte, adr:0x9170df20) at 899
55:21:934 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon00.pcs (size:549203 byte, adr:0x916879e0) at 903


Oh no.... a log.

Proceeding with this in the log will guarantee a crash.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 07:36:50 AM
It's in the Slot Config.

([url]http://i.imgur.com/qXstux8.png[/url])

Those four bits I circled. Again, they don't match the file names. However, Segtendo did create a list of the Hex IDs for music. [url]http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207[/url] ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207[/url])


What program do you use to open slot config? When I open my slot configs with HxD they look different. I'm trying to assign Victory themes

Post Merge: February 04, 2014, 07:53:17 AM
Nevermind... I'm dumb because:
1. I was in CSS slot sonfig
2. Your program displays it the same as mine, but mine has spaces.

All good. lol At least now I can add victory themes.


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 04, 2014, 08:10:41 AM
Wait, so there is already pack of this pre done? Anyone have a link to ASF1ink's Pack?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 10:04:37 AM
In ASF's pack, the added calls are in 220.sawnd. I just replaced the calls from his pack, and copied the values.

How do you open a sawnd file?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 04, 2014, 10:14:15 AM
In ASF's pack, replaced Kid Buu with Mewtwo. Works great :vyse:
Got him to use the Pokemon franchise icon and share a victory theme with them.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 10:31:20 AM
All of my people now have victory themes by seeing what ASF did. But now i figure i'd try announcer calls. I know you need to modify the data in 220 sawnd for that so i figured i'd just repurpose asf's to fit mine by seeing what he did and loking through his characters' slot.dat. Only issue i i nee to be able to open 220.sawnd for that. After i do that i could reuploa mine if anyone cares.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 11:42:38 AM
EY there is quite a bit of things that need to be done if you want to patch articles. the first thing you need to fix though is that accessor error. change that 00000006 to 0000000D.

That indicates the numbre of relocations for the characters acessors. the relocation right before that number points to the offset in that same section that the relocations start. there are 13 of them. which in hex is D.

i'll PM you the messages that me and PW have been exchanging regarding patching the articles if you want? let me know.

toonlinks section[8] should look like this BEFORE patching articles
(http://i.imgur.com/Ua3wBfc.png)


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 12:50:34 PM
Oh THAT's what that number was for. Thank you.

I'd like those PM's too please.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 01:38:52 PM
The BrawlEx Clone tool can now populate the list on page 1 with clones and automatically name them What their Result screen name is in the cosmetic config :) in the future those images will be the actual images from sc_selcharacter......hopefully...lol

BrawlEx Clone Tool (beta)  (https://www.dropbox.com/s/7l8bmo3r5qznupw/BrawlEx%20Clone%20Tool%20%28beta%29.zip)

(http://i.imgur.com/JpXDI5j.png)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 04, 2014, 01:52:03 PM
I can't really figure out how to really use your tool, sammi.

The only thing I can figure out is to add a clone and make proper directories.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 02:10:27 PM
Still getting that error in the same place and time.

Code:
00:40:932 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter.pac) 
00:40:938 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/a1f6 (size:3975244 byte, adr:0x93103420) at 588
00:40:940 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter2.pac) 
00:40:954 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/20f2 (size:684793 byte, adr:0x81703980) at 588
00:41:223 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PlayID[ 9978] Index[231]
00:42:510 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [0 Color:0 Kind:64]
00:42:510 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:64 heap:53
00:42:511 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:64 ret:80300
00:42:513 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/42.sawnd) 
00:42:571 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_simon.rel (size:191192 byte, adr:0x91a44320) at 675
00:42:582 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x81081ce0  size: 0x00027888 text:0x81081dac) 
00:42:583 Src\PowerPC\Interpreter\Interpreter.cpp:320 N[PowerPC]: Last PC = 00000000 : rlwimi. r19, r18, 8, 9, 2 (ffe07fff)
00:42:583 Src\PowerPC\Interpreter\Interpreter.cpp:320 N[PowerPC]: Last PC = 00000000 : rlwimi. r19, r18, 8, 9, 2 (ffe07fff)
00:42:621 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon.pac (size:291296 byte, adr:0x91ab3740) at 678
00:42:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: _Accessers[ 64 ] == NULL
00:42:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: isExistAccesser false.  kind =   64
00:42:738 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimonMotionEtc.pac (size:3558880 byte, adr:0x9170df20) at 683
00:42:800 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon00.pcs (size:549203 byte, adr:0x916879e0) at 687

Once again, this only happens when over an EX slot and doesn't happen over Toon Link.

http://www.mediafire.com/download/63jp69zby4dajzm/ft_simon.rel (http://www.mediafire.com/download/63jp69zby4dajzm/ft_simon.rel)

If anyone can resolve this, please tell me what the problem was.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 02:10:59 PM
all it can do for now is display the folder layout, display your current clones, and add new clones based off of the last clone ID you have.

You have to select your PF folder.

it basically adds a new clone, but you still need to set up the fighter config in the config tool for now, as well as edit the module in the module editor. and edit CSS code to include the new character, like usual. But it does validate your brawlEx directories and creates a new one if there isn't one already. as well as adds new clones.

in the future all of the other features will be there, just not yet..for now it just saves tons of time in sorting through the config templates, renaming, and placing them on the SDcard.

EY try this one

 ft_simon.rel (https://www.dropbox.com/s/uuipbekh61phljo/ft_simon.rel)


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 02:27:14 PM
Same problem. :(


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 02:47:11 PM
you shouldn't be getting the acessor error now :O now it should be crashing entering the game because of articles


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 03:05:30 PM
You mean it should be crashing on the SSS screen due to articles and NOT when I try to spawn them mid match?

Edit: Log is slightly different here.

Code:
07:37:930 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: free fighter sound kind:65
07:37:930 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot exit [0]
07:37:944 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [0 Color:0 Kind:64]
07:37:944 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:64 heap:53
07:37:945 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:64 ret:80300
07:37:946 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/42.sawnd) 
07:38:017 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_simon.rel (size:191192 byte, adr:0x91a44320) at 1632
07:38:028 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x81081ce0  size: 0x00027888 text:0x81081dac) 
07:38:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon.pac (size:291296 byte, adr:0x91ab3740) at 1635
07:38:096 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: _Accessers[ 64 ] == NULL
07:38:099 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: isExistAccesser false.  kind =   64
07:38:184 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimonMotionEtc.pac (size:3558880 byte, adr:0x9170df20) at 1640
07:38:234 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon00.pcs (size:549203 byte, adr:0x916879e0) at 1644



Title: Re: The BrawlEx Clone Engine
Post by: dpgthirteen on February 04, 2014, 03:27:23 PM
All right, so I am trying to use this with Project M (that might be my issue) anyways, I am trying to get a additional Lucas slot. However, I keep getting a additional Mario slot to the right of random. Game does not crash or anything, the original Mario's border gets highlighted when over it and I am able to change Mario's color. Any ideas?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 03:40:46 PM
The BrawlEx Clone tool can now populate the list on page 1 with clones and automatically name them What their Result screen name is in the cosmetic config :) in the future those images will be the actual images from sc_selcharacter......hopefully...lol

BrawlEx Clone Tool (beta)  ([url]https://www.dropbox.com/s/7l8bmo3r5qznupw/BrawlEx%20Clone%20Tool%20%28beta%29.zip[/url])

([url]http://i.imgur.com/JpXDI5j.png[/url])


I noticed it reads 'master chief' in the picture, but i'm only aware of the one on captain falcon. Since there's no module for him yet, which one is in the picture?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 04, 2014, 03:45:30 PM
I noticed it reads 'master chief' in the picture, but i'm only aware of the one on captain falcon. Since there's no module for him yet, which one is in the picture?

Snake.
Who else?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 03:55:53 PM
Snake.
Who else?

There' an mc psa on snake??


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 04, 2014, 04:10:21 PM
There' an mc psa on snake??

No, but any PSA (except Deadpool) fits Master Chief.
Also, there are many models.
Halo 3 and Halo 4 versions.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 04:32:53 PM
No, but any PSA (except Deadpool) fits Master Chief.
Also, there are many models.
Halo 3 and Halo 4 versions.

I'm just surprised is all.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 05:01:48 PM
EY, is that log from using my toonlink module? it shouldn't have an accessor error...

accessor errors are caused when the module isn't configured right to load the new character in that slot. in other words, when you haven't added the relocation data to the new section[8] after converting the offsets to file offsets.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 04, 2014, 05:05:02 PM
I'm just surprised is all.

And you shall be surprised.
Master Chief is da best!!!


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 04, 2014, 05:10:57 PM
The BrawlEx Clone tool can now populate the list on page 1 with clones and automatically name them What their Result screen name is in the cosmetic config :) in the future those images will be the actual images from sc_selcharacter......hopefully...lol

BrawlEx Clone Tool (beta)  ([url]https://www.dropbox.com/s/7l8bmo3r5qznupw/BrawlEx%20Clone%20Tool%20%28beta%29.zip[/url])

([url]http://i.imgur.com/JpXDI5j.png[/url])

noice
if u need help for brawlbox intergration for the sc_selcharacter
let me know how i can help
also
do you ever plan on streaming on any of your work?


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 04, 2014, 05:15:44 PM
it'd be epic if that tool automized everything...
or at least the tedious parts... xD


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 04, 2014, 05:23:42 PM
And you shall be surprised.
Master Chief is da best!!!

Any psa you reccomend for him over snake?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 04, 2014, 05:37:33 PM
EY, is that log from using my toonlink module? it shouldn't have an accessor error...

accessor errors are caused when the module isn't configured right to load the new character in that slot. in other words, when you haven't added the relocation data to the new section[8] after converting the offsets to file offsets.

Why yes it is the log from your Toon Link module. I have no clue why it's happening when I double checked the offsets in there.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 06:38:38 PM
hmmm i think this was also an issue that i was having when i made it...i think..i dont remember if it was diddy or toonlink that caused that :O


Title: Re: The BrawlEx Clone Engine
Post by: Dustydusknoir on February 04, 2014, 07:24:48 PM
ok i keep getting this error that when i load a stage it has a funny freeze it will not load at all but i can turn off the power and reset the wii but it will not load the fight please help


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 04, 2014, 07:27:02 PM
did you try one of the video tutorials in the OP?


Title: Re: The BrawlEx Clone Engine
Post by: Dustydusknoir on February 04, 2014, 07:29:46 PM
did you try one of the video tutorials in the OP?
yes i made a good clone before but now it's not working and i keep getting this error i can let you see my files

Post Merge: February 04, 2014, 07:42:39 PM
if any of you can look at this than thank you :kdance: https://www.dropbox.com/s/83s0xj1n9atqzno/brawl%20ex%20files.rar (https://www.dropbox.com/s/83s0xj1n9atqzno/brawl%20ex%20files.rar)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 04, 2014, 08:11:43 PM
:kirby: I'd say either the character module is bad or the stage module is bad. Could you also be using the Stack Smash method by any chance?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 05, 2014, 01:03:18 PM
i may be a while before i can help too much on here. I'm still waiting for that last bit of info from PW to start making exmodules. My tool's functionality is coming along nicely but i don't feel like posting updates in this thread unless it's a major update. I'm working on implementing Brawlib.dll so i can add new cosmetics to sc_selcharacter from my program. once that's done, the Clone Preview window will display acurate portraits of the clones.

I've already added functionality to manage the clones from the clone view page, including deleting clones and adding clones from there. it doesn't support having an un matching amount of configs between the folders, but that will change eventually. i want to get the basic functionality down first.

aside from BrawlEx stuff i'm also making some characters for brawl Minus, and programming the AI for minus as well..nevertheless as soon as PW gets back to me, i'll start making the modules :P


Title: Re: The BrawlEx Clone Engine
Post by: Chaos Phoenix on February 05, 2014, 01:57:56 PM
just a quick noob question. Are the ex .rel's provided the only ones that will work currently? Is it possible to add characters like ness by changing the .rel's. Btw the ness one actually works with the lucas .rel with the megaman moveset except for up-b and side-b which freezes... so close!   


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 02:17:10 PM
just a quick noob question. Are the ex .rel's provided the only ones that will work currently? Is it possible to add characters like ness by changing the .rel's. Btw the ness one actually works with the lucas .rel with the megaman moveset except for up-b and side-b which freezes... so close!  

What's included is all that is available. But behind the scenes the modules are being worked on. A lot of high traffic PSA characters can be used with the current ones so it shouldn't be too hard to fill a roster. :) But I understand wanting to wait. Mine's been full to the max of 50 for a week or so. Once the new modules come out I'll be waiting for the next expansion.

It's not possible at the time to add in Ness, but I believe this one's being worked on. I'm psyched for Megaman myself. I tried it out on the first day it was released, but not since. I'm personally hoping they fixed the glitch where an invisible barrier keeps projectiles from passing through where Megaman spawns.

But back on topic, it'll all be possible, in due time. :)


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 05, 2014, 06:49:22 PM
So is there already a Pack with this being used? I don't understand it at all and have been crud tons busy with school. :L


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 07:29:27 PM
So is there already a Pack with this being used? I don't understand it at all and have been crud tons busy with school. :L

Yes, asf has made a pack. I don't know entirely what it includes, but i know as far characters go it's got zero, cloud, wolverine, deadpool, an waluigi. I have a pack as well with zero, cloud, knuckles, shadow, tails, sephiroth, scott pilgirm, goku, vegeta, roy, mewtwo, toon link, and sr mario. I also included the level expansion. I could link you to mine or ASF's. (keep inmind his has more things too, i just don't know them all :L) which would you like? If you want to build your own then that's possible too through the tutorials.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 07:31:39 PM
Yes, asf has made a pack. I don't know entirely what it includes, but i know as far characters go it's got zero, cloud, wolverine, deadpool, an waluigi. I have a pack as well with zero, cloud, knuckles, shadow, tails, sephiroth, scott pilgirm, goku, vegeta, roy, mewtwo, toon link, and sr mario. I also included the level expansion. I could link you to mine or ASF's. (keep inmind his has more things too, i just don't know them all :L) which would you like? If you want to build your own then that's possible too through the tutorials.
I've got one as well, with Roy, Mewtwo, Cloud, Goku, Isaac, Kid Buu, Tails, Scott Pilgrim, Kain and Sora. But the version I've got uploaded doesn't have Scott, Kain or Sora yet. I've got to update it. It also has Stage Expansion as well as cBliss for all the default characters and a couple of expanded ones.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 05, 2014, 07:34:29 PM
I've got one as well, with Roy, Mewtwo, Cloud, Goku, Isaac, Kid Buu, Tails, Scott Pilgrim, Kain and Sora. But the version I've got uploaded doesn't have Scott, Kain or Sora yet. I've got to update it. It also has Stage Expansion as well as cBliss for all the default characters and a couple of expanded ones for the clones.
fixed?

Yes, asf has made a pack. I don't know entirely what it includes, but i know as far characters go it's got zero, cloud, wolverine, deadpool, an waluigi. I have a pack as well with zero, cloud, knuckles, shadow, tails, sephiroth, scott pilgirm, goku, vegeta, roy, mewtwo, toon link, and sr mario. I also included the level expansion. I could link you to mine or ASF's. (keep inmind his has more things too, i just don't know them all :L) which would you like? If you want to build your own then that's possible too through the tutorials.
looking at ur avi i was totally expecting one for Alien over Yoshi
:/


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 07:36:47 PM
I've got one as well, with Roy, Mewtwo, Cloud, Goku, Isaac, Kid Buu, Tails, Scott Pilgrim, Kain and Sora. But the version I've got uploaded doesn't have Scott, Kain or Sora yet. I've got to update it. It also has Stage Expansion as well as cBliss for all the default characters and a couple of expanded ones.

That's three options! Personally the cbliss that ShinF has sounds pretty good. I'd get that if you like lots of skins. :)

Post Merge: February 05, 2014, 07:37:52 PM
fixed?
looking at ur avi i was totally expecting one for Alien over Yoshi
:/

That's for when they make a yoshi rel :) did you ever find the sfx?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 07:39:22 PM
fixed?
looking at ur avi i was totally expecting one for Alien over Yoshi
:/
Oh, whoops. Yeah, that's what I meant to type, lol.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 05, 2014, 09:47:44 PM
Has anyone figured out yet why cloning characters results in teams freezing? I understand its been like that since brawl ex was released but i never could understand what the reason is for it freezing.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 09:57:37 PM
Has anyone figured out yet why cloning characters results in teams freezing? I understand its been like that since brawl ex was released but i never could understand what the reason is for it freezing.
As far as I'm aware, this is the only thing that was ever really said about it:

That's why I said new cosmetics and team colors are broken.
BrawlEx seems to be getting team color cosmetics from random places. The Roy in my pack is tryingto get red team CSP from MenSelchrFaceB.1124, Blue team from MenSelchrFaceB.1184 and green from MenSelchrFaceB.1150 even though his cosmetic ID is 0x6E or 110 decimal.
This seems to be an internal BrawlEx issue and PW is aware about it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:21:57 PM
As far as I'm aware, this is the only thing that was ever really said about it:


Is your BrawlEx set up for DL? And when you say your characters have cbliss, do you mean they've been set via the configs and whatnot, or the Cbliss codeset? I'm asking because I'm looking for someone whose properly set up 10 costumes for Pkmn trainer and the pokemon themselves.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 10:24:48 PM
Is your BrawlEx set up for DL? And when you say your characters have cbliss, do you mean they've been set via the configs and whatnot, or the Cbliss codeset? I'm asking because I'm looking for someone whose properly set up 10 costumes for Pkmn trainer and the pokemon themselves.
Using the Config files. I've made stock versions of the files, though, if you just want to add it to your own build. (My newest build is still uploading - I'll post a link once it's done.)

Here are the stock files to give everyone (minus Wario and Game&Watch) 10 costumes. You can download them individually or together. Just remember that you have to add all the portraits, battle portraits, and results portraits and it should work fine.

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:27:50 PM
Using the Config files. I've made stock versions of the files, though, if you just want to add it to your own build. (My newest build is still uploading - I'll post a link once it's done.)

Here are the stock files to give everyone (minus Wario and Game&Watch) 10 costumes. You can download them individually or together. Just remember that you have to add all the portraits, battle portraits, and results portraits and it should work fine.

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

Oh nice! I missed this somehow. :) Thanks. Does your pack have movesets with nonconflicting gfx between chars that are based on the same module? I'm pretty sure you've already said you didn't know how to fix that, but I've asked so many people for help that I don't remember...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 10:30:04 PM
Oh nice! I missed this somehow. :) Thanks. Does your pack have movesets with nonconflicting gfx between chars that are based on the same module? I'm pretty sure you've already said you didn't know how to fix that, but I've asked so many people for help that I don't remember...
Nope. I could probably do it but haven't actually tried yet.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:35:35 PM
Nope. I could probably do it but haven't actually tried yet.

Is it like the Lilith quote with texture reassigning for sword trails, but with model swapping with assist trophies while keeping the original ID and then reassigning the cloned character's psa to use the replaced model of the assist trophy, which would still use the original ID? Or would a character not load it that way? Of course if this was plausible we'd need to know how to figure out the model ID for the Assist Trophy model files that are packaged in with their .pac. I wanted to try it this way for Mewtwo Shadowball but have been unsuccessful in figuring out an ID for any assist trophy packaged model....


Title: Re: The BrawlEx Clone Engine
Post by: Paradoxium on February 05, 2014, 10:40:39 PM
Okay so I got this working fine with v brawl, but now I want to get it working with Project M. Is this even possible, has anyone confirmed it for pm?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 10:44:20 PM
Is it like the Lilith quote with texture reassigning for sword trails, but with model swapping with assist trophies while keeping the original ID and then reassigning the cloned character's psa to use the replaced model of the assist trophy, which would still use the original ID? Or would a character not load it that way? Of course if this was plausible we'd need to know how to figure out the model ID for the Assist Trophy model files that are packaged in with their .pac. I wanted to try it this way for Mewtwo Shadowball but have been unsuccessful in figuring out an ID for any assist trophy packaged model....
Yeah, that's the method that I would use. Like I said, I haven't tried it but I'm positive that I could if I actually put the effort in. As it is, though, I don't actually know anything more about it than you do.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:45:47 PM
Okay so I got this working fine with v brawl, but now I want to get it working with Project M. Is this even possible, has anyone confirmed it for pm?

Some claim to have. Others have had issues. It's been kind of inconsistent. Best you at least try. Of course, we didn't know what the people woth issues had in their gct aside frok brawlex, so something like that could have played a role... But regardless, i would try if you care since it's been reported successful in at least pne account in recent memory.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 10:48:58 PM
Some claim to have. Others have had issues. It's been kind of inconsistent. Best you at least try. Of course, we didn't know what the people woth issues had in their gct aside frok brawlex, so something like that could have played a role... But regardless, i would try if you care since it's been reported successful in at least pne account in recent memory.
Exactly one person has said that they got it to work, but given that they never actually showed it working and that no one else has done it, I'd take it with a grain of salt.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:49:50 PM
Yeah, that's the method that I would use. Like I said, I haven't tried it but I'm positive that I could if I actually put the effort in. As it is, though, I don't actually know anything more about it than you do.

Well, i'm willing to givenit a shot. But i'd need a way of figuring out mdl IDs for assist trophy characters. Psa, my favorite tool, can't open them, and brawlbox 69b doesn't display their ID either. I know you know we're both in the dark, but if you had a way of figuring out mdl ids i'd start tests tomorrow evening and share my results with you. Any method for figuring out IDs come to mind?

Post Merge: February 05, 2014, 10:50:26 PM
Exactly one person has said that they got it to work, but given that they never actually showed it working and that no one else has done it, I'd take it with a grain of salt.

Oh, just one? Maybe i just read the aame guy twice...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 05, 2014, 10:53:23 PM
Well, i'm willing to givenit a shot. But i'd need a way of figuring out mdl IDs for assist trophy characters. Psa, my favorite tool, can't open them, and brawlbox 69b doesn't display their ID either. I know you know we're both in the dark, but if you had a way of figuring out mdl ids i'd start tests tomorrow evening and share my results with you. Any method for figuring out IDs come to mind?

Post Merge: February 05, 2014, 10:50:26 PM
Oh, just one? Maybe i just read the aame guy twice...

I've heard that some of the older versions of BrawlBox could do things that newer ones don't, but other than that I don't really have any ideas.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 10:55:56 PM
I've heard that some of the older versions of BrawlBox could do things that newer ones don't, but other than that I don't really have any ideas.

I'll have to look into it. Brawlbox 65 67 68 and 69b haven't been helpful for this so far. I'll snoop around.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 05, 2014, 10:57:19 PM
have you tried to open it in Brawlbox 0.71?

also, openSA 2 can open the item files and look at some of their actual coding. similar to PSA. idk if you could gather info from that.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 05, 2014, 11:01:28 PM
have you tried to open it in Brawlbox 0.71?

also, openSA 2 can open the item files and look at some of their actual coding. similar to PSA. idk if you could gather info from that.

OpenSA 2?

Well i'd be more than willing to try. But it'll have to wait until tomorrow. What doesnitbstan for and is there a DL on the vault?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 06, 2014, 01:19:52 AM
Won't model swapping with the assist trophies cause them to get corrupted? And by them I mean the assist trophies themselves


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 06, 2014, 01:24:09 AM
i looked at projectM. they import the ef_file from an enemy called mizui, and an assist called saki. then change the data


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 06, 2014, 04:49:38 AM
shouldn't there be a thread for brawlEx packs?
since so many people are making their own builds, it'd be nice to have a dedicated thread for it, and keep this for bug-tracking and problem-solving.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 06:33:26 AM
Won't model swapping with the assist trophies cause them to get corrupted? And by them I mean the assist trophies themselves
[/quote

I was a bit worried about that which is why this made me happy:

i looked at projectM. they import the ef_file from an enemy called mizui, and an assist called saki. then change the data

Clones can't go into SSE. So i can use enemies and mess with them, and then when people want SSE, they just don't load their SD card. :) but i still don't know what OpenSA is...

Post Merge: February 06, 2014, 06:46:54 AM
Accidentally quoted myself up here^

Post Merge: February 06, 2014, 07:02:40 AM
Well I downloaded ef_mizuo.pac but I can't open it with OpenSA2. But we're closer at the very least.

Post Merge: February 06, 2014, 07:13:24 AM
Did it again^

Anyway, can't open mizuo in openSA2... But in brawlbox he does have model data...

Post Merge: February 06, 2014, 07:14:00 AM
... why is it quoting me?


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 06, 2014, 09:47:13 AM
I'll have to look into it. Brawlbox 65 67 68 and 69b haven't been helpful for this so far. I'll snoop around.
Why not try SmashBox?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 10:01:43 AM
Why not try SmashBox?

What's the difference?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 06, 2014, 10:05:22 AM
Why not try SmashBox?
Smash Box is very outdated. :srs:

What's the difference?
Smash Box was basically the first version of Brawl Box before Kyral began to improve on it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 10:19:07 AM
Why not try SmashBox?

I'll give that a go after work. Didn't bring laptop today :/

Smash Box is very outdated. :srs:
Smash Box was basically the first version of Brawl Box before Kyral began to improve on it.

Hey, at this point i'll try anything. It's not the method that's wrong with the idea, we just nee to figure out how to define the IDs for gfx mdls and effects within assist trophies and SSE enemies.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 06, 2014, 11:14:09 AM
i think i may be on to something, so yea. don't bother with smashbox, it's not gonna do what you want lol.

openSA 2 can't open the ef files, its the common3 that it can open. if you open that, togle the fighter\item switch, then experiment. you may find something. though im almost positive i've found the answer. if i have i'll make a video tutorial :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 12:36:33 PM
I can check it out, but if you've got the answers i feel that'd be more efficient then me snooping. If you don't feel like making a video tutorial, i could always try, you would just need to sen me a written tutorial and little things that would be important to remind the audience, like how you reminded us to compress our images and not to exceed the size limit of our css package. Wither way, i'll play with it tonight.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 06, 2014, 01:45:59 PM


this process does not replace sounds, it cycles thorugh them
but its still a work in progress
and ive run out of ideas to make it more user friendly
[url]http://youtu.be/TmZv8EzcBCE[/url] ([url]http://youtu.be/TmZv8EzcBCE[/url])


Ok, well for this sound loader, it only works on training, and it doesn't allow me to have Peach's and Rosalina's soundbanks seperate. I remember earlier that someone found a way to assign clones Bosses SFX. I know you have to go through PSA and stuff, but can someone give me a step by step tutorial?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 06, 2014, 02:45:27 PM
Ok, well for this sound loader, it only works on training, and it doesn't allow me to have Peach's and Rosalina's soundbanks seperate. I remember earlier that someone found a way to assign clones Bosses SFX. I know you have to go through PSA and stuff, but can someone give me a step by step tutorial?


Everyone seemed to ignore my tutorial when I posted my findings about how to do the boss sfx over brawlex characters thing. Just cuz I'm a nice guy and I want people to know how to do this, I will post my tutorial again.

Original post:

Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex. (Use the windows calculator and switch to programming mode, or if you are on XP go to scientific mode)

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon(or any boss). Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully. ONE MORE THING! When replacing shadow's sounds for tabuu's I came upon a problem. Some of the sounds seem to repeat inifinitely so I would make sure and call the stop sound effect 0-(insert last used sound here) code in PSA and have it happen Asychronous frames=15 frames or maybe larger if the sound is longer. So that the sound effect is coded to stop.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 06, 2014, 03:44:22 PM
i think i may be on to something, so yea. don't bother with smashbox, it's not gonna do what you want lol.

openSA 2 can't open the ef files, its the common3 that it can open. if you open that, togle the fighter\item switch, then experiment. you may find something. though im almost positive i've found the answer. if i have i'll make a video tutorial :P

How good are you at diagnosing crashes from BrawlEx? I've been getting frustrated trying to find the cause of my game dying in various spots, and no help from anyone here...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 03:53:50 PM
How good are you at diagnosing crashes from BrawlEx? I've been getting frustrated trying to find the cause of my game dying in various spots, and no help from anyone here...

Where does it crash? If random, still provide examples. Also, how frequent if crash is inconsistent.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 06, 2014, 03:58:37 PM


Everyone seemed to ignore my tutorial when I posted my findings about how to do the boss sfx over brawlex characters thing. Just cuz I'm a nice guy and I want people to know how to do this, I will post my tutorial again.

Original post:

Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex. (Use the windows calculator and switch to programming mode, or if you are on XP go to scientific mode)

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon(or any boss). Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully. ONE MORE THING! When replacing shadow's sounds for tabuu's I came upon a problem. Some of the sounds seem to repeat inifinitely so I would make sure and call the stop sound effect 0-(insert last used sound here) code in PSA and have it happen Asychronous frames=15 frames or maybe larger if the sound is longer. So that the sound effect is coded to stop.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.

I'm sorry, I just didn't know what page of the thread to look. In the fighter config, how do you assign the Ex clone the boss sfx? I'm sorry I'm being a disturbance


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 04:09:17 PM
How good are you at diagnosing crashes from BrawlEx? I've been getting frustrated trying to find the cause of my game dying in various spots, and no help from anyone here...

Also, if you're like me, sometime you'll find it easier to take something that already works but modify it to your liking. There are a few brawlex packs you could download, which work. Then, mod them as you would normally (for the most part).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 06, 2014, 04:13:36 PM
How good are you at diagnosing crashes from BrawlEx? I've been getting frustrated trying to find the cause of my game dying in various spots, and no help from anyone here...

im pretty good at diagnosing them. Where in particular are you crashing?


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 06, 2014, 05:41:35 PM
Sorry, anyone have a link to asf's pack? D: I can't find it through all the 142 pages in this thread. :L Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 05:45:04 PM
shouldn't there be a thread for brawlEx packs?
since so many people are making their own builds, it'd be nice to have a dedicated thread for it, and keep this for bug-tracking and problem-solving.
I agree with this. There should be a thread just for everyone's packs to try to keep this one cleaner and use it for bugs and problem-solving. It'll make it easier for others who don't want to build one to find them without asking.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 06, 2014, 05:45:38 PM
Sorry, anyone have a link to asf's pack? D: I can't find it through all the 142 pages in this thread. :L Thanks!
just click on asf1nks name, see all the posts he has made and ur bound to find it
he doesnt post much
though nebulons has more characters and more stages
and shinF has cbliss integrated on default costumes


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 05:46:08 PM
Sorry, anyone have a link to asf's pack? D: I can't find it through all the 142 pages in this thread. :L Thanks!

http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136 (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 06, 2014, 05:46:50 PM
Ok, well for this sound loader, it only works on training, and it doesn't allow me to have Peach's and Rosalina's soundbanks seperate. I remember earlier that someone found a way to assign clones Bosses SFX. I know you have to go through PSA and stuff, but can someone give me a step by step tutorial?
thats odd
ill try it on the wii, since i tried it on dolphin


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 06, 2014, 06:30:49 PM
just click on asf1nks name, see all the posts he has made and ur bound to find it
he doesnt post much
though nebulons has more characters and more stages
and shinF has cbliss integrated on default costumes

Okay, I just feel stupid now. Where can I find Nebulon's pack? I looked through 3 pages of his recent posts but couldn't find it. Sorry. D:


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 06:38:13 PM
Okay, I just feel stupid now. Where can I find Nebulon's pack? I looked through 3 pages of his recent posts but couldn't find it. Sorry. D:

I'm Nebulon and I fixed some things in my pack. I'll upload it and PM you with a link personally.

Post Merge: February 06, 2014, 06:39:29 PM
And anyone else who wants it really, to avoid putting it here. I think I'm just gonna put it as my signature to make it easier on everyone. That way I don't have to put it here or make a new thread just for it...


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 06, 2014, 07:08:31 PM
I'm Nebulon and I fixed some things in my pack. I'll upload it and PM you with a link personally.

Post Merge: February 06, 2014, 06:39:29 PM
And anyone else who wants it really, to avoid putting it here. I think I'm just gonna put it as my signature to make it easier on everyone. That way I don't have to put it here or make a new thread just for it...

Thank so much! :D I  am sure it will be awesome!


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 06, 2014, 07:12:26 PM
Quick question, can't find the answer for it anywhere, so I'm asking it here, I apologize if this isn't the place but, does this work on dolphin? if so what do I need to get this to work for it?
I'm willing to test out if no one has tried it yet.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 07:14:52 PM
Yeah, it does work, here's a tutorial on getting P:M to work for dolphin, but, you can apply the same thing for this as well.
http://www.youtube.com/watch?v=SP03UBBcqvw


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 06, 2014, 08:06:07 PM
Thanks!
Alright, I just had a thought,  mewtwo2000 showed us another way to load CBliss on an iso using some Iso tool, for us people who don't use the virtual SD card thing, it basically modded the iso to have Cbliss in it as long as the codes were active in Gecko I was just wondering could the clone engine work the same way? Is it possible to mod the Iso to have the clone engine built in as long as the codes are active?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 06, 2014, 08:26:41 PM
You can use my video tutorial in the OP of this forum. The one for brawl minus covers setting up dolphin


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 06, 2014, 08:34:54 PM
Don't forget to use the revision of BrawlEx designed for disc loading if you don't plan on using the virtual SD.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 08:37:33 PM
And anyone else who wants it really, to avoid putting it here. I think I'm just gonna put it as my signature to make it easier on everyone. That way I don't have to put it here or make a new thread just for it...

Just one question about the ReadMe. Why do some clones have errors?
Like: Why can't we have a Sephiroth vs. Marth or Goku vs. Pit?


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 06, 2014, 08:42:14 PM
Excellent, thank you guys so much this helps me alot! I'll see what I can muster, I'll come back here if I run into any more difficulties or questions.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 08:42:49 PM
Just one question about the ReadMe. Why do some clones have errors?
Like: Why can't we have a Sephiroth vs. Marth or Goku vs. Pit?

Unless you go through the tedious process of fixing the graphics, a character will often have shared, conflicting graphics with their clones. You can have those matches, but their graphics won't work properly. Only the character loaded first will have them right, the others will use that character's.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 08:46:10 PM
Unless you go through the tedious process of fixing the graphics, a character will often have shared, conflicting graphics with their clones. You can have those matches, but their graphics won't work properly. Only the character loaded first will have them right, the others will use that character's.

This^.

Also i do plan on tediously fixing the errors. I'm just hoping that this common 3 method works. I'm waiting for Sammi to reveal what his idea was because i'm still not understanding openSA 2 yet.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 08:54:20 PM
This^.

Also i do plan on tediously fixing the errors. I'm just hoping that this common 3 method works. I'm waiting for Sammi to reveal what his idea was because i'm still not understanding openSA 2 yet.

Oh, ok. But no freezes?


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 06, 2014, 08:56:13 PM
This just occurred to me but how would the CSS look if we were to add, say 10 characters? would it be rearranged automatically or do we have to set that up ourselves?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 09:10:03 PM
This just occurred to me but how would the CSS look if we were to add, say 10 characters? would it be rearranged automatically or do we have to set that up ourselves?

We can set then up in any order we want :)

Post Merge: February 06, 2014, 09:11:18 PM
Oh, ok. But no freezes?

Nope. :)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 09:11:31 PM
This just occurred to me but how would the CSS look if we were to add, say 10 characters? would it be rearranged automatically or do we have to set that up ourselves?
The screen will add slots on its own, but it only has room for a total of 50. That's 14 possible characters that can be added until we find a work-around.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 09:24:37 PM
We can set then up in any order we want :)

Post Merge: February 06, 2014, 09:11:18 PM
Nope. :)

Ok. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 06, 2014, 09:36:49 PM
Sweet by the time I figure this stuff out we'll hopefully have some sort of Custom CSS worked out. I hope so anyways.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 09:55:06 PM
Nope. :)

Wait a second over there.
I just saw a Megaman folder.
I've never seen a Ness REL in this place.

Since when is this possible?
And if it is not a Ness REL, whose REL is it?

Also, will it freeze?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 10:21:31 PM
So I'm trying to work on a perfect-ish Project: M Mewtwo (You know, so he retains his glide and attack 100) I've got just about everything working except for his Neutral Special, any idea to why this might be happening?Apologies if this has been answered, I'm kind of an idiot. *Headdesk*


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 10:24:24 PM
Wait a second over there.
I just saw a Megaman folder.
I've never seen a Ness REL in this place.

Since when is this possible?
And if it is not a Ness REL, whose REL is it?

Also, will it freeze?

Lol i forgot to take that out. He is not in the game.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 06, 2014, 10:32:01 PM
Lol i forgot to take that out. He is not in the game.

Noticed.

Anyways, it works perfectly.
Though the only voice replaced was Mewtwo.
Others still have their clones' voices (almost everyone) or are mute (Young Link, Roy, Scott)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 10:59:29 PM
Knuckles has his. In that sonic won't mess him up. I'll work on the later possibly.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 11:00:51 PM
So I'm trying to work on a perfect-ish Project: M Mewtwo (You know, so he retains his glide and attack 100) I've got just about everything working except for his Neutral Special, any idea to why this might be happening?Apologies if this has been answered, I'm kind of an idiot. *Headdesk*
KidCraft managed to get it working somehow. Here's a link to his version https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip (https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 11:02:04 PM
I've already looked through that multiple times and cannot find out how that was done... Hrm...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 11:03:53 PM
I've already looked through that multiple times and cannot find out how that was done... Hrm...

Oh, whoops. Hmm, Is it possible to just copy/paste what he did? Sorry if that sounds kind of noobish, I don't know all that much about PSA.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 11:10:17 PM
Not a problem.

Welp, I fixed it kinda... Now he doesn't just crash the game when I try to get him to use Shadow Ball.
Progress~
But he still doesn't want to charge the stupid thing up.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 06, 2014, 11:10:52 PM
 I have a perfect working PM Mewtwo. Attack 100 working, and perfectly working shadowball. Should I post it up?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 06, 2014, 11:12:19 PM
I have a perfect working PM Mewtwo. Attack 100 working, and perfectly working shadowball. Should I post it up?

Yes! Please! :) you'll be a hero.

Post Merge: February 06, 2014, 11:13:14 PM
Also does it load shadow ball independantly, or will lucario and mewtwo share it?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 11:13:27 PM
I have a perfect working PM Mewtwo. Attack 100 working, and perfectly working shadowball. Should I post it up?
Welp, that's my time wasted. XD


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 11:13:47 PM
I have a perfect working PM Mewtwo. Attack 100 working, and perfectly working shadowball. Should I post it up?

Oh, cool. So it has the hover and act out of teleport, too? I'd love to have it!


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 06, 2014, 11:27:14 PM
Welp, that&#039;s my time wasted. XD
Oh, cool. So it has the hover and act out of teleport, too? I&#039;d love to have it!
I wish I can get the hover to work. That is in the Mewtwo.rel for PM. Also the let me go change it back to he he in free fall after his up b. I made him go into special fall for balance.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 11:28:54 PM
I can probably get the glide/hover thing to work again if you wanted~


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 06, 2014, 11:31:39 PM
I wish I can get the hover to work. That is in the Mewtwo.rel for PM. Also the let me go change it back to he he in free fall after his up b. I made him go into special fall for balance.
Oh, you don't have to change it if you don't want to. I was just wondering.

Are you sure it's in his .rel file, though? I remember before people started modifying it, I just threw the moveset into my Clone spot, and while a couple of things weren't quite right (shadow ball, attack 100), the Hover worked.

Like I said, though, it's not strictly necessary, I was just wondering.
I can probably get the glide/hover thing to work again if you wanted~
:D


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 06, 2014, 11:32:19 PM
I can probably get the glide/hover thing to work again if you wanted~
Good Luck.

Also if any uploads to the vault please collab me. That Attack100 took so long to get right. Have fun its a perfectly working Mewtwo with no hover.

http://www.mediafire.com/download/3vdgd6mi0ah9wb5/Mewtwo.zip (http://www.mediafire.com/download/3vdgd6mi0ah9wb5/Mewtwo.zip)

Post Merge: February 06, 2014, 11:35:04 PM
Oh, you don&#039;t have to change it if you don&#039;t want to. I was just wondering.

Are you sure it&#039;s in his .rel file, though? I remember before people started modifying it, I just threw the moveset into my Clone spot, and while a couple of things weren&#039;t quite right (shadow ball, attack 100), the Hover worked.

Like I said, though, it&#039;s not strictly necessary, I was just wondering. :D
I had this problem with a bunch of T posing. Shadow Ball never appeared. He did Lucario jab combo not Mewtwo's jab and 100.  I got everything but the hover to work. If you want the purple final smash you have to use PM FitMewtwoFinal.pac


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 06, 2014, 11:35:05 PM
Omega~ I'll get to that in a minute or two~


Now then~ You may have noticed that the P:M Roy kinda just... Gives up at times when he tumbles off an edge, i've fixed that.
The Roy here is the one I combined both P:M and Thany's Roy into.

Sure, his AI's a bit dumber, but now he'll live a little longer.

http://www.mediafire.com/download/1oau6zb44alffz0/RoyAI.rar (http://www.mediafire.com/download/1oau6zb44alffz0/RoyAI.rar)

Edit~ Darn, can't seem to get the hover to work. :/


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 07, 2014, 05:41:25 AM
Glad to see we finally got a working mewtwo, though if anyone was wondering how i got my mewtwos shadow ball working i basically left it unchanged from lucarios thpugh i changed the balls texture in his ef file. Though ill definitly dl omegas mewtwo as i had problems with getting his rapid jab working and free fall out of up b so glad that was fixed.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 07, 2014, 05:45:11 AM
Really? Hm... So if I can fix the shadow ball up like you did I might be able to get the hover working...


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 07, 2014, 05:55:20 AM
Well for the hover ability id assume you would need to add in and copy the parts associated with hovering to the file your editing. I never messed with the hover ability but i know you need to rename  the null spots with the same id as the ones in pm mewtwo to the fuwawa animations so they are referenced properly.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 07, 2014, 05:57:49 AM
I already have the attack100 and hover in the PSA I'm doing, the only problem is the screwy shadow ball.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 07, 2014, 06:01:40 AM
oh well if you leave the shadow ball the way it was for lucario but change his ef file texture it should work, The main reason being from what i could come to understand is that the PM mewtwo rel file calls the ef files from mizuo a subspace enemy and while i did exactly what was stated before on changing effects it causes mewtwo to have a shadow ball that doesn't grow when it's charging.

Also Omega regarding your mewtwo if you up B and still have your second jump he can up-b again, i had this same problem with my mewtwo when i tried to let him go into free fall.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 07, 2014, 10:18:53 AM
Just tried out that Mewtwo, is there any way to get his usual item animations back? It's just kinda strange seeing him revert to Lucario's pose whenever he picks something up, would it just be a matter of swapping in new animations or is it more complicated than that?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 10:31:58 AM
We need to get BrawlEx to work in Project M.

As far as I know, we need to delete one code.
If the code is still there, there will be SUPER glitches, or will load another character instead.


Title: Re: The BrawlEx Clone Engine
Post by: NightCaster on February 07, 2014, 10:36:17 AM
Hey all, this is amazing and thank you to those who contributed their packs. I've played with all three posted so far.

I've been trying to combine these packs with brawl minus but I have been having problems. I watched the brawl minus tutorial in the OP but I can't seem to get the code configuration right. Which codes from Brawl Minus need to be disabled? (Aside from the CSS fix code)

I'm expecting I will have to fiddle with the codes, I'm just asking for a baseline of codes that I definitely shouldn't be including.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 07, 2014, 10:43:15 AM
I believe issue with mewtwo picking up items is one part animation related and another part subroutine/sub action related because the way mewtwo hold items is they are offset in front of him floating i planned to go and iron it out eventually and now that omegas posted a mewtwo that works properly for the most part i can go and fix those one i get home.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 07, 2014, 10:52:05 AM
i managed to find what i think is all the codes for the clone engine from the PM GCT and removed them, so later today when i get home, i can upload it here if anyone want to try adding the Brawl Ex stuff to that gct and try it out.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 11:05:29 AM
i managed to find what i think is all the codes for the clone engine from the PM GCT and removed them, so later today when i get home, i can upload it here if anyone want to try adding the Brawl Ex stuff to that gct and try it out.

I believe it is one of the Giga and Company codes.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 07, 2014, 11:07:01 AM
I believe it is one of the Giga and Company codes.
yeah. that is needed with GB being playable and all.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 11:08:23 AM
yeah. that is needed with GB being playable and all.

But I believe that one of those codes make the new slots load Mario instead of a new clone.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 07, 2014, 11:13:03 AM
But I believe that one of those codes make the new slots load Mario instead of a new clone.

yeah. that code interferes with BrawlEx. so i guess if someone wants to use it, they cant use GB


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 11:14:47 AM
Glad to see you watched the video tutorial (alot of people don't bother to check the op) make sure you change to hooktype for gecko to axnextframe, that has a big impact and may solve your problems. The only code that needs to be disabled is the CSS fix for giga and co.

if you still have problems, let me know with some more info


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 11:23:55 AM
yeah. that code interferes with BrawlEx. so i guess if someone wants to use it, they cant use GB

Yes they can, but they'll need to make Bowser transform instead of selecting Giga ala Samus/ZSS.

Post Merge: February 07, 2014, 11:24:50 AM
Glad to see you watched the video tutorial (alot of people don't bother to check the op) make sure you change to hooktype for gecko to axnextframe, that has a big impact and may solve your problems. The only code that needs to be disabled is the CSS fix for giga and co.

if you still have problems, let me know with some more info

The problem there is, that the code is mixed with MANY others.
That's going to be a problem.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 07, 2014, 11:27:37 AM
oh well if you leave the shadow ball the way it was for lucario but change his ef file texture it should work, The main reason being from what i could come to understand is that the PM mewtwo rel file calls the ef files from mizuo a subspace enemy and while i did exactly what was stated before on changing effects it causes mewtwo to have a shadow ball that doesn't grow when it's charging.

Also Omega regarding your mewtwo if you up B and still have your second jump he can up-b again, i had this same problem with my mewtwo when i tried to let him go into free fall.
Oh ouch I didn't see that coming. That might be OP. I can fix that back or I can tell you how to fix it if you want. Just got to action 283 and the first change action 14 and the last change action 14 switch them both to say change action 16.

Well for the hover ability id assume you would need to add in and copy the parts associated with hovering to the file your editing. I never messed with the hover ability but i know you need to rename  the null spots with the same id as the ones in pm mewtwo to the fuwawa animations so they are referenced properly.
If you got the hover to work on yours. You should combine it with mine so the only problem left is the item issue.

Just tried out that Mewtwo, is there any way to get his usual item animations back? It's just kinda strange seeing him revert to Lucario's pose whenever he picks something up, would it just be a matter of swapping in new animations or is it more complicated than that?
If the animation are not already the same. You can export his PM item animations and replace them in the brawl one. That should fix it.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 07, 2014, 11:37:48 AM
Is there a code that doesn't interfere but separates at least Samus and Zss? Zelda/sheik and Pokemon trainer don't need to be separated since you can click in the portrait, but Zss required a final smash or an input that i can never seem to get to work


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 07, 2014, 11:46:11 AM
well the thing about changing the value to 16 is it causes him to go into special fall something i wanted to avoid, though it only happens when you use mewtwos up- from the ground,  im wondering if theres a way to avoid the issue like disable the ability to use special after up-b and sadly i never tried implementing the hover ability but the pm mewtwo's hover worked even with the clone lucario rel so it's not a rel related issue.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 07, 2014, 11:51:02 AM
well the thing about changing the value to 16 is it causes him to go into special fall something i wanted to avoid, though it only happens when you use mewtwos up- from the ground,  im wondering if theres a way to avoid the issue like disable the ability to use special after up-b and sadly i never tried implementing the hover ability but the pm mewtwo&#039;s hover worked even with the clone lucario rel so it&#039;s not a rel related issue.
You should copy and ppaste  P:M 3.0 Mewtwo action 283 with the Mewtwo I sent. See if that works


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 12:30:30 PM
Son Jon bravo posted a giga bowser for brawl ex a while back, and yes you can use the CSS code for individual spots for Zelda / shiek and samus / ZSS


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 07, 2014, 12:32:27 PM
One more question: Can I reorganize the CSS with BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 12:38:41 PM
One more question: Can I reorganize the CSS with BrawlEx?

Yes. Using the code in the op along with the icon ids, you can put them in any order you want. I dis mine this way.


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 07, 2014, 12:48:20 PM
One of the videos in the tutorial states that Cbliss and BrawlEx conflict eachother in a manner of code, since my Cbliss is modded onto the Iso itself and not the SD card is that still going to conflict? or does anyone know?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 12:51:18 PM
One of the videos in the tutorial states that Cbliss and BrawlEx conflict eachother in a manner of code, since my Cbliss is modded onto the Iso itself and not the SD card is that still going to conflict? or does anyone know?

It's the codes that conflict. If you want cBliss to still work, add these files to your BrawlEx build:

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

You need the Fighter and CSSSlot configs. You can get all of both of them from the BrawlEx Bliss zip file. This'll give cBliss to every default character except Game & Watch.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 12:54:19 PM
Its not compatable aa long as the code is in the gct.
Cbliss isn't necessary to give characters extra costumes now though. It can be achieved using brawlex configs. For more information, you may want to ask Shinf. He has a pack up with all characters costumes at max

EDIT: yup, he beat me to it lol


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 07, 2014, 12:55:52 PM
Yes. Using the code in the op along with the icon ids, you can put them in any order you want. I dis mine this way.
Trying to interpret the code and the explanation in the OP is making my head want to explode.

I just wanna reorder the characters and add ZSS ;_;


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 12:57:19 PM
Trying to interpret the code and the explanation in the OP is making my head want to explode.

I just wanna reorder the characters and add ZSS ;_;

You want I should do that for you? If you're still using my pack, just tell me what order you want them in (or use a pic). I /think/ I know how to add ZSS, I'll just have to test it.


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 07, 2014, 12:57:32 PM
It's the codes that conflict. If you want cBliss to still work, add these files to your BrawlEx build:

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

You need the Fighter and CSSSlot configs. You can get all of both of them from the BrawlEx Bliss zip file. This'll give cBliss to every default character except Game & Watch.

thanks! I was a bit worried about that I'm glad I asked about it before I did any real work.
this is basically the same thing as in the video just reordered to be copatible with Cbliss right?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 12:58:51 PM
thanks! I was a bit worried about that I'm glad I asked about it before I did any real work.
this is basically the same thing as in the video just reordered to be copatible with Cbliss right?

Which video? The tutorial? Yes, these are just the same config files with extra costumes added to them.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 07, 2014, 12:59:44 PM
You want I should do that for you? If you're still using my pack, just tell me what order you want them in. I /think/ I know how to add ZSS, I'll just have to test it.
Yeah I'm still using your pack. I'll PM you as not to spam this thread up. I'll take a snapshot of the game and edit it around the way I think it'll look best, it'll help you too :3


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 07, 2014, 01:01:56 PM
Which video? The tutorial? Yes, these are just the same config files with extra costumes added to them.
Yes, sorry I ment the tutorial, sorry I'm a little new to forums in general, but I've been brawl hacking for a while now. so mr Game & Watch is the only one that can't have Cbliss costumes?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 01:03:50 PM
Yes, sorry I ment the tutorial, sorry I'm a little new to forums in general, but I've been brawl hacking for a while now. so mr Game & Watch is the only one that can't have Cbliss costumes?

I don't know if he can. His costumes are different than the others since they're all contained in a single pac, so I'm not sure how they work. It might work just changing his CSSSlot config, but I never actually tried it. Maybe I will some time today. If I do and it works, I'll add him to the others.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 02:19:53 PM
I can't find the CSS fixes for Giga and Company code in the Project M GCT.


Title: Re: The BrawlEx Clone Engine
Post by: NightCaster on February 07, 2014, 02:28:41 PM
Glad to see you watched the video tutorial (alot of people don't bother to check the op) make sure you change to hooktype for gecko to axnextframe, that has a big impact and may solve your problems. The only code that needs to be disabled is the CSS fix for giga and co.

if you still have problems, let me know with some more info

Thank you. hooktype is correct. I'm using ShinF's pack currently. Problem is it keeps crashing on the character select screen, and the extra clone slots show up as the "random" slot.

First, I copied ShinF's pack over the brawl minus download. Then I followed the brawl minus tutorial to change the brawl minus css code, and the file patch code. ShinF's pack also had stage expansion codes and sound engine codes which I added and enabled.

That led to freeze above

I noticed ShinF has his own Css code and file patch code in the pack... maybe his codes are doing something more complicated that can't be replicated because he built his from vanilla brawl codes?

Either way I'm going to try to convert another pack to see if I'm not just doing something completely wrong that I'm not aware of.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 02:35:18 PM
Thank you. hooktype is correct. I'm using ShinF's pack currently. Problem is it keeps crashing on the character select screen, and the extra clone slots show up as the "random" slot.

First, I copied ShinF's pack over the brawl minus download. Then I followed the brawl minus tutorial to change the brawl minus css code, and the file patch code. ShinF's pack also had stage expansion codes and sound engine codes which I added and enabled.

That led to freeze above

I noticed ShinF has his own Css code and file patch code in the pack... maybe his codes are doing something more complicated that can't be replicated because he built his from vanilla brawl codes?

Either way I'm going to try to convert another pack to see if I'm not just doing something completely wrong that I'm not aware of.

You're using Brawl Minus, you said, so my first question is - when you copied the pack's files over, did you make sure to copy the pf files into the minusery directory instead of into private? Brawl Minus's File Patch Code reads it from there instead of the normal vBrawl directory, which is where I put all of the files in my pack. (Or you could use the vBrawl FPC and move the contents of minusery to private/wii/app/RSBE/pf)

Also, I would suggest using the CSS code of whatever BrawlEx pack you decide to use, since that code is used to add the BrawlEx Clones to the CSS, so you'd need it for them to show up. Or you could add them to Brawl Minus's CSS code if you know how.


Title: Re: The BrawlEx Clone Engine
Post by: NightCaster on February 07, 2014, 02:45:04 PM
You're using Brawl Minus, you said, so my first question is - when you copied the pack's files over, did you make sure to copy the pf files into the minusery directory instead of into private? Brawl Minus's File Patch Code reads it from there instead of the normal vBrawl directory, which is where I put all of the files in my pack.

I did not. The brawl minus tutorial says that brawlex files have to be put into private. Hmm...though I guess that could just mean the config folders.

So I should put everything into minusery except the contents of "private>wii>ap>rsbe>pf>brawlex" ?


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 07, 2014, 02:46:38 PM
Hm. Will the no-transform code interfere with any of this?


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 07, 2014, 02:47:45 PM
I don't know if he can. His costumes are different than the others since they're all contained in a single pac, so I'm not sure how they work. It might work just changing his CSSSlot config, but I never actually tried it. Maybe I will some time today. If I do and it works, I'll add him to the others.
No worries anyways, I'm not a big fan of Mr. Game & Watch I was just verifying what you were meaning. I'm not sure there are alot of Mr. Game & Watch fans anyways.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 02:49:16 PM


Even if it can't there's a no transform zelda and shiek .pac you can use for this. Idk about samus. They've probably made her too.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 02:52:02 PM
I did not. The brawl minus tutorial says that brawlex files have to be put into private. Hmm...though I guess that could just mean the config folders.

So I should put everything into minusery except the contents of "private>wii>ap>rsbe>pf>brawlex" ?
That's a good question :P I don't use Brawl Minus, so I don't know. If no one else tells you, you might just want to try it both ways. Or you could use the FPC in my codes and move the minusery/pf folder to the normal private/wii/app/RSBE/pf folder, then copy the pack's files over them.

Maybe I'll look into making a Brawl Minus version of my pack so people don't have so much trouble in the future :P

Hm. Will the no-transform code interfere with any of this?
I don't see why it wouldn't.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 03:05:10 PM
Sorry, my video tutorial wasn't explanatory enough on that subject. File patch 3.5.1b only fixes a bug where common being replaced causes problems.

Brawl ex can only read from private because bx_fighter is hard coded to read that directory. I can experiment changing that directory if you want?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 03:23:23 PM
How can you delete codes from a gct?
I mean, I want to delete the CSS fixes for Giga and Company, but I can't find it.



Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 07, 2014, 03:42:02 PM
Somebody was saying they didn't know how to make G&W have extra colours...

:kirby: There is a program called CLR that modifies G&W's colors. In the cBliss kit, a 10-costume G&W is included. Use that along with CLR to make 10-costume BlissEx G&W. :kdance:

Post Merge: February 07, 2014, 03:46:16 PM
How can you delete codes from a gct?
I mean, I want to delete the CSS fixes for Giga and Company, but I can't find it.


:kirby: M22K's GCT Fusionizer can do the trick. Make a GCT of the codes you want removed, open the Fusionizer, delete, boom! Done!

It might be a different program though, although I'm pretty sure it's GCT Fusionizer.
I lied, it's GCT Analyzer.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 03:51:06 PM
Somebody was saying they didn't know how to make G&W have extra colours...

:kirby: There is a program called CLR that modifies G&W's colors. In the cBliss kit, a 10-costume G&W is included. Use that along with CLR to make 10-costume BlissEx G&W. :kdance:

Post Merge: February 07, 2014, 03:46:16 PM
:kirby: M22K's GCT Fusionizer can do the trick. Make a GCT of the codes you want removed, open the Fusionizer, delete, boom! Done!

It might be a different program though, although I'm pretty sure it's GCT Fusionizer.
I lied, it's GCT Analyzer.

I have the G&W cBliss file, and it's now working since I added his CSSSlot Config, but could you point me to this CLR program? His colors aren't quite what I want them to be. I'm going to be adding his CSSSlot Config to the downloads now.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 07, 2014, 04:00:37 PM
I have the G&W cBliss file, and it's now working since I added his CSSSlot Config, but could you point me to this CLR program? His colors aren't quite what I want them to be. I'm going to be adding his CSSSlot Config to the downloads now.

*facepalm* Couldn't find CLR, but I did find this: http://www.mediafire.com/?cmz5outkdx (http://www.mediafire.com/?cmz5outkdx)
It might only support the base six though.

You can also edit the color data in the FitGamewatch00.pac using BrawlBox. (the data is coincidentally - or not - called CLR)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 07, 2014, 05:21:41 PM
It's the codes that conflict. If you want cBliss to still work, add these files to your BrawlEx build:

https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)

You need the Fighter and CSSSlot configs. You can get all of both of them from the BrawlEx Bliss zip file. This'll give cBliss to every default character except Game & Watch.
maybe u could add that link to ur signature
:P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 05:27:02 PM
maybe u could add that link to ur signature
:P

That's a good idea. It might keep people from asking about it as much. I'll add in a read me to make sure they know to add cosmetics, too.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 06:07:11 PM
Was somebody able to make this work on Project M?

I can't find the CSS fixes for Giga and Company code.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 07, 2014, 06:44:40 PM
I believe issue with mewtwo picking up items is one part animation related and another part subroutine/sub action related because the way mewtwo hold items is they are offset in front of him floating i planned to go and iron it out eventually and now that omegas posted a mewtwo that works properly for the most part i can go and fix those one i get home.
Awesome! I'll be looking forward to that whenever you get around to it. And also I can vouch for the hover working without the PM rel as I tried to pop in the PM 3.0 Mewtwo into a BrawlEx Lucario clone slot and it worked fine when I did.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 07:04:30 PM
maybe u could add that link to ur signature
:P

Is that Giga Bowser the invincible Giga Bowser? I've actually successfully made a killable Giga Bowser over the normal Bowser spot... maybe I'll upload that too if they want a killable one and for Bowser's FS to work...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 07, 2014, 07:12:37 PM
Is that Giga Bowser the invincible Giga Bowser? I've actually successfully made a killable Giga Bowser over the normal Bowser spot... maybe I'll upload that too if they want a killable one and for Bowser's FS to work...
the download includes the killable giga,
is your version a clone of bowser?


Title: Re: The BrawlEx Clone Engine
Post by: BlazingFury on February 07, 2014, 07:18:20 PM
the download includes the killable giga,
is your version a clone of bowser?

Don Jon did you make an invincible giga bowser? Can I have it please?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 07:22:56 PM
the download includes the killable giga,
is your version a clone of bowser?

I more or less combined a PSA, made a size mod, and modified a Giga Bowser skin to make a killable Giga Bowser that replaces Bowser, not Giga. This allows Bowser to keep an invincible final smash, since when I use a killable Giga Bowser .pac in GKoopa's folder, it made the FS killable too.

So in a sense, yes, it's a modified Bowser. When someone makes an REL for Bowser we can have Bowser versus Giga. :)

Post Merge: February 07, 2014, 07:25:56 PM
It has one glitch, but i suppose i'll release it anyway. Shell doesn't spin during animations it should. But the attacks still work as they're supposed to.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 07, 2014, 07:25:57 PM
Okay i'm feeling dumb. i did something somewhere wrong. i think.

All my other 13 clones work
but when i choose Roy he will crash when selecting any stage. but the other clones work. or if he is second to spawn, the game will crash as soon as roy is supposed to spawn. i forget what causes this. is it a REL issue?

i know it isn't the SC_selmap or SC_selcharacter doing it. cause those are my last edited files in brawl period.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 07:27:33 PM
What does the fighter config say under entry?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 07, 2014, 07:28:08 PM
You could try doing Roy again from scratch to make sure you've got it down.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 07:28:55 PM
Okay i'm feeling dumb. i did something somewhere wrong. i think.

All my other 13 clones work
but when i choose Roy he will crash when selecting any stage. but the other clones work. or if he is second to spawn, the game will crash as soon as roy is supposed to spawn. i forget what causes this. is it a REL issue?

i know it isn't the SC_selmap or SC_selcharacter doing it. cause those are my last edited files in brawl period.
Lack of Battle Portraits can do that.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 07, 2014, 07:30:19 PM
What does the fighter config say under entry?
None, as i usually do it if the mod/hack doesn't include it.

You could try doing Roy again from scratch to make sure you've got it down.
I guess i could do it from scratch, wouldn't kill me to do it again i guess. but if something simple.

Lack of Battle Portraits can do that.
He has all six.

Edit:
It can't be anything Cosmetic i just reset him to Marth's Cosmetics, and he still crashed.
it can't be PSA related i just gave him standard Marth with all the bells and whistles with the config to make sure of it.

I fixed it... guess what guys. Roy's module thought it was set for 3f not 40. how it magically changed ID's on me is beyond me.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 07:48:51 PM
None, as i usually do it if the mod/hack doesn't include it.
I guess i could do it from scratch, wouldn't kill me to do it again i guess. but if something simple.
He has all six.

Edit:
It can't be anything Cosmetic i just reset him to Marth's Cosmetics, and he still crashed.
it can't be PSA related i just gave him standard Marth with all the bells and whistles with the config to make sure of it.
None, as i usually do it if the mod/hack doesn't include it.
I guess i could do it from scratch, wouldn't kill me to do it again i guess. but if something simple.
He has all six.

Edit:
It can't be anything Cosmetic i just reset him to Marth's Cosmetics, and he still crashed.
it can't be PSA related i just gave him standard Marth with all the bells and whistles with the config to make sure of it.
None, as i usually do it if the mod/hack doesn't include it.
I guess i could do it from scratch, wouldn't kill me to do it again i guess. but if something simple.
He has all six.

Edit:
It can't be anything Cosmetic i just reset him to Marth's Cosmetics, and he still crashed.
it can't be PSA related i just gave him standard Marth with all the bells and whistles with the config to make sure of it.


Which Roy is it? If it's from my pack, then it's a little differet.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 07, 2014, 07:49:15 PM
:roy: Make sure all the files (FitRoy, FitRoy0x, FitRoyWhatever) are there and named correctly.
:roy: Check the relocatable module. It might be bad.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 07, 2014, 07:51:01 PM


Which Roy is it? If it's from my pack, then it's a little differet.
:roy: Make sure all the files (FitRoy, FitRoy0x, FitRoyWhatever) are there and named correctly.
:roy: Check the relocatable module. It might be bad.
I fixed it. somehow Roy's module switched back to 3f when it should be 40. it was an easy fix. but it was quite annoying lol.

got a party tommorow with a bunch of friends. gonna show the Clone engine to the locals who love brawlmods and ask if i could add rather than replace. they don't even know yet XD


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 07:54:52 PM
I fixed it. somehow Roy's module switched back to 3f when it should be 40. it was an easy fix. but it was quite annoying lol.

got a party tommorow with a bunch of friends. gonna show the Clone engine to the locals who love brawlmods and ask if i could add rather than replace. they don't even know yet XD

I've got a group like that. :) have fun. I'll be doing the same thing soon.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 07, 2014, 07:56:08 PM
got a party tommorow with a bunch of friends. gonna show the Clone engine to the locals who love brawlmods and ask if i could add rather than replace. they don't even know yet XD
That's going to be an interesting party.
Wonder how many of them will be in shock?


Title: Re: The BrawlEx Clone Engine
Post by: NightCaster on February 07, 2014, 07:56:31 PM
That's a good question :P I don't use Brawl Minus, so I don't know. If no one else tells you, you might just want to try it both ways. Or you could use the FPC in my codes and move the minusery/pf folder to the normal private/wii/app/RSBE/pf folder, then copy the pack's files over them.

Thanks for all the help. I did just that. I used your file patch code and css and moved the contents of the minusery to private. (merging it with your pack)

Everything now runs and plays great except that clone characters freeze the game when it goes to the victory screen. I tried disabling the custom sound codes and victory screen theme codes but it still happens none the less. I've also played your pack alone and this didn't happen, so either I accidentally copied over something I shouldn't have (no idea what that might be though) or there is still a code conflict somewhere. (I'm not sure if any of the brawl minus codes affect the victory screen)

Sorry, my video tutorial wasn't explanatory enough on that subject. File patch 3.5.1b only fixes a bug where common being replaced causes problems.

Brawl ex can only read from private because bx_fighter is hard coded to read that directory. I can experiment changing that directory if you want?

Oh, that was your tutorial? No worries, the video is quite thorough and informative as it is.

Thanks, but that isn't necessary I think. Moving the minusery to private seems to work. Since you are more familiar with brawl minus do you have any ideas about solving the problem above?

I think brawl minus has a custom victory screen, because when I complete a game with two non-clone characters it looks different than when I have played with ShinF's pack before.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 07, 2014, 08:00:19 PM
Thanks for all the help. I did just that. I used your file patch code and css and moved the contents of the minusery to private. (merging it with your pack)

Everything now runs and plays great except that clone characters freeze the game when it goes to the victory screen. I tried disabling the custom sound codes and victory screen theme codes but it still happens none the less. I've also played your pack alone and this didn't happen, so either I accidentally copied over something I shouldn't have (no idea what that might be though) or there is still a code conflict somewhere. (I'm not sure if any of the brawl minus codes affect the victory screen)

Oh, that was your tutorial? No worries, the video is quite thorough and informative as it is.

Thanks, but that isn't necessary I think. Moving the minusery to private seems to work. Since you are more familiar with brawl minus do you have any ideas about solving the problem above?

I think brawl minus has a custom victory screen, because when I complete a game with two non-clone characters it looks different than when I have played with ShinF's pack before.
:kirby: The victory screen crashes are caused by a lack of result franchise icons. Dropping the MiscData[30] from the pack into the STGRESULT for Minus should do the trick.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 08:02:04 PM
I fixed it. somehow Roy's module switched back to 3f when it should be 40. it was an easy fix. but it was quite annoying lol.

got a party tommorow with a bunch of friends. gonna show the Clone engine to the locals who love brawlmods and ask if i could add rather than replace. they don't even know yet XD

I have a group of friends who are the same. Oh, the sweet, sweet reactions I'll be getting from them when they see what's now possible ~

Thanks for all the help. I did just that. I used your file patch code and css and moved the contents of the minusery to private. (merging it with your pack)

Everything now runs and plays great except that clone characters freeze the game when it goes to the victory screen. I tried disabling the custom sound codes and victory screen theme codes but it still happens none the less. I&#039;ve also played your pack alone and this didn&#039;t happen, so either I accidentally copied over something I shouldn&#039;t have (no idea what that might be though) or there is still a code conflict somewhere. (I&#039;m not sure if any of the brawl minus codes affect the victory screen)

Oh, that was your tutorial? No worries, the video is quite thorough and informative as it is.

Thanks, but that isn&#039;t necessary I think. Moving the minusery to private seems to work. Since you are more familiar with brawl minus do you have any ideas about solving the problem above?

I think brawl minus has a custom victory screen, because when I complete a game with two non-clone characters it looks different than when I have played with ShinF&#039;s pack before.

Ah, yes - my pack has a custom victory screen because I added franchise marks to some characters. They have to be added to it for it to work. Now, you said you merged minusery with my pack? Their results screen may have replaced mine. Try copying the stage folder from my pack again.

Edit: Ninja'd.
:kirby: The victory screen crashes are caused by a lack of result franchise icons. Dropping the MiscData[30] from the pack into the STGRESULT for Minus should do the trick.
This might work, too.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 07, 2014, 08:04:07 PM
That's going to be an interesting party.
Wonder how many of them will be in shock?
Will post the results. sadly no camera to record. but will tell the gyst of it. besides at these parties is when i get the best PSA result data. seeing how i've got many circumstances to test it one.

also, reducing the filesize on the Sc_selcharacter can be taxing. i had to replace all the tiny 32X32 icons with invisible 4X4 ones to save on filesize. i am no where near to the limit. i just like being sure.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 07, 2014, 08:36:20 PM
How do I delete the random slot? Do I need it?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 07, 2014, 08:38:32 PM
Hey Nebulon.
Does changing the CSP's, BP's, names, etc. of your pack cause crashing?

I want to try to replace one or 2 characters.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 07, 2014, 08:40:28 PM
How do I delete the random slot? Do I need it?
Oh you need it. unless you want to be stuck on the css and not be able to select opponents


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 07, 2014, 08:43:41 PM
Oh you need it. unless you want to be stuck on the css and not be able to select opponents

well that stinks. :\


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 08:45:19 PM
Oh you need it. unless you want to be stuck on the css and not be able to select opponents

Are you sure? I've accidentally left off the random slot before, and it never really affected anything. The coins just started on the last character instead of the random slot.
well that stinks. :\

Can't hurt to try it.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 07, 2014, 08:52:32 PM
Okay, I downloaded a Rosalina sound pack, now how do I make her use it?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 07, 2014, 08:58:28 PM


Everyone seemed to ignore my tutorial when I posted my findings about how to do the boss sfx over brawlex characters thing. Just cuz I'm a nice guy and I want people to know how to do this, I will post my tutorial again.

Original post:

Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex. (Use the windows calculator and switch to programming mode, or if you are on XP go to scientific mode)

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon(or any boss). Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully. ONE MORE THING! When replacing shadow's sounds for tabuu's I came upon a problem. Some of the sounds seem to repeat inifinitely so I would make sure and call the stop sound effect 0-(insert last used sound here) code in PSA and have it happen Asychronous frames=15 frames or maybe larger if the sound is longer. So that the sound effect is coded to stop.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on February 07, 2014, 09:02:19 PM
thanks


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 07, 2014, 09:07:34 PM
Hey Nebulon.
Does changing the CSP's, BP's, names, etc. of your pack cause crashing?

I want to try to replace one or 2 characters.

Not at all :) i changed 2 characters before it was dubbed V1. :) however i wouldn't add in anything that i didn't put in. I left out ingame names to avoid crashes on pokemon stadium map. Go on, have a blast!

Post Merge: February 07, 2014, 09:15:13 PM
What i mean be not adding anything in is, i would only replace what's been added if you want. Incase i wasn't clear. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 10:04:08 PM
lookie lookie. i made another major update.

now it uses the EXACT cosmetics from your sc_selcharacter.pac automatically when displaying clones. soon it will be able to add new cosmetics slots for clones all together.

(http://i.imgur.com/7v3TDph.png)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 07, 2014, 10:12:03 PM
lookie lookie. i made another major update.

now it uses the EXACT cosmetics from your sc_selcharacter.pac automatically when displaying clones. soon it will be able to add new cosmetics slots for clones all together.

([url]http://i.imgur.com/7v3TDph.png[/url])
You are on a role! can't wait til this is done, this will prove to be very useful in the future.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 07, 2014, 10:20:50 PM
Wow!
Can't wait sammi.

Did anyone make a Project M Mewtwo with hovering and shadow ball fix and teleport cancelling?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 07, 2014, 10:23:19 PM
 :yay:


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 07, 2014, 10:27:23 PM
lookie lookie. i made another major update.

now it uses the EXACT cosmetics from your sc_selcharacter.pac automatically when displaying clones. soon it will be able to add new cosmetics slots for clones all together.

([url]http://i.imgur.com/7v3TDph.png[/url])


It's beautiful!  :happy:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 07, 2014, 10:47:12 PM
basic functions are done aside from being able to edit the fighter config, CSS code, and modules :P


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 07, 2014, 10:52:31 PM
Awesome job, Sammi. Looking forward to it. :)


Title: Re: The BrawlEx Clone Engine
Post by: Yoku on February 07, 2014, 10:55:13 PM
Great job Sammi! This tool will be very useful, definitely looking forward to it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 08, 2014, 04:26:15 AM
that tool looks like it would make everything 100% easier xD


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 08, 2014, 07:00:54 AM
Okay, I downloaded a Rosalina sound pack, now how do I make her use it?

Change the SFX ID on PSA.

That or something I forgot.

There's another way, but I forgot it.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 08, 2014, 07:00:54 AM


Everyone seemed to ignore my tutorial when I posted my findings about how to do the boss sfx over brawlex characters thing. Just cuz I'm a nice guy and I want people to know how to do this, I will post my tutorial again.

Original post:

Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex. (Use the windows calculator and switch to programming mode, or if you are on XP go to scientific mode)

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon(or any boss). Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully. ONE MORE THING! When replacing shadow's sounds for tabuu's I came upon a problem. Some of the sounds seem to repeat inifinitely so I would make sure and call the stop sound effect 0-(insert last used sound here) code in PSA and have it happen Asychronous frames=15 frames or maybe larger if the sound is longer. So that the sound effect is coded to stop.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.

Not ignoring it, but it is just too hard to understand.

I know you want to help, and I can sort of understand it.

But at this point:
Also, the hackers at Project M did something that is necessary when doing this method.
Everything else becomes confusing.


Title: Re: The BrawlEx Clone Engine
Post by: chaokid999 on February 08, 2014, 08:33:28 AM
Do the BrawlEx SFX have to be replaced using BrawlBox, or would Super Sawndz work too?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 08, 2014, 08:35:29 AM
Either. I've used both. Works the same


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 08, 2014, 09:11:45 AM
I was playing this but then reminded how much I dislike Brawl compared to project M. I can't even play Brawl anymore! Dx Any way to do this for Project M?


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 08, 2014, 09:20:03 AM
tryst u just have to remove some codes and also add some thats how i did it


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 08, 2014, 09:40:35 AM
Has anyone got Mewtwo working correctly yet? What I think is the most recent attempt T-poses when thrown and it's really starting to bother me.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on February 08, 2014, 11:13:08 AM
I'd really like to know if someone was able to clone Kirby. I looked through his module and I found nothing to change his ID to the fighterconfig one. Any help would be greatly appreciated.
BTW, I'm trying to use the fighter Kirby PSA, so that (maybe) fixes any problems related to copy abilities.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 08, 2014, 11:55:09 AM
I'd really like to know if someone was able to clone Kirby. I looked through his module and I found nothing to change his ID to the fighterconfig one. Any help would be greatly appreciated.
BTW, I'm trying to use the fighter Kirby PSA, so that (maybe) fixes any problems related to copy abilities.
to clone anything you need the brawlex module for kirby which doesnt exist yet along with most of the modules.


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 08, 2014, 01:18:10 PM
tryst u just have to remove some codes and also add some thats how i did it

Wait, what? Anyone have a more detailed description of how? :s


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 08, 2014, 01:20:11 PM
Wait, what? Anyone have a more detailed description of how? :s

He's the only one that's done it, as far as I know. He hasn't really said much other than that he just added the codes and it worked, so until he shows us or someone else does it, take it with a grain of salt.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 08, 2014, 04:05:16 PM
Sammi your tool looks like it's going to be awesome as soon as it's ready. Adding in new cosmetics is so monotonous right now, and I find I always end up naming something wrong by mistake and I end up having to look over everything multiple times til I get it right. Great to see a simpler approach is on the way, awesome!


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 08, 2014, 04:41:58 PM
:yay:
Kermit: YAY! (http://www.youtube.com/watch?v=n_w4oSCJIQk#ws)

So hopefully Sammi's tool will make it so that I don't need ShinF's help for everything? I feel bad bothering him so often D:


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 08, 2014, 08:23:50 PM
So hopefully Sammi's tool will make it so that I don't need ShinF's help for everything? I feel bad bothering him so often D:

Lol, if it bothered me, then I wouldn't help you. Nothing to worry about.

On another note, has anyone found a fix yet for Pokemon Stadium? I just realized that it's my best friend's favorite stage, which is kind of a problem since it freezes with clones.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 08, 2014, 08:36:13 PM
Lol, if it bothered me, then I wouldn't help you. Nothing to worry about.

On another note, has anyone found a fix yet for Pokemon Stadium? I just realized that it's my best friend's favorite stage, which is kind of a problem since it freezes with clones.

If you don't add in the ingame names, it won't freeze. That's what i did.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 08, 2014, 08:37:53 PM
Sammi. Do you have thoughts of implementing a way to change what song plays for someone's victory theme?

Not that I have a problem with editing it. Just curious.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 08, 2014, 08:38:05 PM
Wait, what? Anyone have a more detailed description of how? :s
just compare the codes
i heard fp 3.5.1b only has like a difference of 6 digits-12
so find them
and apply the changes to the pm code


Title: Re: The BrawlEx Clone Engine
Post by: Tryst on February 08, 2014, 08:49:20 PM
just compare the codes
i heard fp 3.5.1b only has like a difference of 6 digits-12
so find them
and apply the changes to the pm code

I feel so stupid. I have no idea how to edit code in any way or fashion... >,< Maybe I should just not worry about this. :L


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 08, 2014, 09:14:29 PM
I feel so stupid. I have no idea how to edit code in any way or fashion... >,< Maybe I should just not worry about this. :L
You could use gctedit, but it would require you to remove all the spaces in the code to add it. the easiest thing to do is use code manager, and add all of the codes back in yourself, anyway I think I may try to add in a Toon Link clone as Skull Kid, and give him boss sfx since doesn't use very many sfx.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 08, 2014, 09:17:21 PM
I don't think there's a TL rel... :(


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 08, 2014, 09:19:42 PM
I don&#039;t think there&#039;s a TL rel... :(

Yeah, you're. Sammi-huskyEX and EternalYoshi were working on one a while back


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 08, 2014, 10:05:23 PM
Sammi. Do you have thoughts of implementing a way to change what song plays for someone's victory theme?

Not that I have a problem with editing it. Just curious.

I edited my own in. ASF's pack comes with characters that have their own. I just looked at what he did and figured it out :) It's in the slot config, and you need to change a certain value that is their victory theme in hex. Just replace that with one of the "safe" hex IDs for victory themes from ASF's pack or my own :) I hope I'm making sense.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 09, 2014, 02:25:51 AM
is any one else having this problem with the clone engine every original character works except captain falcon however every extra character works so i can't seem to figure out why captain falcon isn't working i don't have any costumes on him nor do i have any motionetc's on him and i don't have anything in his folder at all so i don't see why he's freezing he works fine without the clone engine but with it he always freezes, i can't seem to figure out why he's freezing he's not on a slot i added to the character select screen im just talking about his original slot so why is he freezing no other original character is freezing and i tried out all the other characters even just to see if anyone else was freezing but nope just him. if anyone knows how to fix this problem please tell me.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 09, 2014, 03:15:59 AM
is any one else having this problem with the clone engine every original character works except captain falcon however every extra character works so i can't seem to figure out why captain falcon isn't working i don't have any costumes on him nor do i have any motionetc's on him and i don't have anything in his folder at all so i don't see why he's freezing he works fine without the clone engine but with it he always freezes, i can't seem to figure out why he's freezing he's not on a slot i added to the character select screen im just talking about his original slot so why is he freezing no other original character is freezing and i tried out all the other characters even just to see if anyone else was freezing but nope just him. if anyone knows how to fix this problem please tell me.
CF cant be clonned so i have no idea what you are saying.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 09, 2014, 03:33:56 AM
CF cant be clonned so i have no idea what you are saying.
They're saying the original Falcon doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 09, 2014, 03:39:49 AM
They're saying the original Falcon doesn't work.
and how the hell does brawlex has anything to do with the  normal cf slot?brawlex doesnt touch any existing character files so i dont think anyone can help him he should see if he doesnt have a module on CF for some odd reason.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 09, 2014, 03:41:39 AM
I think I remember Luigi also not working, could just be a side effect to BrawlEx~


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 09, 2014, 05:51:52 AM
uhhh.... Wut.

The only way I could see this happening is if you have a code that doesn't function properly with Ex or clashes with Ex which would probably result in a character getting damaged or abnormally modified resulting in crashes.

Check your codes or you can list the codes you have because you may have a code that doesn't play nice with Ex.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 09, 2014, 11:04:55 AM
i have checked my module files and i don't have any over captain falcon also as far as i can tell im not using any codes that would cause him to freeze but here is a post of the codes im using anyway.

RSBE01
Super Smash Bros. Brawl

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
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900d8 00000008
* 2c170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 00000040
* 00010203 04050607
* 0809491A 0C0D0E28
* 10111213 14151617
* 18190B1B 1C1D1E1F
* 20212223 24252627
* 3F404142 43444546
* 47482900 00000000

Infinite Smash Balls
* 4A000000 80000000
* 1462C3A0 00000000

Disable Time Limit On VC Games
* F6000001 80008010
* 2C1F0001 4082009C
* 30000004 4082009C
* C0000000 00000006
* 82EF0024 830F0028
* 92EF0038 930F003C
* 92EF0060 930F0064
* 92EF0088 930F008C
* 4E800020 F6000001
* 80008010 00000000
* E2100000 00000000
* F6000001 80008010
* 41820028 38610088
* 30000000 41820028
* 14000000 48000028
* E2100001 00000000
* F6000001 80008010
* 418200A4 48000080
* 30000028 4182000C
* 14000028 4800000C
* E2100001 00000000
* F6000001 80008010
* 913E0130 913E0134
* 30000050 41800028
* 14000050 48000028
* E0000000 80008000

Stage Builder: Allows Overlapping
* F31984E0 FE3C9101
* 38000001 00000000
* F31A0C44 FE3C9701
* 38000001 00000000
* F319C338 FE3C9601
* 38000001 00000000

Replacement SoundBank Engine v1.20
* 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

Custom Victory Themes v1.2
* 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

CSE v2.5
* 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

Final Smash Obtained when 150%
* 0481C934 8803001F
* 4A000000 90180F38
* 3A000002 FF00003D
* C281C934 0000000F
* 8803001F 2C0000F8
* 41820068 38000038
* 80A30084 2C1B0116
* 41800030 41820014
* 2C1B00BD 4182000C
* 2C050001 4082001C
* 38A00001 90A30084
* D2C30088 EED6B028
* C2C30088 48000028
* 38A00000 90A30084
* C2C30088 FEC0B01E
* DAC20000 80A20004
* 2C050096 41800008
* 38000078 9803001F
* 60000000 00000000
* C281A06C 00000003
* FC20F890 C2C30098
* EED6082A D2C30098
* 60000000 00000000
* E0000000 80008000

unrestricted camera
* 040A7D60 4E800020
* 04109D88 38800001


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 11:18:27 AM
well your custom CSS's character count is through the roof i can tell ya that much lol. 40 in hex is 64. that could be it..could also be infinite smashballs, though i have NO idea why that would interfere.

in any case, how are you loading the game? you may want to try loading the game with just the CSS code and Filepatch code, to see if it crashes still.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 09, 2014, 11:46:31 AM
i tryed it with only 4 extra characters the other times but the same thing happened, i could try it with just the two codes you mentioned in fact i will try that just to see if one of those codes caused the freeze but i highly dout it because i have tryed it a bunch of different ways but it alway turns out the same. captain falcon still freezes but i will try out what you said right now...

here are the only codes im trying it with this time:

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
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 04050607
08090A1A 0C0D0E28
10111213 14151617
18190B1B 1C1D1E1F
20212223 24252627
3F404142 43444546
47482900 00000000

i tried it out and it turns out you were right it must have been one of my codes but my only question is wich one was causing the problem


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 09, 2014, 11:51:33 AM
If you know it was one of the codes, just add them all back one by one until it happens again. Whichever code you added last is the problem. I can tell you that it's not the Replacement SoundBank Engine, Unrestricted Pause Camera, or Overlapping Stage Builder, because I use those codes myself.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 12:25:23 PM
What's this CSE code? I'm prettuy sure I know what it is, just wanna be sure. The its either the infinite smashbals, or smaashball when reach 150%


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 09, 2014, 12:28:42 PM
What's this CSE code? I'm prettuy sure I know what it is, just wanna be sure. The its either the infinite smashbals, or smaashball when reach 150%
Custom Sound Engine, I believe. It's used for individual victory themes. Come to think of it, that code conflicts with ASL, I believe. Doesn't ASL also conflict with BrawlEx? If so, it's possible that BrawlEx, ASL and CSE/Individual Victory Themes all conflict in the same way. Interesting.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 09, 2014, 12:49:47 PM
thanks for all the feed back im trying deleating them one at a time and boy is it alot of back and forth.

but i will understand which code is causing the freeze eventally.

also the suggetions for which codes might be causing the problem are really good.

and cse in the codes does stand for custom sound engine.

Post Merge: February 09, 2014, 01:37:29 PM
i finally found out what was causing captain falcon to freeze it was
the replacement soundbank engine v1.20 code. i don't know why but it was causing captain falcon to freeze but i know it was because after i removed it he didn't freeze any more i have tried using him with all my other codes no freeze but with the replacement sondbank engine code on he just kept on freezing whenever i would select a stage however none of my other characters would freeze with that code and i should know because i tried being every single one of them with those codes on.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 09, 2014, 02:18:02 PM
Hey Nebulon, I want to make my own pack.

I just need to know what did you use to make the characters have Crazy Hand's name.

Also, I need to watch the tutorials of Sammy to make my clones have their own CSP's :P


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 09, 2014, 02:37:11 PM
Custom Sound Engine, I believe. It's used for individual victory themes. Come to think of it, that code conflicts with ASL, I believe. Doesn't ASL also conflict with BrawlEx? If so, it's possible that BrawlEx, ASL and CSE/Individual Victory Themes all conflict in the same way. Interesting.
CSE doesn't interfere with BrawlEX. The code that would interfere here would be the Individual Victory Themes, as you can use a hex editor to point to a song to use as a victory theme.

Fun fact: I tried setting victory themes to the unused song spots (IE Bowser had his own victory in the code, but ended up sharing with the other Mario characters), but it froze when I entered a match.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 09, 2014, 04:07:41 PM
Hey Nebulon, I want to make my own pack.

I just need to know what did you use to make the characters have Crazy Hand's name.

Also, I need to watch the tutorials of Sammy to make my clones have their own CSP's :P

Honestly, I'm gonna reveal something that'll make me look pretty untalented... I didn't do anything. You see, I gave up on making result screen and in game texts because my info2 made the game crash too much at the load up. Because I thought those were necessary, I didn't do anything name related or emblem related whatsoever... but the weird thing about my files I was using (which I downloaded a while ago) was that they also didn't match Sammi's. For instance, when he made a character's emblem 21, my stuff already had a 21st emblem in it. My stuff also had Crazy Hand name in it, and I didn't see that in Sammi's. Even my stocks were different for some reason. So I played it safe and didn't do anything. I was very worried about how the result screen and in game things would be, but amazingly, having not touched anything and using my info.pac file, it loads Crazy Hand's name. I didn't know why, but I was satisfied knowing that I'd be able to identify clones this way, as would people modding the game. There was also less room for risk, and because I was able to use Pokemon Stadium without crashes, I haven't touched names since. So there you have it :) Just use my info.pac I suppose... that's all I can really say. I lucked out :)

Post Merge: February 09, 2014, 04:23:17 PM
But i will say, if you want to make your own, you're more than welcome to download mine. In my signature, there's a link to my codes and my pack. In the codes, there's two versions. One of them explains everything, including the character's Alot IDs, there 0xXX numbers in module, their hex code in module section 8, and there numbers in fighter config. It's not a tutorial, but the info is there for people to replace my characters if they desire. Also, with Sammi's CSS code on the OP (which provides icon IDs) you can even cusyomize your own css. I included a cersion that seperates the code into two parts, with the second section being the icon placement. If you like my order you can use that. You can switch around certain ones too.

But that's only if you want to use one that already works. I built mine from acratch but modifying a functional one removes a probability for errors in certain spots, and with the information i provided, it could be easy! I'd still watch sammi's tutorials to double check your work, but just know that you may have an easier time doing it this way. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 05:16:52 PM
anyone who wants to use this to help, your welcome to test the beta ~

 BrawlEx Clone Tool  (http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip)

EDIT: oh shiz, i forgot that it has to be able to find sc_selcharacter.pac (didn't mean to upload that one actually) that's supposed to be optional


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 09, 2014, 06:17:49 PM
Yes! Testing


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 07:08:15 PM
just updated it, doesn't REQUIRE sc_selcharacter anymore :P


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 09, 2014, 07:32:56 PM
Just a minor bug/pet peeve I want to report;
Jigglypuff's cosmetic config has the name "Jiggly Puff" rather than "Jigglypuff" as the name used for the results screen and stuff. It really bugs me, but it is a simple fix.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 09, 2014, 07:41:11 PM
I'm curious how does the tool work
Does it input the codes for you or does the thing just put all the cosmetics and stuff for you

Post Merge: February 09, 2014, 07:43:10 PM
I'm thinking you have to add the code manually and put all the fighter files in manually as we'll right?


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on February 09, 2014, 07:43:55 PM
Switching announcer calls in the cosmetic config is something I'm not getting. I have all the BrawlEx components and supersawnds. I just want to give my clones separate announcers. Like making Shadow's slot say "team battle" instead of "Sonic" so I can switch it out for "Shadow." Any help would be greatly appreciated.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 07:49:21 PM
currently it only handles setting up the files in the right folders with the right names. aside from the fighter folder and the module. in the future i WANT it to be able to update the CSS code, edit the module, and edit the fighter config. but for now, it just saves TONS of time by sorting through, naming, and setting up the clones configs in the right directories.

don't forget to edit the fighter config. that's something i'm working on as i'm writing this


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 09, 2014, 07:52:37 PM
So for the tool I'm assuming that I must manually put in the codes and also manually put in the fighter files right? The brawl ex folder files are the files I don't need to do right?

Post Merge: February 09, 2014, 07:54:38 PM
Ok so it just puts the stuff in the right directories and that's it, the rest is done manually thx


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 07:58:25 PM
it puts it in the directories, renames, and can add and remove clones without needing to sort yea.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 09, 2014, 08:32:51 PM
I finally found where to find the IDs for sound effects to replace announcer calls! If you open up your .brsar in BrawlBox, find the sound effect, then scroll down to the bottom of its properties, look under the Misc properties, there's an entry that says InfoIndex. Converting that number into hex gives you the ID that goes into the cosmetic file.

I figured it out by converting Fighting Alloy Team's announcer call in the cosmetic file (202A) into base 10, which gave me a value of 8234. Sure enough, they matched, and I tried it with ASF1nk's replaced sounds as well as a couple of default characters.


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on February 09, 2014, 08:54:35 PM
Thank you! That helped a lot! =)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 09, 2014, 09:37:28 PM
Nebulon, what are those codes For Extra Levels?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 09, 2014, 09:54:59 PM
Hey I thought of something that could be done for the Mario and Dr. Mario Problem. all we have to do is use that cosmetic change code that you use the shoulder triggers for, to switch between the two, and possibly add in the Pill SFX into an unused sound slot for Mario, then have the PSA for Dr. Mario use that sound effect for the pills. Couldn't that work out for Mario to use a Dr. Mario costume aswell?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 09, 2014, 09:58:02 PM
Hey I thought of something that could be done for the Mario and Dr. Mario Problem. all we have to do is use that cosmetic change code that you use the shoulder triggers for, to switch between the two, and possibly add in the Pill SFX into an unused sound slot for Mario, then have the PSA for Dr. Mario use that sound effect for the pills. Couldn't that work out for Mario to use a Dr. Mario costume aswell?
I don't know about you guys, but all I had to do to get a Dr. Mario costume was stick Project M's Mario PSA on my card along with 8.sawnd for the pill sound effect. His cape sticks to his hand when he uses it for his Doc costumes, but he otherwise works properly, with the pills and everything, for slots 07 and higher.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 09, 2014, 10:13:08 PM
I don't know about you guys, but all I had to do to get a Dr. Mario costume was stick Project M's Mario PSA on my card along with 8.sawnd for the pill sound effect. His cape sticks to his hand when he uses it for his Doc costumes, but he otherwise works properly, with the pills and everything, for slots 07 and higher.
But It's an issue, cause it's Project M balanced not Brawl balanced. as in like the original Mario


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 09, 2014, 10:25:15 PM
Sammi, when I try to open your program it says:

BrawlEx Clone Tool.exe is not a valid Win32 application.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 10:55:08 PM
Sammi, when I try to open your program it says:

BrawlEx Clone Tool.exe is not a valid Win32 application.

that...sounds like a problem..try redownloading it. are you using the most recent .net framework?


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 09, 2014, 11:05:41 PM
that...sounds like a problem..try redownloading it. are you using the most recent .net framework?

I can't on this old piece of crap, lol. I'll have to try it on my desktop, but my SD card slot doesn't work on there.   *facepalm*


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 11:08:01 PM
awww..thats probably it lol. i compiled it for 4.5 but is backwards compatable with 4.0


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 09, 2014, 11:14:34 PM
at sammy:
request for ur program,
could it rename existing psas to their new psa name
for example in my fighter folder,
can it rename fitmario00 fit mariomotion etc
to
fitdrmario00, fitdrmariomotion etc

all files to their new respective name


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 09, 2014, 11:18:18 PM
at sammy:
request for ur program,
could it rename existing psas to their new psa name
for example in my fighter folder,
can it rename fitmario00 fit mariomotion etc
to
fitdrmario00, fitdrmariomotion etc

oohhh good idea. but that would require people to type in what the name of the PSA is. but that's okay because i can make it modify the fighter config, and cosmetic config at the same time that they set the name. though they would need to place the PSA stuff somewhere where the program can find it. or browse to where it's being kept. it also means im going to have to include an folder containing the brawl fighter files to be able to copy into the new folder


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 09, 2014, 11:26:27 PM
oohhh good idea. but that would require people to type in what the name of the PSA is. but that's okay because i can make it modify the fighter config, and cosmetic config at the same time that they set the name. though they would need to place the PSA stuff somewhere where the program can find it. or browse to where it's being kept. it also means im going to have to include an folder containing the brawl fighter files to be able to copy into the new folder
coolwould be a nice feature
as it sometimes is a [censored] to go through every name and rename manually


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 09, 2014, 11:37:08 PM
awww..thats probably it lol. i compiled it for 4.5 but is backwards compatable with 4.0

Hmm, I have 4.0. I'll see if it needs repaired.

Edit: Still doesn't work. You sure it's backwards compatible with 4.0?


Title: Re: The BrawlEx Clone Engine
Post by: pichu04 on February 09, 2014, 11:41:27 PM
You are the man PW!!!! Thank you for this and i dont know if you remember me from the gs central days but its great hear from ya again mate. Thanks again for this great tool Big Respect!!!!


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 10, 2014, 12:28:25 AM
i mad a post a few pages earlyer about how my orignal captain falcon would freeze whenever i would use it with the clone engine and then later i made a post saying i found what code was causing it to freeze and that it was the Replacement SoundBank Engine v1.20 code that was causing the problem but i seems i was wrong because later i tried adding the code back in and this time i checked to see if i had a .sawnd file over captain falcon in my sfx flolder and yep sure enough there was one on captain falcon from when i had goku on him seems i forgot to remove it from when i took goku off captain falcon. so i tried removing the .sawnd file and like i said earlyer i added back the replacement soundbank engine v1.20 code back as well as adding back all of my codes from the earlyer post of mine and guess what, captain falcon worked just fine same with all my other characters it turns out it was just that .sawnd file that was causing the problem, the only reason before when i removed the replacement soundbank engine v1.20 the game stoped freezing is because after i deleted it there was no longer any code telling it to load up the .sawnd file. so you see now everything is working fine and don't worry the replacement soundbank engine v1.20 code works fine it was just my .sawnd file causing problems.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 10, 2014, 01:08:33 AM
Hmm, I have 4.0. I'll see if it needs repaired.

Edit: Still doesn't work. You sure it's backwards compatible with 4.0?

it should be...i've confirmed it works on other comps..what OS version are you using?


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 10, 2014, 01:36:48 AM
I'm using XP.


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on February 10, 2014, 08:38:48 AM
This may have been answered already, but has anyone figured out how to use BrawlEx with Project M 3.0 yet?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 10, 2014, 09:42:50 AM
coolwould be a nice feature
as it sometimes is a [censored] to go through every name and rename manually
Bulk Rename Utility <4
Hmm, I have 4.0. I'll see if it needs repaired.

Edit: Still doesn't work. You sure it's backwards compatible with 4.0?
Most new C compilers don't compile for XP anymore. You could try compiling it yourself, but that's a little tedious.

Or get a 7.

-----------------------------

In other news, I should have the BrawlExpanded beta up soon, right after I get my laptop working again. Should be somewhere around 13.2.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 10, 2014, 11:05:05 AM
i'll see if i can't make an XP compatable version for ya. might just have to change the targeted framwork to 4.0 client and change the processor architecture


Title: Re: The BrawlEx Clone Engine
Post by: pichu04 on February 10, 2014, 12:04:11 PM
Im assuming theres going to more ExModule files for the rest of the characters?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 10, 2014, 12:11:51 PM
Im assuming you're making more ExModule files for the rest of the characters?
Patience is virtue.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 10, 2014, 12:14:17 PM
i'll see if i can't make an XP compatable version for ya. might just have to change the targeted framwork to 4.0 client and change the processor architecture

Well, it works on my desktop, so you don't have to do that unless it's not too much trouble.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 10, 2014, 01:01:45 PM
I'm sorry, I just didn't know what page of the thread to look. In the fighter config, how do you assign the Ex clone the boss sfx? I'm sorry I'm being a disturbance

Hey, I'm sorry I did not reply to you before about this. I totally forgot about BrawlEx when I heard about Sonic Boom. Now I'm over that craze now. Anyway, to find the place where you change the soundbank, just scroll all the way down on the list of the fighterconfig options box. It is at the very bottom. You change the last 2 numbers/letters, though make sure that you backspace one 0 in front of the original soundbank, because Boss Soundbanks are made up of 3 hexadecimals and not 2.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 10, 2014, 01:06:28 PM
Hey, I'm sorry I did not reply to you before about this. I totally forgot about BrawlEx when I heard about Sonic Boom. Now I'm over that craze now. Anyway, to find the place where you change the soundbank, just scroll all the way down on the list of the fighterconfig options box. It is at the very bottom. You change the last 2 numbers/letters, though make sure that you backspace one 0 in front of the original soundbank, because Boss Soundbanks are made up of 3 hexadecimals and not 2.

Heya. By chance did you ever finish the Shadow sfx?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 10, 2014, 01:14:27 PM
i'll see if i can't make an XP compatable version for ya. might just have to change the targeted framwork to 4.0 client and change the processor architecture
Hold off... did you compile 64-bit? :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 10, 2014, 01:20:34 PM
Heya. By chance did you ever finish the Shadow sfx?
Sorry, I forgot about that too. I'll do it when I can. If you want I can send you the version I have now. Though it has a bug with one of the punching moves making a sound effect repeat a lot. It's a quick fix though. The version I have now just has his attack, and taunt sounds. No hurting sounds or winning sounds except for one.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 10, 2014, 01:25:31 PM
Im assuming theres going to more ExModule files for the rest of the characters?

We came across a rather nasty snag with making Toon Link's ExModule(This is before we even got to patching articles) so he will have to wait.


Title: Re: The BrawlEx Clone Engine
Post by: Dantarion on February 10, 2014, 01:34:12 PM
I could probably help at some point.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 10, 2014, 01:59:06 PM
I'm just looking forward for Falcon's module.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 10, 2014, 02:02:22 PM
^ that'd be awesome. i've gotton to the point where i need to patch articles, but i was waiting on some last info from PW to figure out how to find the places in sora_melee that need to be patched in the Exmodules section[8]. He said most of it is gonna be trial and error with a debugger, by seeing where it crashed then looking where the instruction got it's corrupted value.

 i just don't exactly know how to get the file offset in sora_melee's assembly section that needs to be patched, so it doesn't look where the data for the article WOULD be if the character was loading into it's usual slot.

Hold off... did you compile 64-bit? :>.>:

nah i compiled for all CPU's, but windows xp doesn't like to play nice. i basically need to retarget it for 4.0 client framework, and if that doesn't work, then use the .net 4.0 client framework

I'm just looking forward for Falcon's module.

i actually have a captain module, with the articles patched thanks to PW. but he has some WEIIIRRRDD glitches that he said he would need to look at with wiird.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 10, 2014, 02:17:12 PM
i actually have a captain module, with the articles patched thanks to PW. but he has some WEIIIRRRDD glitches that he said he would need to look at with wiird.
Aw man... I didn't think Falcon would have anything weird.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 10, 2014, 02:52:27 PM
his rapid jab gets stuck in an infinite loop where you can still pause and quit, so the game doesn't freeze. same thing with shielding. and then when he dies he becomes non responsive, and wont come off the platform. but again you can pause and quit. and then some other wierd things like when he uses aerial side-b, he does some strange spin in the air before coming down.


Title: Re: The BrawlEx Clone Engine
Post by: The Game on February 10, 2014, 03:58:43 PM
Because I really don't want to go through 150+ pages, I figured I'd just ask. I put common2 and bx_fighter in their respective folders, but I'm still getting the random slots. Anyone know what's goin on?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 10, 2014, 04:16:38 PM
Because I really don't want to go through 150+ pages, I figured I'd just ask. I put common2 and bx_fighter in their respective folders, but I'm still getting the random slots. Anyone know what's goin on?
Is your Gecko hooktype Axnextframe?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 10, 2014, 04:48:56 PM
i mad a post a few pages earlyer about how my orignal captain falcon would freeze whenever i would use it with the clone engine and then later i made a post saying i found what code was causing it to freeze and that it was the Replacement SoundBank Engine v1.20 code that was causing the problem but i seems i was wrong because later i tried adding the code back in and this time i checked to see if i had a .sawnd file over captain falcon in my sfx flolder and yep sure enough there was one on captain falcon from when i had goku on him seems i forgot to remove it from when i took goku off captain falcon. so i tried removing the .sawnd file and like i said earlyer i added back the replacement soundbank engine v1.20 code back as well as adding back all of my codes from the earlyer post of mine and guess what, captain falcon worked just fine same with all my other characters it turns out it was just that .sawnd file that was causing the problem, the only reason before when i removed the replacement soundbank engine v1.20 the game stoped freezing is because after i deleted it there was no longer any code telling it to load up the .sawnd file. so you see now everything is working fine and don't worry the replacement soundbank engine v1.20 code works fine it was just my .sawnd file causing problems.
iknewedthatthewholetimebutiwantedtoseeifyoucouldf igureitoutyourself.Probablyyoursawndfileistobigin filesize.


Title: Re: The BrawlEx Clone Engine
Post by: Yoku on February 10, 2014, 04:57:55 PM
Sorry for bringing this up, I believe this issue was addressed but I can't find it through the pages since there are about 150.

I followed the tutorials on the First page of the Thread for the Cosmetics, Custom Portraits for Characters, I think I set them up correctly, though when I select Brawl this is what I see for the Custom Portrait.
(http://i.imgur.com/Dz9RgKK.jpg)

When I select the Character, Young Link's portrait works, though I just noticed he has Sonics Franchise icon, I gave him a custom icon, I put it before Sonics, it also states him as Random. When I add a CPU it crashes.

(http://i.imgur.com/lPoQhPd.jpg)

Though when a CPU is already present and I add in Young Link as a player, I can select a stage, but once it enters the stage this comes up resulting in a freeze with that annoying beeping noise.
(http://i.imgur.com/f1bt1qS.jpg)

It says PikachuEx because I was experimenting, I don't know how big and or small these pictures need to be according to size and width, etc. I think I really [censored]ed up something, I am guessing file placement, if anyone would like to assist me I would appreciate it a lot! I am using a Wii U to run, Gecko hooktype Axnextframe, the Cloned Character worked before I set all these icons up.



Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 10, 2014, 05:09:12 PM
umm i get the random icon glitch please help
i have it at axnextframe in config usb loader

Post Merge: February 10, 2014, 05:36:45 PM
now its freezing right when i click brawl :oshi:


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 10, 2014, 05:53:01 PM
For those wanting more characters past 50 i recommend using Don Jon BravoEx's File patch update.

http://forums.kc-mm.com/index.php?topic=51912.0 (http://forums.kc-mm.com/index.php?topic=51912.0)

I tried it with brawlex and it worked perfectly from what i experienced so far. This would give us a total of 100 characters.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 10, 2014, 06:02:01 PM
I was using that and I wanted the extra sfx folder.

@Don Jon Bravo can you change the button combo on one of them so we can use both at the same time?

I belive both are - and A on wiichuck...


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 10, 2014, 06:20:48 PM
For those wanting more characters past 50 i recommend using Don Jon BravoEx's File patch update.

[url]http://forums.kc-mm.com/index.php?topic=51912.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=51912.0[/url])

I tried it with brawlex and it worked perfectly from what i experienced so far. This would give us a total of 100 characters.


What did you do to get those to work together? Did you just use the 3.5.3 upgrader code and the FPC needed for Brawl Ex or did you have to edit one of the codes?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 10, 2014, 06:46:58 PM
What did you do to get those to work together? Did you just use the 3.5.3 upgrader code and the FPC needed for Brawl Ex or did you have to edit one of the codes?

Just use both codes and put the other files in RSB4/pf/

The wii remote combo works perfectly, for some reason the gamecube controller combo hasn't been working to well for me (maybe because i have wireless controller.)

It even allows you to use that character in single player modes like SSE.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 10, 2014, 06:53:05 PM
Just use both codes and put the other files in RSB4/pf/

The wii remote combo works perfectly, for some reason the gamecube controller combo hasn't been working to well for me (maybe because i have wireless controller.)

It even allows you to use that character in single player modes like SSE.

You can use them in SSE? HOW?! Do you press the wii remote combo buttons while at the SSE character select and the brawlex characters appear? If so that's awesome!!


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 10, 2014, 06:56:05 PM
You can use them in SSE? HOW?! Do you press the wii remote combo buttons while at the SSE character select and the brawlex characters appear? If so that's awesome!!

Whenever you use the combo it doesn't reset until you press it again, I switched Ivysaur to Amaterasu and was fully able to play as her in SSE. I heard SFX is also duplicated in the code but i have yet to test that.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 10, 2014, 06:59:19 PM
Whenever you use the combo it doesn't reset until you press it again, I switched Ivysaur to Amaterasu and was fully able to play as her in SSE. I heard SFX is also duplicated in the code but i have yet to test that.

I used this before Brawl EX. :) not that I'm rushing, but how did that fix you made to the css go? The one for the switchable modules or whatever... I didn't fully understand it.


Title: Re: The BrawlEx Clone Engine
Post by: IxI Stacker IxI on February 10, 2014, 08:20:23 PM
Does this work with project m


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 10, 2014, 08:26:49 PM
Does this work with project m
There has been ONE guy who got this working with Project M. It does require modifying a couple codes, and reorganizing the file hierarchy of your SD card, not to mention that the codes are impossible to find and replace unless you're PMBR.

tl;dr no.


Title: Re: The BrawlEx Clone Engine
Post by: The Game on February 10, 2014, 08:46:28 PM
Is your Gecko hooktype Axnextframe?
YES! YES! YES!


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 10, 2014, 10:54:07 PM
Just use both codes and put the other files in RSB4/pf/

The wii remote combo works perfectly, for some reason the gamecube controller combo hasn't been working to well for me (maybe because i have wireless controller.)

It even allows you to use that character in single player modes like SSE.

It didn't work for me, but that might be because I was also using the SDHC expansion(which is pretty much needed if you want to have multiple folders).


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 10, 2014, 10:59:59 PM
It didn't work for me, but that might be because I was also using the SDHC expansion(which is pretty much needed if you want to have multiple folders).

That might be the case. I believe SDHC Expansion has trouble with detecting when the SD Card is removed then reinserted, so it may well have problems with switching folders.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 11, 2014, 05:37:24 AM
Does this work with project m

Probably yes, but you need to delete the CSS fixes for Giga and Company code first to test it.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 11, 2014, 08:14:27 AM
That might be the case. I believe SDHC Expansion has trouble with detecting when the SD Card is removed then reinserted, so it may well have problems with switching folders.

I'm using that code and it works fine, if you upload your build i could look into it.

The only issue i have with the Don Jon BravoEx's code is that it doesn't load a seperate module folder in rsb4, meaning you would have to give the other roster character the same module. This isn't that bad though because you can still have a second slots for characters that don't have brawlex modules yet like ganondorf, captain falcon, toon link, etc. You can fight between rosters but it freezes most of the time when you have lets say link fight other roster link because the module is shared, when it works they will have the same moveset. It is obviously a lot more stable on Dolphin but it's a great workaround to get past the 50 character limit.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 11, 2014, 10:54:51 AM
I am trying to get brawl ex work on project m i deleted the giga bowser code and it works almost only when i try it shows mario icons and when i want to play it is mario is there any other code that must be deleted if someone wants the text file i upload it


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 11, 2014, 01:47:49 PM
Yes.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 11, 2014, 02:01:11 PM
Yes.
if you were able to make brawlex on project m work why dont you share your stuff atleast the gtc because just keep saying it works without saying anything else is sounding really dubious.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 11, 2014, 04:43:21 PM
anyone here know how to add bg_icon to project m
 :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 11, 2014, 04:46:17 PM
anyone here know how to add bg_icon to project m
:>.>:
Wrong thread to ask.
:>.>:


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 11, 2014, 07:00:35 PM
anyone here know how to add bg_icon to project m
 :>.>:

What's a bg_icon?

Is it referent to the BrawlEx Clone Engine.


Title: Re: The BrawlEx Clone Engine
Post by: Shadz on February 11, 2014, 10:18:06 PM
Well I seem to be at a lost of what to do trouble shooting wise, I got all the cosmetics and configs in the right spot, as I've watched the tutorial 4 times, but everytime I run Gecko it says the codes are not found, yes I have AXnextframe, I have installed the Ios 36, i've created the SD card and all of its contents are in the right spot, I've even watched all the tutorials to make sure I wasn't doing anything out of place, and it doesn't seem to find the codes, if it means anything I used Dolphin, and I'm using Vbrawl I believe, thats the normal brawl without project m and what not right? does anyone know how to fix this?

Edit: I got a GCT and its in the right place now, still, no effect, still doesn't find any codes, I guess a good sign is, that it hasn't froze yet, I will continue to fiddle with it some more.


Title: Re: The BrawlEx Clone Engine
Post by: pichu04 on February 11, 2014, 10:33:38 PM
We came across a rather nasty snag with making Toon Link's ExModule(This is before we even got to patching articles) so he will have to wait.

Thats fine. Just need to get one thing straight. Do i need use another version of the file patch code to get cbliss working again? Because when im using brawlex the cbliss costumes are not there anymore. Something im missing?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 11, 2014, 10:43:39 PM
Thats fine. Just need to get one thing straight. Do i need use another version of the file patch code to get cbliss working again? Because when im using brawlex the cbliss costumes are not there anymore. Something im missing?
cBliss as a code is not compatible with BrawlEx. To achieve the same effect, you can take the files from the link in my signature on the right and copy them to the proper places in your BrawlEx folders. These will give every default character (sans Wario, of course) 10 costumes again. You still need to make sure that the costumes and cosmetics like portraits are there, of course.


Title: Re: The BrawlEx Clone Engine
Post by: lilggamegenuis on February 11, 2014, 11:40:18 PM
Well I seem to be at a lost of what to do trouble shooting wise, I got all the cosmetics and configs in the right spot, as I've watched the tutorial 4 times, but everytime I run Gecko it says the codes are not found, yes I have AXnextframe, I have installed the Ios 36, i've created the SD card and all of its contents are in the right spot, I've even watched all the tutorials to make sure I wasn't doing anything out of place, and it doesn't seem to find the codes, if it means anything I used Dolphin, and I'm using Vbrawl I believe, thats the normal brawl without project m and what not right? does anyone know how to fix this?

Edit: I got a GCT and its in the right place now, still, no effect, still doesn't find any codes, I guess a good sign is, that it hasn't froze yet, I will continue to fiddle with it some more.
this may sound weird but just try it. go and get usb loader gx, run it, and run brawl with usb loader gx. make sure to enable ocarina from settings


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 12, 2014, 06:38:00 AM
for people who want it on project m here is a text file https://www.dropbox.com/s/mclrtmv40xfy6dr/project%20m.txt (https://www.dropbox.com/s/mclrtmv40xfy6dr/project%20m.txt)
when you use the code you only see mario icons and when you click on them you use mario so i hope somebody knows how to fix it if i fixed it myself i post a new link


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 12, 2014, 09:15:13 AM
for people who want it on project m here is a text file https://www.dropbox.com/s/mclrtmv40xfy6dr/project%20m.txt (https://www.dropbox.com/s/mclrtmv40xfy6dr/project%20m.txt)
when you use the code you only see mario icons and when you click on them you use mario so i hope somebody knows how to fix it if i fixed it myself i post a new link

Then there's something else besides the CSS fixes for Giga and Company code that makes the game load Mario instead of a clone.

I'll try to figure it out. If somebody is able to do so before me, good.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 11:26:48 AM
The reason it loads Mario instead of the clone is because SOMETHING must be modifying the character ID's. Or or the fighters IC data


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 12, 2014, 11:39:13 AM
The reason it loads Mario instead of the clone is because SOMETHING must be modifying the character ID's. Or or the fighters IC data
Could it be the Character ID Fix code? It's in that text file, I just checked for it, I just don't know if that's the problem.

Char ID fix 2.1 [spunit262, The Paprika Killer] (Character fix)
* C28152E4 00000006
* 819E003C 907EFFFC
* 80E30030 2C07000F
* 40A2001C 80FE0008
* 3C008180 7C070000
* 4080000C 39030008
* 9107FFFC 00000000


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 11:54:04 AM
It's very possible, and minus had that same code. Try getting rid of it :P


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 12, 2014, 02:15:37 PM
Guys im not a complete douch not giving my gct so im just gunna tell u which code ur looking for.
ur looking for the all character have mario ic code

Post Merge: February 12, 2014, 02:22:28 PM
kidding the hint is that its an instance slot code tho thats true


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 12, 2014, 03:08:30 PM
Please help me.

I'm trying to add a character with the ID "41". However, when used it is recognized as "01", or Donkey Kong's ID number. Changing the ID to "45" results in it reading as "05", or Yoshi's ID number.

Any advice?


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 12, 2014, 03:38:38 PM
That sounds like you have the Giga & Co. Engine going. It subtracts 40(hex) from the ID, and if it's one of about 6 'special' ones, loads alternate characters.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 12, 2014, 03:47:59 PM
Guys im not a complete douch not giving my gct so im just gunna tell u which code ur looking for.
ur looking for the all character have mario ic code

Post Merge: February 12, 2014, 02:22:28 PM
kidding the hint is that its an instance slot code tho thats true

Hey, be helpful to this project and actually POST YOUR .GCT. These people have been trying to figure this out since you said something. How hard is it to make a copy of it, and upload it? Or maybe you are lying about actually accomplishing this? That's what it seems like to me.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 12, 2014, 03:50:25 PM
Hey, be helpful to this project and actually POST YOUR .GCT. These people have been trying to figure this out since you said something. How hard is it to make a copy of it, and upload it? Or maybe you are lying about actually accomplishing this? That's what it seems like to me.

These have been my thoughts since he first mentioned it. If he doesn't show us some proof, it means he's just trolling.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 12, 2014, 04:06:24 PM
I do have to agree with you two. If you say you figured out how to use the clone engine with something supposedly incompatible like Project M you must have proof or it's automatically considered false


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 12, 2014, 04:14:55 PM
These have been my thoughts since he first mentioned it. If he doesn&#039;t show us some proof, it means he&#039;s just trolling.

Actually ShinF, I'm surprised that you didn't call him out earlier. Eh, but whatever. I saw you hinting at it like 20 pages back. Lol, anyway, glad to know I'm not the only one who thought this


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 12, 2014, 04:55:00 PM
guys he is probably lying theres no reason to share a gct that is like 2kb size so its all crap most likely.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 12, 2014, 05:27:15 PM
i dont share cause i dont want people to have what i do :>.>palm:


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 05:28:34 PM
i dont share cause i dont want people to have what i do :>.>palm:
You do know how selfish you seem right now don't you?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 12, 2014, 05:30:27 PM
i dont share cause i dont want people to have what i do :>.>palm:

If you want to keep us asking about it, post a picture, otherwise people are gonna move on. :/


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 12, 2014, 05:33:05 PM
i dont share cause i dont want people to have what i do :>.>palm:

Hmmm... excuses and selfishness. You sir, are a troll. I'm at least 1000% sure you are lying for attention


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 12, 2014, 05:33:56 PM
Actually ShinF, I'm surprised that you didn't call him out earlier. Eh, but whatever. I saw you hinting at it like 20 pages back. Lol, anyway, glad to know I'm not the only one who thought this

I refrained from it on the severely unlikely off chance he was telling the truth, since that kind of accusation might have made him not want to share, but the fact that he just said he's not going to share what he did or upload his .gct combined with his little 'hinting' pretty much confirmed for me that he's lying. Not to mention -

tried on regular project m 3.02 and it worked suprisingly :D
all i did was add those codes manually without getting rid of any that project m has  :af2:
Guys im not a complete douch not giving my gct so im just gunna tell u which code ur looking for.
ur looking for the all character have mario ic code

Post Merge: February 12, 2014, 02:22:28 PM
kidding the hint is that its an instance slot code tho thats true

^ Definitely seems to be contradicting himself. First he said he just added the codes without removing any (which we already know doesn't work), then he said he removed an instance slot code - which I find believable, except that he contradicted his previous post.

i dont share cause i dont want people to have what i do :>.>palm:

Sure. You know, Brawl Modding would not be CLOSE to what it is if we didn't share our discoveries with one another. If PhantomWings or Dantarion never shared what they learned, we probably wouldn't even have Brawl Modding. Unless you can show us some solid proof or you share your build so we can see ourselves, there's no way I (or many other people here) will believe you.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 12, 2014, 05:36:05 PM
I refrained from it on the severely unlikely off chance he was telling the truth, since that kind of accusation might have made him not want to share, but the fact that he just said he's not going to share what he did or upload his .gct combined with his little 'hinting' pretty much confirmed for me that he's lying. Not to mention -

^ Definitely seems to be contradicting himself. First he said he just added the codes without removing any (which we already know doesn't work, then he said he removed an instance slot code - which I find believable, except that he contradicted his previous post.

Sure. You know, Brawl Hacking would not be CLOSE to what it is if we didn't share our discoveries with one another. If PhantomWings or Dantarion never shared what they learned, we probably wouldn't even have Brawl Hacking. Unless you can show us some solid proof or you share your build so we can see ourselves, there's no way I (or many other people here) will believe you.
This man speaks the truth.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 05:44:58 PM
the fact of the matter is that PM alters ALOT of stuff, codes such as 'roy has marth's IC constants' which i don't even know for a fact is in the GCT would conflict with BrawlEx...

The fact that the P:M clone engine uses a CODE, means that something is being altered in memory, and it's HIGHLY unlikely that the two engines will work together. even if we removed the conflicting code, it would more then likely make the OTHER clone engine not work..

The Project M Backroom didn't just throw codes into the game for no reason, so if we did remove the conflicting code, we would be removing something that SOMETHING is probably dependent on..so in all reality, the chances of getting this to work with P:M is really REALLY slim.

We here on this forum already know this, but newcomers need to not get their hopes up by you not sharing/flat out lying.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 12, 2014, 05:52:27 PM
I refrained from it on the severely unlikely off chance he was telling the truth, since that kind of accusation might have made him not want to share, but the fact that he just said he's not going to share what he did or upload his .gct combined with his little 'hinting' pretty much confirmed for me that he's lying. Not to mention -

^ Definitely seems to be contradicting himself. First he said he just added the codes without removing any (which we already know doesn't work), then he said he removed an instance slot code - which I find believable, except that he contradicted his previous post.

Sure. You know, Brawl Modding would not be CLOSE to what it is if we didn't share our discoveries with one another. If PhantomWings or Dantarion never shared what they learned, we probably wouldn't even have Brawl Modding. Unless you can show us some solid proof or you share your build so we can see ourselves, there's no way I (or many other people here) will believe you.
Amen I may not be a veteran or offered much, but I have to agree on that. in fact if the first person to start brawl hacking didn't share, this site wouldn't be where it is today.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 12, 2014, 06:00:31 PM
can somebody explain to me where I'm supposed to put everything


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 06:02:24 PM
can somebody explain to me where I'm supposed to put everything
Have you watched through sammi's tutorials? If you haven't here's the first~
https://www.youtube.com/watch?v=UoWad-wuqFs (https://www.youtube.com/watch?v=UoWad-wuqFs)


Title: Re: The BrawlEx Clone Engine
Post by: Miacis on February 12, 2014, 06:20:13 PM
Can everyone shut up about Jasgx and his posts? Selfish or not, let him do whatever the hell he wants with his GCT.

As for Jasgx himself, I don't care whether your setup actually works or not, but if you have no intention on sharing it or explaining it in proper terms, you might as well stop posting about it unless you want to get flagged for spamming. And you will use proper grammar from now on.


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 12, 2014, 06:32:31 PM
That sounds like you have the Giga & Co. Engine going. It subtracts 40(hex) from the ID, and if it's one of about 6 'special' ones, loads alternate characters.

Pardon my insistence or overreliance, but could you possibly tell me how exactly I would fix the game's manufactured engine? Perhaps with a code?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 12, 2014, 06:37:00 PM
Can everyone shut up about Jasgx and his posts? Selfish or not, let him do whatever the hell he wants with his GCT.

As for Jasgx himself, I don't care whether your setup actually works or not, but if you have no intention on sharing it or explaining it in proper terms, you might as well stop posting about it unless you want to get flagged for spamming. And you will use proper grammar from now on.
yeah but the problem is every noob comes here asking "does this work with project M" and jasgx just says yes and they keep asking how why does he keep saying yes and then doesnt explain to them? he is better off just not posting yes to everyone that comes asking this


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 12, 2014, 06:59:04 PM
Have you watched through sammi's tutorials? If you haven't here's the first~
https://www.youtube.com/watch?v=UoWad-wuqFs (https://www.youtube.com/watch?v=UoWad-wuqFs)
Yes I watched it but need help with where to put the CSS and wheredo I get that extra module files


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 07:00:53 PM
Well, new version of the Clone tool. added a mass renamer to the tools menu..my god that was kinda hard for me to do. anyways, here ya go

  BrawlEx Clone Tool (beta)  (http://www.mediafire.com/download/8x6g7ccg6k72rvf)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 07:10:15 PM
Yes I watched it but need help with where to put the CSS and wheredo I get that extra module files
Extra modules can be found in the 'BrawlEx v1.1.3.0' download on the first page, as for the CSS, what file do you need to sort?


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 12, 2014, 07:24:47 PM
Extra modules can be found in the 'BrawlEx v1.1.3.0' download on the first page, as for the CSS, what file do you need to sort?
thanks, so do I leave the rel how i t is or do I rename it, and what I have to make a new folder for the extra fighter


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 07:27:02 PM
you should follow my vBrawl tutorials to the letter if your new to this, the clone engine is actually a bit complicated. I'm making a tool to make it easier, but for now, if you can't follow the tutorials, you may want to download a pre made pack


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 12, 2014, 07:32:45 PM
Well, new version of the Clone tool. added a mass renamer to the tools menu..my god that was kinda hard for me to do. anyways, here ya go

  BrawlEx Clone Tool (beta)  ([url]http://www.mediafire.com/download/8x6g7ccg6k72rvf[/url])

noice
for people who want pm clone stuff
just remove these codes:

any codes related to roy
any codes related to mewtwo
any giga and company codes
any other css codes
and voila

make a clone of marth and add a roy psa
make a clone of lucario and add a mewtwo psa

ur welcome

Post Merge: February 12, 2014, 07:33:22 PM
And you will use proper grammar from now on.

Lmao


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 07:35:49 PM
thanks, so do I leave the rel how i t is or do I rename it, and what I have to make a new folder for the extra fighter

You rename it to the name of the clone character. For example. if your clone is Roy, you would rename it 'ft_roy.rel'

Yep! You need to make new folders for every new character. You'd put them in the 'fighter' folder like every usual character you have.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 12, 2014, 07:36:59 PM
you should follow my vBrawl tutorials to the letter if your new to this, the clone engine is actually a bit complicated. I'm making a tool to make it easier, but for now, if you can't follow the tutorials, you may want to download a pre made pack
OK I'll watch it again and see if I missed something

Post Merge: February 12, 2014, 07:39:48 PM
You rename it to the name of the clone character. For example. if your clone is Roy, you would rename it 'ft_roy.rel'

Yep! You need to make new folders for every new character. You'd put them in the 'fighter' folder like every usual character you have.
so I can just name it anything?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 07:42:18 PM
so I can just name it anything?

Pretty much, but you need to name everything the same or it won't work.
Good luck!


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 12, 2014, 07:44:28 PM
Pretty much, but you need to name everything the same or it won't work.
Good luck!
thanks I'll try it

Post Merge: February 12, 2014, 08:42:40 PM
My game froze before I could even see the CSS


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 12, 2014, 09:40:01 PM
@sammy

bug report:

made this:
(http://i.imgur.com/gc9jySh.png)

to this:
(http://i.imgur.com/2AKpVtR.png)

the "non" part of ganon was not removed
i initially wanted to name it "brally"
there is also an extra pac file i dont recognize in my folder...
>.>

I also checked the extra characters checkbox for link, but only see nine costumes in the CSS config

(http://i.imgur.com/bvz7ykQ.png)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 10:23:09 PM
those checkboxes are there for future updates :P and DANGIT. that glitch is still there? >.> grr..i'll get on tryin to fix that

EDIT: hmm...seems to be working fine for me? it may currently have bugs when trying to rename multiple times without closing the program..


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 12, 2014, 10:46:16 PM
My game froze before I could even see the CSS
Ah... Hrm... I don't have any ideas, sorry.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 10:51:01 PM
thanks I'll try it

Post Merge: February 12, 2014, 08:42:40 PM
My game froze before I could even see the CSS


http://forums.kc-mm.com/index.php?topic=65113.msg1210581#msg1210581 (http://forums.kc-mm.com/index.php?topic=65113.msg1210581#msg1210581)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 12, 2014, 10:53:17 PM
@sammy

I also checked the extra characters checkbox for link, but only see nine costumes in the CSS config

([url]http://i.imgur.com/bvz7ykQ.png[/url])


Actually, that's only six costumes. Only the second pair of numbers in a group of four corresponds to a costume, the first pair is for something else (I think ASF said it was for team colors and organizational purposes).

0300 0001 0103 0905 0206 0804 <- Only six sets of numbers, costumes are 00, 01, 03, 05, 06 and 04.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 12, 2014, 10:54:49 PM
Actually, that's only six costumes. Only the second pair of numbers in a group of four corresponds to a costume, the first pair is for something else (I think ASF said it was for team colors and organizational purposes).

0300 0001 0103 0905 0206 0804 <- Only six sets of numbers, costumes are 00, 01, 03, 05, 06 and 04.

Shinf the costume dude  8)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 13, 2014, 02:38:53 AM
Hey, does somebody know how to change the Announcer Call for the Clones?

I mean, to make the clone have "Fighting Alloy Team" as his/her Announcer call.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 13, 2014, 02:38:53 AM
Well, new version of the Clone tool. added a mass renamer to the tools menu..my god that was kinda hard for me to do. anyways, here ya go

  BrawlEx Clone Tool (beta)  ([url]http://www.mediafire.com/download/8x6g7ccg6k72rvf[/url])


I'm so st*pid with that Cloning tool.  ;D

How does it work? Is there a tutorial?  r)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 13, 2014, 07:19:25 AM
Is anyone else having an issue with added costumes and Sheik? If I select the added costume by picking Sheik, the game loads the default color. If I select the added costume by picking Zelda, the game loads the added one, and I can transform into Sheik fine. I have a separate icon for Sheik on the CSS if that helps.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 13, 2014, 07:46:43 AM
Is anyone else having an issue with added costumes and Sheik? If I select the added costume by picking Sheik, the game loads the default color. If I select the added costume by picking Zelda, the game loads the added one, and I can transform into Sheik fine. I have a separate icon for Sheik on the CSS if that helps.

Sounds like either the Fighter or CSSSlot Config file for Sheik isn't set up while Zelda's is. I've never run into the issue because I use the normal character slot for Zelda and Sheik to save space for BrawlEx. (Not to mention avoid issues when someone picks the same costume slot for Zelda and Sheik separately... Always had issues with people picking them in the same match and they'd end up in the wrong costume when they get into the game.)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 13, 2014, 08:04:39 AM
Found the issue; I configured Sheik's CSSSlot Config wrong: She attempted to load FitSheik07 (Which doesn't exist on my SD) and Zelda loaded FitZelda06. Silly error on my part.
Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 13, 2014, 10:45:27 AM
Hey, does somebody know how to change the Announcer Call for the Clones?

I mean, to make the clone have "Fighting Alloy Team" as his/her Announcer call.

In the cosmetic config.

(http://i.imgur.com/vc9WLjh.png)

Change the number to 202A for the Alloy call.

You can also (if you know how to change sounds) have other sounds assigned as well. If you replace a sound in the .brsar with a new announcer call, you can assign it and have them all with unique calls just like ASF did.

If you open up your .brsar in BrawlBox, find the sound effect you replaced with their announcer call, then scroll down to the bottom of its properties, look under the Misc properties, there's an entry that says InfoIndex. Converting that number into hex gives you the ID that goes into the cosmetic file.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 11:18:00 AM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36176 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36176)

this plus my tool = cloning easy mode lol

I'm so st*pid with that Cloning tool.  ;D

How does it work? Is there a tutorial?  r)


you just browse to the PF folder on your sdcard. it will show all your clones you have in the clone view, then you can add and remove them from there. now it also has a mass renamer to auto rename ALL brawl fighter files (the stuff in the fighter folder) to whatever you want to name the clone. I'll include a user friendly Readme.txt in the next update

I WAS GONNA MAKE IT CHANGE THE CSS CODE but he  beat me too it lol :P


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 11:21:10 AM
ill prove i cloned on pm 3.02 now
im uploading my build so ill give u guys a link in couple of min
it has cloned character but not modded clones its uploading right now


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 11:22:42 AM
ill prove i cloned on pm 3.02 now
im uploading my build so ill give u guys a link in couple of min
it has cloned character but not modded clones its uploading right now

if your serious, then thank you very much sir. and i apologize for the statements i made earlier. :)
if your just trolling. your a big meanie face :[


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 11:28:02 AM
the file is zipping up right now

Post Merge: February 13, 2014, 11:28:42 AM
winrar so slow

Post Merge: February 13, 2014, 11:29:23 AM
it has my custom stuff on it so dont complain

Post Merge: February 13, 2014, 11:29:53 AM
1 more thing i havent tested final smashes yet

Post Merge: February 13, 2014, 11:31:18 AM
its only extra alts no character changes and the clones

Post Merge: February 13, 2014, 11:32:06 AM
im uploading to mediafire right now so yeah w8ting is a pain

Post Merge: February 13, 2014, 11:35:42 AM
btw starting off as giga still works
starting off as giga on the clone doesnt


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 13, 2014, 11:38:55 AM
Thank goodness for Post Merging. :v

if your just trolling. your a big meanie face :[
If his what is trolling, then his what is a big meanie face? D: This response is not meant to be taken seriously. You're cool, sammi. =p


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 11:44:28 AM
guys samus doesnt work right now so i need to fix samus up
as far as i know all other characters work so tell me if there are any screw ups
btw uploading at 30 percent

Post Merge: February 13, 2014, 11:49:13 AM
50 perccent now


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 13, 2014, 11:50:45 AM
guys samus doesnt work right now so i need to fix samus up
as far as i know all other characters work so tell me if there are any screw ups
btw uploading at 30 percent
Yeah...

You don't need to give progress on your uploading. :L

All you need to do is just fix everything you need to fix, then upload without unnecessary posting.

Once it's uploaded, we'll be the judge of whether or not you're bull[censored]ting for attention. :v


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 13, 2014, 11:54:21 AM
In the cosmetic config.

([url]http://i.imgur.com/vc9WLjh.png[/url])

Change the number to 202A for the Alloy call.

You can also (if you know how to change sounds) have other sounds assigned as well. If you replace a sound in the .brsar with a new announcer call, you can assign it and have them all with unique calls just like ASF did.

If you open up your .brsar in BrawlBox, find the sound effect you replaced with their announcer call, then scroll down to the bottom of its properties, look under the Misc properties, there's an entry that says InfoIndex. Converting that number into hex gives you the ID that goes into the cosmetic file.


People keep using alloy team but you could technically use any sound in the game, right? I just don't know why this one is always being asked about. I was going to fix mine soon so i figure i'd ask.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 13, 2014, 11:55:51 AM
People keep using alloy team but you could technically use any sound in the game, right? I just don't know why this one is always being asked about. I was going to fix mine soon so i figure i'd ask.
I don't know about /any/ sound, but certainly quite a few of them. I've started adding mine by replacing the sounds from the coin launcher.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 13, 2014, 12:02:01 PM
You should be able to use any sound, as long as you know the value and its spot in the BRSAR.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 12:11:10 PM
http://www.mediafire.com/download/p9xr83wdds23m66/project_m_3.02_with_clones.zip (http://www.mediafire.com/download/p9xr83wdds23m66/project_m_3.02_with_clones.zip)
there's the link it has 50 characters but samus is doesnt work


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 12:15:21 PM
Awesome man! I can't check it out right now cuz school, but can someone DL and confirm this?


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 12:17:51 PM
hooktype is vbi

Post Merge: February 13, 2014, 12:18:56 PM
sux school was canceled cause of incliment weather

Post Merge: February 13, 2014, 12:28:08 PM
anyone wanna confirm for me

Post Merge: February 13, 2014, 12:32:04 PM
also tell me of any glitches


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 12:53:46 PM
I'm sure someone will be on to test soon :P


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 13, 2014, 01:11:33 PM
is it really necesary to quad-post?
this thread is active enough to just wait for someone to reply...


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 13, 2014, 01:20:16 PM
So uhhh, just throwing this out there, but has anyone using imported models in their PSAs reimported their assets so they don't lag?

Would be nice if they did.

Also try AXNextFrame.


Title: Re: The BrawlEx Clone Engine
Post by: cuckoos on February 13, 2014, 01:38:25 PM
[url]http://www.mediafire.com/download/p9xr83wdds23m66/project_m_3.02_with_clones.zip[/url] ([url]http://www.mediafire.com/download/p9xr83wdds23m66/project_m_3.02_with_clones.zip[/url])
there's the link it has 50 characters but samus is doesnt work

Unless I'm missing something, this looks exactly like the default Project M 3.2 build but with a modified .gct that doesn't seem to include any sort of CSS code.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 01:42:14 PM
try it im not telling what i did to it


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 13, 2014, 01:42:56 PM
Unless I'm missing something, this looks exactly like the default Project M 3.2 build but with a modified .gct that doesn't seem to include any sort of CSS code.
It does have a modded CSS code, and the number of lines is lower than the standard PM codeset, but yeah - other than the modded GCT, it appears to be just the standard PM 3.02 set. No BrawlEx configs, no new fighter folders. It doesn't even have bx_fighter.

This is the CSS code he used, by the way.
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000032
1500090D 0C05011A
0A250713 100E0F02
24142E20 08232B2C
2A030419 0B170616
1F21112D 18221226
27294046 4A4E4C50
55620000 00000000

So there are some changes, but the fact that there aren't any config files or fighter folders means there's no way it should work.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 13, 2014, 01:48:09 PM
It does have a modded CSS code, and the number of lines is lower than the standard PM codeset, but yeah - other than the modded GCT, it appears to be just the standard PM 3.02 set. No BrawlEx configs, no new fighter folders. It doesn't even have bx_fighter.

This is the CSS code he used, by the way.

I just noticed that. There is no possible way you got clones added to this. You were trolling.
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000032
1500090D 0C05011A
0A250713 100E0F02
24142E20 08232B2C
2A030419 0B170616
1F21112D 18221226
27294046 4A4E4C50
55620000 00000000

So there are some changes, but the fact that there aren't any config files or fighter folders means there's no way it should work.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 01:48:57 PM
try it and see for urself its working for me


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 13, 2014, 01:58:11 PM
try it im not telling what i did to it
And why not.

You apparently made a bit of a breakthrough. Don't be a [censored] about it.

try it and see for urself its working for me
Stop bull[censored]ting to get attention. If you can make a video of it, then I'll treat you less harshly.


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 13, 2014, 02:05:08 PM
Pardon my insistence or overreliance, but could you possibly tell me how exactly I would fix the game's manufactured engine? Perhaps with a code?

*ahem*


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 13, 2014, 02:05:49 PM
*ahem*
what does that question even mean? no one replayed because its vague as hell


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 13, 2014, 02:06:09 PM
OK I got it to work but every time I put the hand on the clones it keeps clicking the original character


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 13, 2014, 02:08:32 PM
Stop bull[censored]ting to get attention. If you can make a video of it, then I'll treat you less harshly.

@Jasgx I agree with KingJigglypuff and anyone else who is saying the same thing, show us some kind of proof, like a picture of a CSS with extra characters or a video, otherwise someone might report you, I don't want to sound threatening here, but this is seeming a bit ridiculous  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 02:09:44 PM
ill show a replay of mario fighting himself on project m


Post Merge: February 13, 2014, 02:10:29 PM
still got to fix it up so dont complain


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 13, 2014, 02:10:30 PM
what does that question even mean? no one replayed because its vague as hell
I have a disc that was manufactured apparently by the company "Giga and Co.". This seemingly subtle difference apparently makes it so that character ID's loop back after 3F (so for example, if I made a character with the ID "41", it reads it as "01", or DK's ID). This makes it very difficult for me to use the Clone Engine with more than one character, or roughly one hundredth of the advertised character roster potential.

After going through four days of this (pardon me) bullsh*t, I'd like to know if there was a solution to this other than "buy another disc, [censored]", as that is not an option right now.
Perhaps with a code?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 13, 2014, 02:13:19 PM
I have a disc that was manufactured apparently by the company "Giga and Co.". This seemingly subtle difference apparently makes it so that character ID&#039;s loop back after 3F (so for example, if I made a character with the ID "41", it reads it as "01", or DK&#039;s ID). This makes it very difficult for me to use the Clone Engine with more than one character, or roughly one hundredth of the advertised character roster potential.

After going through four days of this (pardon me) bullsh*t, I&#039;d like to know if there was a solution to this other than "buy another disc, [censored]", as that is not an option right now.
brawlex isnt compatible with giga and company code and i dont know any code that nulls another code, just download an iso and use it you got loads of programs usbloader gx  and manny more, im pal and i use a ntsc iso so i can use the codes it isnt hard to have an hdd or usb with the brawl clean iso.

i dont know what clones jagx is talking about it only has pm rooster there theres no extra characters on the fighter folder


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 13, 2014, 02:16:35 PM
I don't get why anyone uses Giga and Company anyway, what use is having Giga Bowser, Warioman, and the Alloys?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 13, 2014, 02:17:02 PM
I have a disc that was manufactured apparently by the company "Giga and Co.". This seemingly subtle difference apparently makes it so that character ID's loop back after 3F (so for example, if I made a character with the ID "41", it reads it as "01", or DK's ID). This makes it very difficult for me to use the Clone Engine with more than one character, or roughly one hundredth of the advertised character roster potential.

After going through four days of this (pardon me) bullsh*t, I'd like to know if there was a solution to this other than "buy another disc, [censored]", as that is not an option right now.

Giga & Co. Fix is a GCT code that fixes stuff for playing as Giga Bowser and Wario Man from the Character Select, or something. Never used it. Is a code, not a disc. If you're using a physical disc of Super Smash Bros Brawl, there's nothing wrong with your disc. The codeset(GCT File) has Giga & Co. Code in it.


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 13, 2014, 02:20:17 PM
Giga & Co. Fix is a GCT code that fixes stuff for playing as Giga Bowser and Wario Man from the Character Select, or something. Never used it. Is a code, not a disc. If you're using a physical disc of Super Smash Bros Brawl, there's nothing wrong with your disc. The codeset(GCT File) has Giga & Co. Code in it.
Ah, I see. Thank you, I don't think you can hear it but this answer is somehow creating a chorus of angels on my side. In all seriousness, my problems typically last months, so this is quite literally a godsend for me.

Thank you to all of those who helped me as well, and apologies for interrupting.


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 02:24:06 PM
heres the video link showing it works
IMG 0002 (http://www.youtube.com/watch?v=jDWpUWaCWqE#ws)

Post Merge: February 13, 2014, 02:30:13 PM
sry video bad quality it was taken from iphone


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 13, 2014, 02:32:57 PM
adding a mario icon to the css its very easy its not a brawlexclone lol its a pure clone with no cosmetics psa or motion...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 13, 2014, 02:33:29 PM
Umm... I have a question, Jasgx.

Do you actually think that what you did was the BrawlEx Clone Engine?

... 'Cause it's not. All you did was add extra slots on the CSS screen for existing characters. The build you uploaded isn't BrawlEx at all, it's just a build with a few slots that load the characters that are already there. BrawlEx enables the addition of entirely new characters, totally independent of the originals.

Admittedly, I like the music on your build (which I did try, by the way, to give the benefit of the doubt.)


Title: Re: The BrawlEx Clone Engine
Post by: Jasgx on February 13, 2014, 02:35:50 PM
ik ive changed mario before and the clone mario was still the old mario


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 13, 2014, 02:37:55 PM
still, for brawlex to work, you need all the configs and all the fighter files placed and named correctly


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 13, 2014, 02:42:02 PM
So we can go back to saying that Project M is incompatible, right? Just making sure for future reference.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 13, 2014, 02:44:58 PM
there is no way you did that without brawl ex configs. You modified the CSS to have another mario, kirby, zelda, etc. Just admit you were lying for attention


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 13, 2014, 02:45:29 PM
You're really dedicated to this lie, aren't you?

The only thing you need to do to prove it is get a PSA from the Vault that has a Brawl Ex module, and use that in P:M, alongside showing the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 13, 2014, 02:45:51 PM
my cloned mario was an independent character
i changed the original mario and nothing happened to the cloned mario

Ok, show us 2 different Mario movesets simultaneously then  :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 13, 2014, 02:46:12 PM
my cloned mario was an independent character
i changed the original mario and nothing happened to the cloned mario

When you say that, did you change what movelist he's using? "FitMario.pac" or did you just switch to a different costume or something? Because for a second Mario to load a different movelist it would require a different naming scheme and ALL the required BrawlEx files and Mario's normal files including "FitMarioEntry.pac" and whatnot.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 13, 2014, 02:46:32 PM
my cloned mario was an independent character
i changed the original mario and nothing happened to the cloned mario
that is a lie lol you have no way to load diferent mario files lol, if you can prove it just make a mario psa like smbz fight pm mario i bet you cant for the life of you lol all this  not telling and stuff and all you did was add a css icon that loads the same files and that was possible since the first pm  release

brawlex uses diferent movesets not just models srs


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 13, 2014, 02:53:04 PM
@Jasgx worst troll I've seen in any forum for a long time  *facepalm*


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 13, 2014, 02:54:23 PM
@Jasgx worst troll I've seen in any forum for a long time  *facepalm*

At this point I can't tell if he's actually a troll or just kinda slow on the uptake.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 13, 2014, 02:57:41 PM
i think he is just noob and thinks 2 css icons is clonning lol well i guess we can just say to everyone not compatible with pm

jagx didnt understand clone is like adding goku moveset and keeping pit  not add another pit to the css icon that uses the same files...


Title: Re: The BrawlEx Clone Engine
Post by: Miacis on February 13, 2014, 03:44:38 PM
What did you guys not understand when I said to drop the subject?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 13, 2014, 07:43:19 PM
Ok

Anyway,nice progress on that tool sammi.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 07:50:59 PM
Thanks Jade, incidentally since mewtwoo2000 released the CSS code editor, using my tool and his together, making clones will be a breeze. im working on the costumes checkbox now. :P


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 13, 2014, 07:54:05 PM
So are there plans for the tool to be able to add cosmetics to the sc_selcharacter.pac in the future? If so, that would make this tool perfect


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 08:03:35 PM
eyep. 8) hopefully...that'd be great if i could figure it out lol. i'm still researching the source code from Brawlib...but as soon as i figure it out, i'll start implementing adding cosmetics to sc_selcharacter.pac


Title: Re: The BrawlEx Clone Engine
Post by: Hellfire Leviathan on February 13, 2014, 09:46:37 PM
Is anyone compiling a list of new bugs so that PW can update the OP?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 13, 2014, 09:56:24 PM
Is anyone compiling a list of new bugs so that PW can update the OP?

I think a lot of the bugs were discovered shortly after it was made, so I'd guess that PW knows. Team Battles don't work with clones, Clones have an almost inconsistent costume order (or at least different than original) and I believe those are the two big ones.

Lack of compatibility with Project M isn't a bug, but it's known of. I don't think it works with Cbliss but there's a way around that anyway.

Anything else should be the fault of the shared GFX/Textures between cloned characters and originals.

Why, is there anything you've found?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 13, 2014, 10:08:03 PM
so if i make it compatible with Project M 2.0, will anyone want it?

should be easy to upgrade to 3.0 by adding clones, and by adding alternate costumes(10 characters per character)


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on February 13, 2014, 10:14:59 PM
so if i make it compatible with Project M 2.0, will anyone want it?

should be easy to upgrade to 3.0 by adding clones, and by adding alternate costumes(10 characters per character)

Nah I'm good.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 13, 2014, 10:29:17 PM
so if i make it compatible with Project M 2.0, will anyone want it?

should be easy to upgrade to 3.0 by adding clones, and by adding alternate costumes(10 characters per character)
Except you won't have everything 3.0 came with. (Turbo, Alts selectable in teams, and iirc some big game engine fixes)


Title: Re: The BrawlEx Clone Engine
Post by: Dantarion on February 13, 2014, 10:49:55 PM
It will probably never work with Project M, due to us hooking into similar places and patching our modules completely differently.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 13, 2014, 11:10:30 PM
You know what I think a mod should add, "Not Compatible with Project M" To the name of this forum so no one will be asking it again


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 13, 2014, 11:17:59 PM
It will probably never work with Project M, due to us hooking into similar places and patching our modules completely differently.

^^^^^^^^^^^^^^^^^^^^^
there you all go :P tis what i've been trying to say haha.

//begin rant

now that that's been settled, lets focus on better things, like finding new stuff we can do with the engine. i've already found that we can have up to 99 characters in the game, even though the CSS only supports up to 50. with a code that changes the values  in the character table starting at 015D7650 in memory, we can effectively change the CSP's and the character loaded by any given slot that is already visible on the css. (think of a 'special fighter' or 'EX fighters' slot.

there is a few more relevant memory addresses that i have, but most of them aren't necessary and or will cause crashes when the values are patched. SO with that being said, if anybody wants to take a look at a way to create these 'ex' slots, start with that table. and with the Experimental BrawlEx Roster expansion code that i made. If anybody needs that code for a reference, PM me. but please note that the code IS NOT FINISHED and will only allow you to change to 1 extra character at its current point. but if you use multiple instances of my code, you can change a different slot to a DIFFERENT clone. (proving that it's not having more clones then bones in the CSS screen)

The thing i'm stuck on, is making one slot able to increment it's value more then once. for now, the engine version of the code will freeze if trying to go to a second clone. My thoughts are that there is some memory address that isn't being patched, or some memory limitation is being surpassed.

//End rant


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 01:39:34 AM
Since this issue I'm having is related to BrawlEx. I want to know how can I force certain character(s) to not crawl?.. Since the code for it itself won't work. I put a certain moveset over PikachuEx and it freezes when I attempt to crawl. Along with a couple other characters. But I would like to start with PikachuEx. ^^


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 14, 2014, 01:54:26 AM
Since this issue I'm having is related to BrawlEx. I want to know how can I force certain character(s) to not crawl?.. Since the code for it itself won't work. I put a certain moveset over PikachuEx and it freezes when I attempt to crawl. Along with a couple other characters. But I would like to start with PikachuEx. ^^
I believe the crawl lies in the fighter config. So you'd need the fighter editor from Page One, then open the config in the editor. and select weather you want the clone to crawl or not. And am I the only one who thinks 100 characters is overkill? I doubt there's even enough original characters that aren't playable in brawl with Great Psas, All I can see is a hack of Brawl vs Melee vs N64, and even then it's still overkill on characters.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 14, 2014, 02:00:48 AM
Update for the BrawlEx clone tool. now shows whether or not the clone has cBliss costumes. (10 costumes). and can set them to have 10 if they don't. Download is in my sig :P

There's a bug where the clone's name isn't initially displayed correctly, though this is purely cosmetic. it wont effect the clone at all. in fact, it will return to normal when you click in the properties window.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 03:28:16 AM
And am I the only one who thinks 100 characters is overkill? I doubt there's even enough original characters that aren't playable in brawl with Great Psas, All I can see is a hack of Brawl vs Melee vs N64, and even then it's still overkill on characters.

100 Character Slots at the moment kind of is overkill, but until Sammi gets the "EX Slot" code up and running fully, we're limited to 50 Character Slots. I've certainly gotten enough to fill that up, even with just the currently supported characters. If anything, the more open character slots we have, the greater incentive for people to make PSAs so that they are in effect making entirely new characters rather than just replacing others. For example, it's already given me the ability to have Mewtwo fight Lucario without sacrificing another character like say, Game & Watch. Plus I don't have to play with Melee Physics, which I've never been a fan of.

100 slots may be overkill at the moment, but once every character is set up for cloning with BrawlEx, and people continue to add entirely new characters, it may end up being a bit of a hindrance.

Personally I'm trying to learn to make PSAs specifically to add characters to the game with BrawlEx. So, if we can manage to eventually get the full 100 slot capability, I'll be all over it if not just for the prospect of having Brawl just act as a Smash Bros MUGEN in the future.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 03:40:28 AM
I believe the crawl lies in the fighter config. So you'd need the fighter editor from Page One, then open the config in the editor.

Well, I looked it up and where I assume where you where specifying "cancrawl" and I set it to false. However, I did do that and tested it out. No result.. .__.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 14, 2014, 03:44:20 AM
Yeah true but Mugen is more of a sixteen-bit sprite game Brawl has models. In my opinion the current amount of Brawl characters plus maybe thirty other characters would be okay but One Hundred!? might aswell just create a hack called,"Super Mugen 3D" But that's just how I feel though it's your projects I'm just saying how I feel about the idea.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 04:24:20 AM
Since this issue I'm having is related to BrawlEx. I want to know how can I force certain character(s) to not crawl?.. Since the code for it itself won't work. I put a certain moveset over PikachuEx and it freezes when I attempt to crawl. Along with a couple other characters. But I would like to start with PikachuEx. ^^

So does the moveset normally require a "Pikachu Cannot Crawl" code? What exact moveset is it? When you put it over regular Pikachu without the code does it freeze the same? What about with the code? If you can get it to work over the regular Pikachu slot, then you could always just insert regular Pikachu on the EX slot to essentially accomplish the same effect as adding it as a BrawlEx clone.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 04:44:51 AM
So does the moveset normally require a "Pikachu Cannot Crawl" code? What exact moveset is it? When you put it over regular Pikachu without the code does it freeze the same? What about with the code? If you can get it to work over the regular Pikachu slot, then you could always just insert regular Pikachu on the EX slot to essentially accomplish the same effect as adding it as a BrawlEx clone.

Apparently yes since it freezes without it.
Lightning PSA via jrush64
Yes.
Yes.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 04:55:15 AM
If it freezes over Pikachu even with the code, then it's either an issue with the code or with the moveset itself. I say check the code in your GCT to make sure it's entered correctly. Otherwise I'd say PM the creator of the mod itself to see about troubleshooting the issue. I know crawling isn't a very common thing to do. (I really only do it when I'm screwing around as Luigi.)

Either way it doesn't seem like an issue with the BrawlEx engine, though I'm not an expert.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 04:58:41 AM
Lightning?
There's a Marth version that's the exact same without crawling.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30533 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30533)


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 05:56:15 AM
Lightning?
There's a Marth version that's the exact same without crawling.
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30533[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30533[/url])

But I already have someone on Marth..

If it freezes over Pikachu even with the code, then it's either an issue with the code or with the moveset itself. I say check the code in your GCT to make sure it's entered correctly. Otherwise I'd say PM the creator of the mod itself to see about troubleshooting the issue. I know crawling isn't a very common thing to do. (I really only do it when I'm screwing around as Luigi.)

Either way it doesn't seem like an issue with the BrawlEx engine, though I'm not an expert.


I do recall something though about codes that affect characters while having BrawlEx won't work. I even checked if the Pikachu has no crawl code had an update of some sort.. Nothing. But I'll give you an example. Attempt to download this onto Luigi. I have the same issue with him too; http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33834 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33834) The code for it is in it's description. Also, the creator of said moveset was very rude to me when I had a problem with one of his movesets. I rather not.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 05:58:07 AM
This is BrawlEx though, you can have however many clones of any character as you want...


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 14, 2014, 06:00:50 AM
^like it says abode just make another brawlex marth clone it isnt that hard


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 06:03:11 AM
This is BrawlEx though, you can have however many clones of any character as you want...


I know... ;w;

But I get lost when I use said tutorials. When I do it and I think I have it, I mess up somewhere somehow so many times it's frustrating.. n.n


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 06:06:29 AM
Where are you lost on, exactly?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 06:10:44 AM
Where are you lost on, exactly?

Probably the coding since I don't know which one causes the issues. Most likely both, but in most cases editing the module.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 06:14:45 AM
What slot number are you using for this character?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 06:18:07 AM
What slot number are you using for this character?

Pikachu? If so I assume 48?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 06:19:43 AM
I mean for the new character, you first clone would have been 3F, next should be 40.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 06:24:34 AM
I mean for the new character, you first clone would have been 3F, next should be 40.

I deleted the attempted clone a while back... I downloaded a pack from someone else instead. Since I went all table flip.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 06:25:47 AM
...Ah, I see then.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 06:27:36 AM
...Ah, I see then.

Yeah... .___.
I'll just hope for an easier way later on. If there is such a thing...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 14, 2014, 07:09:38 AM
Yeah... .___.
I'll just hope for an easier way later on. If there is such a thing...

Not to over, advertise, but I've got a pack. I have two Marth characters, Roy and Sephiroth. If you don't like one of them you could always replace one. Their number information is in the Readme. I kept track of all of that so that people would have an easier time replacing them if they desired. Links to pack and Read me are in Sig. If you're interested. :)


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 14, 2014, 07:22:04 AM
Not to over, advertise, but I've got a pack. I have two Marth characters, Roy and Sephiroth. If you don't like one of them you could always replace one. Their number information is in the Readme. I kept track of all of that so that people would have an easier time replacing them if they desired. Links to pack and Read me are in Sig. If you're interested. :)

I guess I can do that aswell. Thanks alot.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 14, 2014, 09:14:54 AM
Does anyone know how to change the ex character id in the CSS code using the CSS tool


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 14, 2014, 12:21:00 PM
Not to also over advertise, but "an easier thing does exist" lol :P i made those video tutorials a while ago. when the clone engine was new.

Now i have made a tool that almost completely automates the cloning process. the only thing you currently still have to do is edit the fighter config in the config utility, edit the module, and edit CSS code. it also has mass renamer so you don't have to manually rename all your Fitfighter00 files and whatnot


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 12:37:23 PM
Sammi, once you've got that thing adding cosmetics, I will be all over it. :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 14, 2014, 01:03:08 PM
Does anyone know how to change the ex character id in the CSS code using the CSS tool

The tool can't ADD clone ID's unfortunately. your gonna have to do it manually

Sammi, once you've got that thing adding cosmetics, I will be all over it. :P

That and the module editing are probably gonna be the last features added, mainly because the complexity involved lol. but, it will get done soon :D


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 14, 2014, 01:05:34 PM
Sammi, once you've got that thing adding cosmetics, I will be all over it. :P

Seconded.

It's feels so refreshing not having to use codes for crawling or something anymore.

Although I'm curious, is there a way to change the soundbank aside from PSAing the references to the right places?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 14, 2014, 01:32:43 PM
Seconded.

It's feels so refreshing not having to use codes for crawling or something anymore.

Although I'm curious, is there a way to change the soundbank aside from PSAing the references to the right places?
and how would that work if the psa asks for sound BE3  it goes for sound BE3 you can change the soundbank but the entire psa still calls for the sound ids and i dont think you can patch that without manulay changing it.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 14, 2014, 01:59:02 PM
and how would that work if the psa asks for sound BE3  it goes for sound BE3 you can change the soundbank but the entire psa still calls for the sound ids and i dont think you can patch that without manulay changing it.

I just wish there was an easier way Q.Q


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 14, 2014, 03:56:42 PM
So... I MIGHT be able to fix gfx errors with Sonic psas. It will cost something, but it'll be worth it. Gonna test tonight.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 14, 2014, 04:58:03 PM
So... I MIGHT be able to fix gfx errors with Sonic psas. It will cost something, but it'll be worth it. Gonna test tonight.
you can already do it but you must know psa, i have shadow,sonic and knuckles all without gfx glitches.


theres two ways

1- replace the effect.pac with an assist trophy/boss effect and add the gfx and reasign the gfx numbers in psa
(downside is that if the psa uses original character external reff gfx(noone model gfx) then your screwed since we cant port it)

2-lets say you have sonic you open its pac and add shadow gfx and knuckles after the sonic one without replacing anysave and export the effect.pac then on the shadow and knuckle.pac replace the effect.pac with the one that has all 3 gfxs and edit the ids acordingly in psa.
Downside you need to hope you dont reach the fitcharacter.pac limit if you hit the limit then your screwed you better  downsize gfx textures and such to keep from surpassing the filesize limit


Title: Re: The BrawlEx Clone Engine
Post by: youngsora1 on February 14, 2014, 05:33:24 PM
Can you make the BrawlEX Clone Tool Windows XP compatible? Thanks in advance.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 05:39:59 PM
Can you make the BrawlEX Clone Tool Windows XP compatible? Thanks in advance.
Erm. That was one of the first things he fixed. I reported it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 14, 2014, 06:36:12 PM
you can already do it but you must know psa, i have shadow,sonic and knuckles all without gfx glitches.


theres two ways

1- replace the effect.pac with an assist trophy/boss effect and add the gfx and reasign the gfx numbers in psa
(downside is that if the psa uses original character external reff gfx(noone model gfx) then your screwed since we cant port it)

2-lets say you have sonic you open its pac and add shadow gfx and knuckles after the sonic one without replacing anysave and export the effect.pac then on the shadow and knuckle.pac replace the effect.pac with the one that has all 3 gfxs and edit the ids acordingly in psa.
Downside you need to hope you dont reach the fitcharacter.pac limit if you hit the limit then your screwed you better  downsize gfx textures and such to keep from surpassing the filesize limit

Which Shadow do you have? If it's the Lord of chaos version (The one where Shadow's side B throws a red arrow, etc) could you PLEASE send me a DL link for these?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 06:52:36 PM
But I already have someone on Marth..

I do recall something though about codes that affect characters while having BrawlEx won't work. I even checked if the Pikachu has no crawl code had an update of some sort.. Nothing. But I'll give you an example. Attempt to download this onto Luigi. I have the same issue with him too; [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33834[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33834[/url]) The code for it is in it's description. Also, the creator of said moveset was very rude to me when I had a problem with one of his movesets. I rather not.

 :>.>palm:

Nah I'm good.
mk

im good also


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 14, 2014, 07:18:12 PM
warning: May contain cheese

Citizens of the Brawl Hacking Conglomerate!

To you I issue this one ultimatum:

Fill out the character roster!


(http://oi59.tinypic.com/nxm22r.jpg)

GO! Set forth and do battle!

Glory! Honor! and Fame! are to those who complete the pokédex Roster!

GO! To see who can be the best! Like no one ever was!


. . .

y'know. Not to over advertise or anything.



The BrawlEx CSS Roster Expansion is a separate mod to the BrawlEx Clone Engine. As illustrated, it increases the maximum number of characters allowed on the CSS screen to (count them!) 100. Moreover, thanks to having to restructure some of the game's internals, it also incorporates Spunit262's Custom CSS code and Custom Random code inside of the mod. Modifying the roster can be done through CSSRoster.dat - a BrawlEx config file. As a side bonus, this mod also includes the fixes for the Zelda/Sheik icons as well as the S/Zamus icons.

It goes without saying that the BrawlEX CSS Roster Expansion should not be used with the original Custom CSS code by Spunit262 or any other CSS changing codes. That being said, like the BrawlEx Clone Engine, this mod takes measures to ensure that it makes no large-scale memory address changes. So some CSS related codes not covered by this mod should still work.


Everything's setup in the OP. Just download the pack and drop the Core Files into your patch directory. I've updated the BrawlEX Config Utility to support opening and editing the CSSRoster.dat file. I've also made a small update to the BrawlEx Clone Engine to fix the Team Battles glitch. So there's probably 3 new downloads you'll want to get to keep updated.




On a separate note, I would like to issue an apology to those who have pending requests to me for information on how to create ExModules. I haven't looked at your query yet and I still may not be able to for some time after this. Please give me some more time.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 14, 2014, 07:20:07 PM
Oh my lord.
PhantomWings, you sir, are a genius.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 14, 2014, 07:21:32 PM
PhantomWings 2016 anyone?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 07:22:46 PM
It's so beautiful!  :af2: :af2: :af2: PhantomWings, you are amazing!


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 07:27:44 PM
*Checks updated topics* Oh, BrawlEx has new posts... Oh look PW posted... *spits coffee all over person next to me*


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 14, 2014, 07:54:20 PM
... I'm gonna hold off on updating my pack
... next update will take full advantage of the majesty before me
... this is literally a dream come true. I think at one point in time we've wanted an "unrealistic" amount of something from the franchises we love. And now, there's a fix for that. I have an infinite canvas to pour all of my "unrealistic" concoctions across.

Thank you PhantomWings.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 14, 2014, 07:55:52 PM
geeez


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 14, 2014, 07:57:31 PM
*drops mug of coffee* Oh. My. [censored]. God.  Well, time to add more clones!!! *steps in broken glass* *Doesn't notice*


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on February 14, 2014, 07:58:54 PM
i cant even think of that many psa's lol but nice work


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 14, 2014, 08:05:02 PM
Nice Work PW!

... I'm gonna hold off on updating my pack
... next update will take full advantage of the majesty before me
... this is literally a dream come true. I think at one point in time we've wanted an "unrealistic" amount of something from the franchises we love. And now, there's a fix for that. I have an infinite canvas to pour all of my "unrealistic" concoctions across.

Thank you PhantomWings.

Cool can't wait for that update your pack is great,I'm using it now.



Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 14, 2014, 08:20:22 PM
guys here is what i did with all my slots

(http://i299.photobucket.com/albums/mm281/loklyfatty30/ef1343911fac1b6ba14768f527b8a310.gif)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 08:27:20 PM
@PW
(http://i.imgur.com/eoPtl8i.png?1)


Thank you sir, you have just made my day...


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 14, 2014, 08:39:43 PM
 I was talking to my gf when I seen this and hung up on her. Jeez PhantomWings your a beast. Now to figure out how to get that many PSAs lol. That is ALOT of stuff


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 08:41:26 PM
(http://forgifs.com/gallery/d/151463-1/Head_explodes.gif)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 08:46:30 PM
Question: What do we need to do to get this to work with sc_selcharacters other than the one that was included, or will it only work with that one? I replaced the MenSelChrPose files in my sc_selcharacter with the ones included in the resources folder for mine, but it didn't work, and I couldn't find a place for MiscData[13] to go.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 14, 2014, 08:50:10 PM
Holy crap! PhantomWings you are a god!

Did you manage to fix team battle matches yet?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 08:51:24 PM
Holy crap! PhantomWings you are a god!

Did you manage to fix team battle matches yet?
Quote from: Readme
v1.1.4.0

- Fixed a gamebreaking bug involving
  team battle character portraits.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 14, 2014, 08:52:44 PM


hell yes! Thanks seg.


Title: Re: The BrawlEx Clone Engine
Post by: youngsora1 on February 14, 2014, 09:00:24 PM
I still see a bug with windows xp from this BrawlEx tool:

http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip (http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip)

It would be nice if it worked for Windows XP


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 14, 2014, 09:01:22 PM
Erm. That was one of the first things he fixed. I reported it.

Still doesn't work for me on XP.

But holy crap PW, you are awesome!


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 09:16:51 PM
I assme we dont need to edit the random part of the config if we change the last id to 29, and remove the existing 29 id

(http://i.imgur.com/yDCgurL.png?1)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 14, 2014, 09:21:35 PM
Wait so I don't need the css code that we usally use?

All I need is FPC 3.5.1b?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 14, 2014, 09:24:08 PM
I still see a bug with windows xp from this BrawlEx tool:

[url]http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip[/url] ([url]http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip[/url])

It would be nice if it worked for Windows XP


i'll compile a new version real soon that will hopefully fix the issue :P


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 09:25:41 PM
Wait so I don't need the css code that we usally use?

u wont need it anymore


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 14, 2014, 09:31:58 PM
Ok thanks



Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 14, 2014, 09:33:28 PM
Question: What do we need to do to get this to work with sc_selcharacters other than the one that was included, or will it only work with that one? I replaced the MenSelChrPose files in my sc_selcharacter with the ones included in the resources folder for mine, but it didn't work, and I couldn't find a place for MiscData[13] to go.

The MenSelChrPos files simply add the extra bones and animation frames needed to bind the extra 50 icons to. The main part of the mod is in MiscData[13] - sora_menu_sel_char.rel. It needs to go in Common3.pac. If you aren't already changing anything in Common3.pac, you can just use the one that's already in the Core Files directory as is.

I assme we dont need to edit the random part of the config if we change the last id to 29, and remove the existing 29 id


With the BrawlEx CSS Expansion, Random can go anywhere you want it. As long as you don't add it to the Random roster, you don't run the risk of random selecting itself which is what originally caused the occasional crash when placing Random anywhere besides in the last position.

That being said, you will need to add your ExCharacters into the Random roster if you want them to be selected by choosing Random.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 09:41:50 PM
With the BrawlEx CSS Expansion, Random can go anywhere you want it. As long as you don't add it to the Random roster, you don't run the risk of random selecting itself which is what caused the occasional crash when placing Random anywhere besides in the last position (using the Custom CSS code that is).

That being said, you will need to add your ExCharacters into the Random roster if you want them to be selected by choosing Random.
wow makes perfect sense...




Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 09:52:34 PM
Question: How does the CSS Roster config file work? Do I need to add the 8 slots that I got from ASF's BrawlEx pack for it to work? Also, is there a way to edit the ID in that file?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 14, 2014, 09:53:47 PM
Now we just need figure out how to add new soundbanks, get them to work in tourney mode, add KO count data for the clones, and get more brawlex modules to use then this clone engine should be pretty much perfect. :P

PhantomWings you just single handedly turned Brawl into 3d Mugen. You stretched Brawl modding's limits way past what any of us would ever deem possible.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 09:54:28 PM
Question: How does the CSS Roster config file work? Do I need to add the 8 slots that I got from ASF's BrawlEx pack for it to work? Also, is there a way to edit the ID in that file?
yes
first add more characters
than
double click on the id number, initially it gives u 00 mario, edit it to your new character id and it will
give u the new character name...

@PW
1 more thing:

Since u fixed the team colors deal,
when adding more costumes to characters,
i.e. giving dem the cbliss effect,
is there anything special we need to do?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 09:56:02 PM
wow makes perfect sense...


1 more thing:

Since u fixed the team colors deal,
when adding more costumes to characters,
i.e. giving dem the cbliss effect,
is there anything special we need to do?

I'm going to update my cBliss stock files, but until then just know that the first two digits for a costume (IE, the ones I said were mostly for organizational purposes) determine the team colors. 00 is for Red team, 01 is for Blue team and 03 is for Green team, I believe. So, if you wanted fighter file 01 to be red, the numbers you would use would be 0001, the first 00 determines it's red team, the second determines which costume file it loads. For green team to be costume 02, it would be 0302 and for blue team to load from costume 3, it would be 0103.

Any other set of those first 2 numbers paired with costumes is purely for organizational purposes, so they can be anything. I'm not sure if having the same number twice can cause conflicts or not, it's something I'll have to test.

02000001 03020103 04040505 06060707
08080909 0C000000 00000000 00000000

^ I believe that should give them proper team colors assigned to 01, 02 and 03 as red, green and blue. I'm going to be testing it in a sec as soon as I copy it to all my files. Of course, if you don't care which costume is assigned to which team, you could just use my current files. (I've already verified that they work)


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 14, 2014, 09:56:56 PM
Question: How does the CSS Roster config file work? Do I need to add the 8 slots that I got from ASF's BrawlEx pack for it to work? Also, is there a way to edit the ID in that file?

The BX CSS Roster Expansion acts as a replacement for Spunit262's Custom CSS code. The data in the CSSRoster.dat file is pretty much the same as what you put into that code although it has two sets of ids: one for the icons that show up in the CSS and one for the characters that can be selected by choosing Random. You can open the file using the BrawlEx Config Utility

@PW
1 more thing:

Since u fixed the team colors deal,
when adding more costumes to characters,
i.e. giving dem the cbliss effect,
is there anything special we need to do?

I can't say I've experimented with that a whole lot, but I think it should work fine as long as they have a Red, Blue and Green team color.

Edit: Basically what ShinF said.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 09:58:11 PM
I see now. However, to my knowledge, you can't change, for example, the name "Fighter3FEx" in the config file. Does it matter?

EDIT: I was just about to ask about the CSS code, PW. Cool to see I won't need it.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 14, 2014, 10:01:39 PM
I see now. However, to my knowledge, you can't change, for example, the name "Fighter3FEx" in the config file. Does it matter?

EDIT: I was just about to ask about the CSS code, PW. Cool to see I won't need it.

The names are more for organizational purposes than anything else. The main values that you'll want to edit are the ids.

It would be nice in the future to have the tool open your CSS Config directory to fetch the names from there, but for now, they're just stored in RosterIdNames.txt


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 10:02:45 PM
That's fine. Just curious.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 14, 2014, 10:06:34 PM
I'm going to update my cBliss stock files, but until then just know that the first two digits for a costume (IE, the ones I said were mostly for organizational purposes) determine the team colors. 00 is for Red team, 01 is for Blue team and 03 is for Green team, I believe. So, if you wanted fighter file 01 to be red, the numbers you would use would be 0001, the first 00 determines it's red team, the second determines which costume file it loads. For green team to be costume 02, it would be 0302 and for blue team to load from costume 3, it would be 0103.

Any other set of those first 2 numbers paired with costumes is purely for organizational purposes, so they can be anything. I'm not sure if having the same number twice can cause conflicts or not, it's something I'll have to test.

02000001 03020103 04040505 06060707
08080909 0C000000 00000000 00000000

^ I believe that should give them proper team colors assigned to 01, 02 and 03 as red, green and blue. I'm going to be testing it in a sec as soon as I copy it to all my files. Of course, if you don't care which costume is assigned to which team, you could just use my current files. (I've already verified that they work)
shouldn it be:

02000001 03020103 02040005 03060107
02080009 0C000000 00000000 00000000



Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 14, 2014, 10:07:30 PM
So teams work now?

That's awsome!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 10:08:32 PM
shouldn it be:

02000001 03020103 02040005 03060107
02080009 0C000000 00000000 00000000

Oh, yes. I'll definitely be checking to see if that one works.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 14, 2014, 10:29:29 PM
 So I added the new stuff to extend my roster and replaced the Bx_fighter.rel and team battles still freeze. What is the problem?

Do I need to recreate my clones using the new cosmetics and stuff


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 10:32:59 PM
So I added the new stuff to extend my roster and replaced the Bx_fighter.rel and team battles still freeze. What is the problem?

Do I need to recreate my clones using the new cosmetics and stuff
You shouldn't have to. I didn't. I'm not sure what you could be missing, though. Did you also copy the new common2.pac?


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 14, 2014, 10:37:34 PM
You shouldn&#039;t have to. I didn&#039;t. I&#039;m not sure what you could be missing, though. Did you also copy the new common2.pac?
Ya I did. It still hard freezes when I try to make it go to team battle.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 11:01:55 PM
Ya I did. It still hard freezes when I try to make it go to team battle.
That's very strange. What about the ft_kirby.rel? I didn't think anything of it, but I also copied it just in case.

Also, updated CSSSlot cBliss Configs are uploaded now. They now have the traditional FitFighter01 -> Red Team, FitFighter02 -> Green Team, FitFighter03 -> Blue Team pattern with all characters. I tried adding more costumes as team colors (three for each team) but it seems that the number of team color costumes is hard-coded somewhere else, because it just loops through the first 3.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 14, 2014, 11:04:14 PM
That&#039;s very strange. What about the ft_kirby.rel? I didn&#039;t think anything of it, but I also copied it just in case.

Also, updated CSSSlot cBliss Configs are uploaded now. They now have the traditional FitFighter01 -> Red Team, FitFighter02 -> Green Team, FitFighter03 -> Blue Team pattern with all characters. I tried adding more costumes as team colors (three for each team) but it seems that the number of team color costumes is hard-coded somewhere else, because it just loops through the first 3.
Would a Kirby_rel really make the game freeze


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 14, 2014, 11:06:35 PM
For those who don't want to dig to find that link, here. https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM (https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 14, 2014, 11:08:33 PM
Would a Kirby_rel really make the game freeze

No idea, but anything's possible.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 14, 2014, 11:28:45 PM
This is sorta off topic,but how do I add Charizard by himself.I found this charizard psa and his down b is changed so I was wondering if I can him alone and not switch after death.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 14, 2014, 11:42:47 PM
This is sorta off topic,but how do I add Charizard by himself.I found this charizard psa and his down b is changed so I was wondering if I can him alone and not switch after death.

From what I recall, I believe individual Pokemon aren't compatible with BrawlEx. At least for now.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 15, 2014, 12:29:31 AM
From what I recall, I believe individual Pokemon aren't compatible with BrawlEx. At least for now.


PW has them in this picture, along with Sheik, ZSS, Alloys, Giga Bowser, and Wario Man. All that's missing is separate Popo and Nana, though I assume they work as well.

(http://oi59.tinypic.com/nxm22r.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 12:32:56 AM
When you add those, don't those slots just function the same as clicking Pokemon on the character portrait though?


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 15, 2014, 12:38:12 AM
They don't switch, but everything else is the same.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 12:38:39 AM
The slots for pokemon to have independent CSS icons, are 1d 1e 21. these will still allow you to switch your character in game though. so yes, it is the same as picking the character from the CSP :P


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 15, 2014, 01:03:04 AM
Oh they do switch? Might as well add them anyway since it will be hard filling 100 slots, lol.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 15, 2014, 01:09:11 AM
Oh they do switch? Might as well add them anyway since it will be hard filling 100 slots, lol.

100 slots... it still feels like a dream. Thank you so much, PhantomWings, Dantarion, Almas, and everyone else who made such awesomeness a reality!


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 15, 2014, 01:36:34 AM
I gues that the new version of clone engine still have troubles with dantarion ASL :S................................, but is good to know that 100 characters can be added to brawl!


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on February 15, 2014, 01:56:52 AM
*done with school*
I am ready to do productive things with my life!

*new PhantomWings post that sets CSS to 100 icons*
I am ready to spend the rest of my life modding!



But seriously, sweet deal, Phantom. Definitely going to have to check this out when it's not 1am.

...Though I'd personally probably keep it at 98 slots for aesthetic reasons, but I assume it's still simple to customize the slots that show?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 15, 2014, 03:49:47 AM
so one thing i dont understand does the new brawlex only needs the FPC on the readme? no need for the CSS codes?

that tool when i open the css.dat i cant change the name it only lets me change the id and then the name changes to fighter(id) like fighter3F, im probably using it wrong imo.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 03:55:26 AM
As far as I can tell you're not supposed to be able to change the name, nothing to worry about there.

And CSS codes are unecessary with this.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 04:43:38 AM
You can change the name that shows on the utility by editing the txt file that came with it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 15, 2014, 05:16:37 AM
was the team battle fix on the individual modules or on bxfighter.rel or any common file? i need to know if i need to update all my clone modules.

another question do we need to use the sccharacter.pac that comes with this? we cant use the old one? it will be really boring redoing cosmetics for 11 chars :S


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 15, 2014, 05:44:56 AM
You can take the sc_selcharacter included in the pack, and import miscdata[30], miscdata[70], and all your CSPs from your old one. It works fine.


Title: Re: The BrawlEx Clone Engine
Post by: Yoku on February 15, 2014, 06:24:39 AM
was the team battle fix on the individual modules or on bxfighter.rel or any common file? i need to know if i need to update all my clone modules.
All I did was replace the Old Core files from my pack with the New Core files and the Team battles worked fine for me.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 15, 2014, 06:59:38 AM
so its true, each time I travel somewhere, someone does a major big thing in hacking!

will definity use this now!

and as soon I got my hacks working 100% wih dolpic, I will do more BrawlEx modules!
(cant get pass gecko screen, I lose controll of my controll and cant select a thing D: )


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 15, 2014, 07:17:50 AM
I just came to read the thread again, to surprise again.

100 character roster?!!


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on February 15, 2014, 08:13:36 AM
*EXPLODES*
Yeash, i missed out on 6 pages. now we have this... beautiful =3


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 15, 2014, 08:21:20 AM
You can take the sc_selcharacter included in the pack, and import miscdata[30], miscdata[70], and all your CSPs from your old one. It works fine.
Ignore this. You can import your CSPs and MiscData[70] OK, but you have to remake/reimport the animations and textures in MiscData[30]. You can't simply import MiscData[30] in order to have 100 icons.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 15, 2014, 08:55:19 AM
Question: I installed the CSSRoster.dat, added my slots, and updated the sc_selcharacter.pac with the model and animation and common3.pac with the one included in the file. Also threw in the updated bx_fighter. I see the slots I've added, but whenever I attempt to hover over a CSS icon, the game freezes. Any idea how that


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 10:01:01 AM
NICE!

So, this method isn´t compatible with Mewtwo2000´s CSS Tool?

I don´t get this so far, how exactly i have to use this?
Which steps do i have to do?

I changed the core Files now and I added the files from Brawl CSS Expansion to my SD Card.

Sorry for grammar and thanks in advance.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 11:17:03 AM
NICE!

So, this method isn´t compatible with Mewtwo2000´s CSS Tool?

I don´t get this so far, how exactly i have to use this?
Which steps do i have to do?

I changed the core Files now and I added the files from Brawl CSS Expansion to my SD Card.

Sorry for grammar and thanks in advance.


I believe Mewtwo2000's tool modifies Spunit's Custom CSS code. With the new stuff you just modify CSSRoster.dat with the new version of the BrawlEx Config Utility.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 15, 2014, 11:19:28 AM
^^all the ids are now stored in the CSS roster config, sobasically all the ids in the previous css code, still exist, but in a config format.


Also if you guys want true independent pokemon, use this codes
havent tested them my self but should work:

Charizard loads Ind. Charizard [ASF1nk]
04455618 1E1E1B1C

Squirtle loads Ind. Squirtle [ASF1nk]
04455628 20201B1D

Ivysaur loads Ind. Ivysaur [ASF1nk]
04455638 22221B1E

i dont really care abbout them being independent or whatnot, as long as they first appear in game when u choose em from the CSS like its always been im ok
but i figure i contributed this codes for those who want to test and stuff
sorryforbadgrammarjustwokeup


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 11:29:49 AM
i should make a new video tutorial. using my tool as well :o

EDIT: oh, also, remember how he said the BrawlEx files will only be read from private? i figured out how to change that..just in case anyone is interested in it.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 15, 2014, 11:37:56 AM
^^all the ids are now stored in the CSS roster config, sobasically all the ids in the previous css code, still exist, but in a config format.


Also if you guys want true independent pokemon, use this codes
havent tested them my self but should work:

Charizard loads Ind. Charizard [ASF1nk]
04455618 1E1E1B1C

Squirtle loads Ind. Squirtle [ASF1nk]
04455628 20201B1D

Ivysaur loads Ind. Ivysaur [ASF1nk]
04455638 22221B1E

Cool didn't know about those codes,thanks for that.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 15, 2014, 11:46:26 AM
i should make a new video tutorial. using my tool as well :o

EDIT: oh, also, remember how he said the BrawlEx files will only be read from private? i figured out how to change that..just in case anyone is interested in it.
i think he meant only the cssrosterconfig would be inside the brawlex folder, as oppose to the other configs which go inside their respective folder


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 15, 2014, 11:58:41 AM
i should make a new video tutorial. using my tool as well :o

EDIT: oh, also, remember how he said the BrawlEx files will only be read from private? i figured out how to change that..just in case anyone is interested in it.
You mean you could change it so it reads from a folder called CloneEn or something, like how the codes for Project M read from the projectm folder? I'd be interested in that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 12:18:27 PM
I mean I can make it read from minusery/pf/brawlex or projectm/ pf/ brawlex

 rather then private/wi/app/rsbe/pf/brawlex

I mean, I can make it read the files from anwhere eeally. I can make the cosmetic configs load from the menu2 folder if I wanted, while the slot configs can be in the fighters folder..lol though there's no reason I would ever do that


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 15, 2014, 12:22:16 PM
I mean I can make it read from minusery/pf/brawlex or projectm/ pf/ brawlex

 rather then private/wi/app/rsbe/pf/brawlex

I mean, I can make it read the files from anwhere eeally. I can make the cosmetic configs load from the menu2 folder if I wanted, while the slot configs can be in the fighters folder..lol though there's no reason I would ever do that

lol I would just be interested in loading them from a folder called CloneEn or maybe BXClone.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 15, 2014, 12:22:24 PM
This is aimed more toward PW than anyone else, but I've extracted the Alloy cosmetics from my sc_selcharacter.pac file.

If you want to add them yourself, follow Sammi-husky's tutorial, and with luck, PW will add these to his official downloads.

Alloy Cosmetics (http://www.mediafire.com/download/sno7ju9tao5omty/Alloy_Cosmetics.zip)

Included are just the images (but also the misc_data[X] files for the char_bust_tex_lz77 archive), but all of them the Alloys will need (I've even made and included stock icons, so you probably want to put those in a STGRESULT.pac and sc_selmap.pac).

Also bear in mind this is made for an unmodded sc_selcharacter.pac, meaning all the fonts used are direct matches to Nintendo's.

If you remember my animation looping issues, the screenshot I used there shows Red's CSP as well as the icons for the others, meaning it makes for a good preview:

(http://i554.photobucket.com/albums/jj431/Tiberious_N/00000000-1_zpse49fd7dd.png)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 15, 2014, 12:44:29 PM
I've come across something extremely odd...

While using BrawlEx (not the recent one with 100 slots, but the one before that) I sometimes freeze on the strap menu and I'm now freezing on the "Now Loading" screen. It doesn't give me a beep, it just freezes and the wii sounds like it's working through it. I'm unable to use the wii mote at all (it doesn't even show me the "Can't go home" thing) and I have to turn off the wii and turn it back on manually.

What's up with that?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 15, 2014, 12:56:36 PM
I found a minor but kinda strange bug; if you pick a clone and you set another player as the Pokemon Trainer, but you specify a Pokemon to start with, at the end of the match, the player who picked the Pokemon Trainer will be moved to the clone for some reason. When player 1 was the trainer, and player 2 was the clone, it defaults to the character that the clone was based from.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 15, 2014, 12:57:49 PM
I've come across something extremely odd...

While using BrawlEx (not the recent one with 100 slots, but the one before that) I sometimes freeze on the strap menu and I'm now freezing on the "Now Loading" screen. It doesn't give me a beep, it just freezes and the wii sounds like it's working through it. I'm unable to use the wii mote at all (it doesn't even show me the "Can't go home" thing) and I have to turn off the wii and turn it back on manually.

What's up with that?

This happens to me quite a bit when using Ex on console for whatever reason, but it never happens on Dolphin despite the setups being identical at one point.

I just turn off the Wii, remove the SD card, put it back in a second later, and try again and then it works.


Title: Re: The BrawlEx Clone Engine
Post by: SmashClash on February 15, 2014, 01:41:55 PM
I just came to read the thread again, to surprise again.

100 character roster?!!

Well there are 93 characters on that screen, 4 alloys and giga/wario.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 15, 2014, 01:47:13 PM
Ya I did. It still hard freezes when I try to make it go to team battle.


You may just want to double check that you do have the updated module in your sd card. Sometimes it's pretty easy for Windows to not copy the file over for one reason or another. You can confirm your module version by opening up the module in the Module Editor and looking at the text starting in section[4].

The slots for pokemon to have independent CSS icons, are 1d 1e 21. these will still allow you to switch your character in game though. so yes, it is the same as picking the character from the CSP :P


You're right in that regard. However, if you look at the fighter chart, you'll see that there are two Slots for each pokémon (1E, 1F, 20, 21, 22, and 23). If you look on the row below, you'll see that there are 4 CSS Slots for PT (1B, 1C, 1D, and 1E). The mapping for the CSS slots to Character Slots are as follows:

CSS 1B -> Slot 1D
CSS 1C -> Slot 1D
CSS 1D -> Slot 1F
CSS 1E -> Slot 21

However, the actual independent pokémon are in Character Slots 1E, 20, and 22. All you need to do is use the CSS Config files to remap some CSS icons to those Character Slots - it's the same procedure that you'd use to add the Alloys to the CSS. I've already made up some config files to go over CSS Slots 1C, 1D, and 1E, but really you can use them for any slot. I'll add them to the config templates for the next BrawlEx CE update.

Independent Pokémon CSS Slot Configs (https://www.dropbox.com/s/o9dlfms3rx9bgz0/Independent%20Pokemon%20CSSSlot%20Configs.zip)



...Though I'd personally probably keep it at 98 slots for aesthetic reasons, but I assume it's still simple to customize the slots that show?


Really, the best medium would probably be 84 (6 x 14). Even though the BrawlEX CE supports 100 slots, the Boss slots and other unused slots before 0x3F prevent actually reaching that limit. I might release an optimized BrawlExCE configuration that reorganizes the slots to increase that limit, but we'll have to tackle that boundary when we get to it.

was the team battle fix on the individual modules or on bxfighter.rel or any common file? i need to know if i need to update all my clone modules.

another question do we need to use the sccharacter.pac that comes with this? we cant use the old one? it will be really boring redoing cosmetics for 11 chars :S


The only file that was updated was bx_fighter.rel. So you should only need to swap that one out.

If you want to implement the CSS Expansion into your own prebuilt sc_selchar.pac, just use the files in Resources folder of the BrawlEx CSS Expansion package. Replace the MenSelchrPos_TopN .mdl0 .chr0 files in your sc_selchar.pac with the one in the Resources folder. The MiscData[13] is only needed if you already are using a modified common3.pac. Otherwise, you can just use the one in the CoreFiles directory.

This is aimed more toward PW than anyone else, but I've extracted the Alloy cosmetics from my sc_selcharacter.pac file.

If you want to add them yourself, follow Sammi-husky's tutorial, and with luck, PW will add these to his official downloads.

Alloy Cosmetics ([url]http://www.mediafire.com/download/sno7ju9tao5omty/Alloy_Cosmetics.zip[/url])

Included are just the images (but also the misc_data[X] files for the char_bust_tex_lz77 archive), but all of them the Alloys will need (I've even made and included stock icons, so you probably want to put those in a STGRESULT.pac and sc_selmap.pac).

Also bear in mind this is made for an unmodded sc_selcharacter.pac, meaning all the fonts used are direct matches to Nintendo's.

If you remember my animation looping issues, the screenshot I used there shows Red's CSP as well as the icons for the others, meaning it makes for a good preview:



Nicely done. I'll add them to the OP in the downloads section.


I've come across something extremely odd...

While using BrawlEx (not the recent one with 100 slots, but the one before that) I sometimes freeze on the strap menu and I'm now freezing on the "Now Loading" screen. It doesn't give me a beep, it just freezes and the wii sounds like it's working through it. I'm unable to use the wii mote at all (it doesn't even show me the "Can't go home" thing) and I have to turn off the wii and turn it back on manually.

What's up with that?


That is a known bug in the BrawlEX CE and has to do with the hookpoint that the bx_fighter module gets loaded at. It may be a while before it gets fully fixed. As Eternal Yoshi said, the only real way to fix it is to reset and try again.


I found a minor but kinda strange bug; if you pick a clone and you set another player as the Pokemon Trainer, but you specify a Pokemon to start with, at the end of the match, the player who picked the Pokemon Trainer will be moved to the clone for some reason. When player 1 was the trainer, and player 2 was the clone, it defaults to the character that the clone was based from.


That's a known behavior of the CSS. It's mainly because selecting a single pokémon from the PT icon is identical to choosing that same pokémon's individual icon. The same thing will happen if you have two of the same icon on the CSS. I don't think it should happen if you are using the actual independent pokémon though as they are considered to be separate characters.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 15, 2014, 02:01:33 PM
Would injecting bx_fighter and common2 into an image for USB Loader fix the Now Loading screen crashes?

If it does, would it also kill the requirement for AXNextFrame hooktype?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 15, 2014, 02:05:07 PM
Independent Pokémon CSS Slot Configs (https://www.dropbox.com/s/o9dlfms3rx9bgz0/Independent%20Pokemon%20CSSSlot%20Configs.zip)
So will this allow us to have Independent Pokemon with BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 02:25:58 PM
^^all the ids are now stored in the CSS roster config, sobasically all the ids in the previous css code, still exist, but in a config format.


Okay, thanks.

So I tried the new way of cloning.
It failed. ^^
My problem is everytime I select a Stage the game freeze.
I duplicated Pit for Goku on the 3F Id.
The CSS looks nice and looks how it´s got to be.
Is this a known problem or am I the first?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 02:41:05 PM
Okay, thanks.

So I tried the new way of cloning.
It failed. ^^
My problem is everytime I select a Stage the game freeze.
I duplicated Pit for Goku on the 3F Id.
The CSS looks nice and looks how it´s got to be.
Is this a known problem or am I the first?

if your freezing when selecting the stage, it's likely your either missing files in the 'fighter' folder for the clone, or you named something wrong. (remember, when you clone a character, you need to get ALL the vBrawl files for the original character off of the brawl disc)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 02:42:13 PM
Okay, thanks.

So I tried the new way of cloning.
It failed. ^^
My problem is everytime I select a Stage the game freeze.
I duplicated Pit for Goku on the 3F Id.
The CSS looks nice and looks how it´s got to be.
Is this a known problem or am I the first?

Might have also forgotten to modify the module file or forgot to put it on the card. It's an easy stage in the process to skip.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 03:04:24 PM
Checked this, and I truly forgot a  .pac file.
Module is edited and on my SD Card.
Same problem, but I have to say it´s not a normal freeze.
It just don´t load - I can press home button and leave the game.

Other ideas?
Thanks so far.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 03:05:55 PM
Checked this, and I truly forgot a  .pac file.
Module is edited and on my SD Card.
Same problem, but I have to say it´s not a normal freeze.
It just don´t load - I can press home button and leave the game.

Other ideas?
Thanks so far.


are you using custom cosmetics?


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 03:10:51 PM
Not yet.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 03:16:32 PM
Checked this, and I truly forgot a  .pac file.
Module is edited and on my SD Card.
Same problem, but I have to say it´s not a normal freeze.
It just don´t load - I can press home button and leave the game.

Other ideas?
Thanks so far.


Are you sure the Module file has been edited with the Module Editor to be for the appropriate slot? I was getting that style of freeze when I forgot to change that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 03:18:19 PM
did you follow one of my video tutorials in the OP?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 15, 2014, 03:28:10 PM
If you are using the hackless method, you need this code

Disable Custom Stages
* 046B841C 48000040


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 03:32:04 PM
I redid this.
Opened the Pit module, go to section 8 changed the Id there to 3F.
Is there a mistake? Or shoul I change something in the "general ID", you know the ID on the right upper corner.
At the moment this Id is named "0x70".

@Pichi-Hime
Thanks but I load with USB-Loader.

@Husky
Sure, I watched your tutorial and followed the steps.
I only did two things which was not in the tutorial, but i believe this isn´t necesarry.
1. Not named "PitEx" all the time, I named everything just "Goku".
2. I didn´t edited the general Id in the module.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 03:37:13 PM
Yep, the General Id needs to be changed.
Change it to 91


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 03:40:11 PM
Oh, okay.

Then for what the general id stands for?
And how I edit the id when I add more clones?


EDIT:
Changed general Id to 91.
But still the same game freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 03:45:36 PM
Yep, the General Id needs to be changed.
Change it to 91

General ID? What exactly is that? I've never modified it and ALL my clones work.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 03:46:56 PM
I've no idea of what what it is actually, but it's a good idea to change it up to be safe.
But, if you want more clones just add 1 to it.

For clone 40 you would have 92
For clone 41 you would have 93


Hope that makes sense.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 15, 2014, 04:00:29 PM
General ID? What exactly is that? I've never modified it and ALL my clones work.

You can see it here.
www.youtube.com/watch?v=UoWad-wuqFs#t=11m45s (http://www.youtube.com/watch?v=UoWad-wuqFs#t=11m45s)

Thanks Kitsu, makes sense. :)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 04:06:45 PM
Huh. Guess I'll do that bit later. I hadn't fully watched that vid.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 05:03:29 PM
For anyone using windows xp, try this version of my clone tool and lemme know if it works..i sure hope so.. :P

EDIT: oops heres the link  BrawlEx clone tool (XP) (http://www.mediafire.com/download/wdx58nl05x9q5cx)


Title: Re: The BrawlEx Clone Engine
Post by: youngsora1 on February 15, 2014, 05:34:19 PM
I would still love a windows XP version of this:

http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip (http://www.mediafire.com/download/8x6g7ccg6k72rvf/BrawlEx+Clone+Tool+%28beta%29.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 05:36:29 PM
i just posted a version for someone to test...my tool should be compatable now..at least that version. i need someone to test it :P


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 06:15:20 PM
i just posted a version for someone to test...my tool should be compatable now..at least that version. i need someone to test it :P
I would, but I just wiped my harddrive of XP yesterday.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 06:23:14 PM
well, it actually seems that getting it to work with xp is gonna be a bit of a bother..nevertheless i'll keep trying..it seems that brawlib isn't wanting to work with it when its working on 4.0 framework

Post Merge: February 15, 2014, 06:24:36 PM
spoke too soon, i fixed it lol


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 15, 2014, 07:21:05 PM
That one works for XP, thank you! :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 07:36:40 PM
That one works for XP, thank you! :)

can you hit the select folder button? :o i just fixed an issue with that..


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 15, 2014, 07:40:04 PM
Yes, that button works. I'll use this to setup another clone tonight, assuming I get the CSS expansion to work.


Title: Re: The BrawlEx Clone Engine
Post by: Lightning Farron on February 15, 2014, 07:45:39 PM
Okay, I need some help..

1. I downloaded Tifa over Deedee (ported. She's technically over Pit..), but she needs a code that let's her have Ike's IC-constant. Who do I clone her with, Ike or Pit?

2. How would I add Sheik and ZSS to the roster? The picture PW posted should them on it, but I'd have to use the Fighter Chart.. Which I have no idea how to read..  :'(

3. Also, the CSS expansion comes with files in the Resources folder. What do I do with them?

(I'm sorry, I'm a noob.) :)


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on February 15, 2014, 07:50:46 PM
Okay, I need some help..

1. I downloaded Tifa over Deedee (ported. She's technically over Pit..), but she needs a code that let's her have Ike's IC-constant. Who do I clone her with, Ike or Pit?

2. How would I add Sheik and ZSS to the roster? The picture PW posted should them on it, but I'd have to use the Fighter Chart.. Which I have no idea how to read..  :'(

3. Also, the CSS expansion comes with files in the Resources folder. What do I do with them?

(I'm sorry, I'm a noob.) :)


I can at least help you with 2 and 3.
For 2, you have to use the CSS expansion thing and add two characters, who will start out as 00. Simply change their IDs to 04 and 0F and you should have both ZSS and Sheik.
For 3, I'm not even sure about those, but I presume you can ignore them for now. I did, and I had no problems so far.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 07:55:26 PM
incidentally...i'm trying to get the expansion to work as well..everything shows up right, but as soon as i hover over any icon, it freezes


Title: Re: The BrawlEx Clone Engine
Post by: Lightning Farron on February 15, 2014, 07:57:23 PM
I can at least help you with 2 and 3.
For 2, you have to use the CSS expansion thing and add two characters, who will start out as 00. Simply change their IDs to 04 and 0F and you should have both ZSS and Sheik.
For 3, I'm not even sure about those, but I presume you can ignore them for now. I did, and I had no problems so far.
Thank you! I thought the files would cause problems if I don't use them.. If I add the IDs to the bottom, it would appear after the random icon, right?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 15, 2014, 08:14:11 PM
Okay, I need some help..

1. I downloaded Tifa over Deedee (ported. She's technically over Pit..), but she needs a code that let's her have Ike's IC-constant. Who do I clone her with, Ike or Pit?

2. How would I add Sheik and ZSS to the roster? The picture PW posted should them on it, but I'd have to use the Fighter Chart.. Which I have no idea how to read..  :'(

3. Also, the CSS expansion comes with files in the Resources folder. What do I do with them?

(I'm sorry, I'm a noob.) :)

never try to use ported characters over clones
it will just cause potential glitches
instead find a psa of tifa over her normal character, which i would assume is zero suit samus, or sheik.

why do you want to complicate things?, this is pretty new so the best way of experimenting is by handling it the easiest way possible,
i started by not including any codes, no special scselchacters, etc
and went by adding 1 clone at a time
im talking about the old brawl ex of course, havent tried the newest one


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 08:15:32 PM
has anyone actually used the roster expansion yet? is anyone else having my problem?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 08:17:11 PM
has anyone actually used the roster expansion yet? is anyone else having my problem?
Yes I have, no it doesn't freeze.
Don't know what I did though...


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 15, 2014, 08:19:09 PM
I had your problem, and it's a simple fix. If you copied over all of your cosmetic data from an older sc_selcharacter.pac, it will freeze. What you need to do to fix this is manually reimport your textures and animations in MiscData[30] from the old selcharacter to the one in the pac. straight up importing MiscData[30] will cause freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 08:21:52 PM
warning: may contain ham
Finally, it's uploaded.

[from the strap loader]

Doqtor Kirby proudly presents:

BrawlExpanded

BrawlExpanded is a fork of the BrawlEx pack provided by ASF1nk, adding 7 new characters to the roster.
This pack is not complete, it grows with the advances in the BrawlEx Clone Engine.

New characters you will see in this version of the pack:
Tails | Mewtwo | Dark Link
Characters you will see REMOVED from this version of the pack:
Waluigi

Remember that this is still in Beta, brawler discretion is advised.

Known issues:
> Strap might crash. This is a BrawlEx issue, and not an issue with the pack.
> Dark Link may or may not crash the game when fighting Link. This is a PSA issue, not an issue with the pack. I don't see this happening when fighting Zero, however. I may look into a fix for this.
> Kirby will crash against clones, due to him not having hats/moves for clones. Because I'm still using BEx 1.1.2, Kirby will also crash against vBrawl Luigi and Yoshi. *facepalm* Will be fixed next version.
> For the same reason, team battles will crash.
> Anything else I don't know about is probably a bug and should be reported if it's not a known issue with the actual Engine.

Characters Already In The Pack:
Cloud Strife
Dark Link
Deadpool
Kid Buu
Mewtwo
Roy
Shadow
Tails
Wolverine
Zero

Characters Planned for v0.9
Rosalina
Dr. Mario
Scott Pilgrim
Raptor
Gray Fox
Megaman, in a later revision
[yes, I'm confirming them ALL]
* Any suggestions for characters are ALWAYS welcome! I have intentions on this being a community pack, and what more than the community suggesting characters.

Characters Planned for v1.0
Fifty-something more characters, yes? I'd like to see that.

Bonus stuff in this version of the pack
Color changing menu
Stages: Subspace Emissary, Cookie Country, Final Frustration, Next Smash Battlefield, Brawl Minus Stages

Credit
asf1nk, sluigi123, angelglory, phantom wings, dantarion, almas, sammi-husky, wister_mame_and_gatch, razanak7, jaklub
> If I forgot you, please let me know! I don't want to take any credit for anything that isn't mine!
* I'm unsure who made some of the clone PSAs. If anybody has any idea also let me know thanks.

Ok now that everything is out of the way...

Have fun with BrawlExpanded. (https://mega.co.nz/#!olA1kI6A!btbF1h-RMCId-pgMywd74wOxyflLOLC2BS67UouwDak)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 15, 2014, 08:26:07 PM
u should post a link to ur set in ur signature
why only 10 moar characters though?
when we have the ability to add up to +50 more lol


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 08:27:52 PM
u should post a link to ur set in ur signature
why only 10 moar characters though?
when we have the ability to add up to +50 more lol
That's what I had at the time. I'll add more as I find them/people suggest them.
Also it is in the sig. You have to click on it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 08:33:14 PM
I had your problem, and it's a simple fix. If you copied over all of your cosmetic data from an older sc_selcharacter.pac, it will freeze. What you need to do to fix this is manually reimport your textures and animations in MiscData[30] from the old selcharacter to the one in the pac. straight up importing MiscData[30] will cause freeze.

the thing is..i'm using the files straight from teh download.. and pretty much nothing else. the gct only has the filepatch code.

would somebody who has it working mind uploading theirs? maybe i can see what is wrong with mine..


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 08:36:39 PM
Do you mean every file? Or just the menu/info/BrawlEx files?
If you don't need everything I'll do it.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 08:37:30 PM
the thing is..i'm using the files straight from teh download.. and pretty much nothing else. the gct only has the filepatch code.

would somebody who has it working mind uploading theirs? maybe i can see what is wrong with mine..
Did you forget to put the custom Cosmetics back? :P Only thing I can think of.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 15, 2014, 08:37:42 PM


Characters Planned for v0.9
Rosalina


I have a working Rosalina clone, with cosmetics. No freezes, just missing announcer call and sounds. I can upload it for you if you'd like


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 15, 2014, 08:41:49 PM
Do we need to add any codes for the independent pokemon, sheik/zelda, samus/zss or do we just add config files for them? I see they are encoded into the cssRoster file but they don't show up. (I haven't added config files yet.)

EDIT: Oh they were just written into the random css, i see.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 08:45:03 PM
Did you forget to put the custom Cosmetics back? :P Only thing I can think of.

Even without having a clone set up, it freezes hovering over almost all the characters. i can hover over the top row, until i hit marth. then freeze..


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 15, 2014, 08:49:06 PM
So... in the expansion is there a way to switch the Zelda icon back to Zelda/Sheik? I tried to switch to Sheik from the Zelda CSP and it just changes the costume. I'd really prefer that over the separate Sheik Icon because I've had problems in the past where people pick a Sheik costume when someone else picks the same Zelda costume, then someone's costume gets swapped off the one they chose.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 09:14:24 PM
I have a working Rosalina clone, with cosmetics. No freezes, just missing announcer call and sounds. I can upload it for you if you'd like
Great! Let's see it. :) [and I can do the announcer call myself]


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 15, 2014, 09:23:53 PM
There! It's over slot 3F, but you could easily change it :)

https://www.dropbox.com/sh/kwg3iep3sp2mjlh/qMEsE1r8jp (https://www.dropbox.com/sh/kwg3iep3sp2mjlh/qMEsE1r8jp)


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 15, 2014, 09:52:44 PM
I successfully added ZSS, Sheik, Charizard, Ivysaur, and Squirtle to the roster. No codes were needed, i just hexed them into the CSSRoster.dat and added their config files.

However it is not allowing me to go past 50, it cuts off the characters who are past 50. I added the clones in CSSRoster.dat, the common3.pac and the sel_character.pac model and animation into the sel_character.pac. I'm using ASF1nk's pack as a basis. Am I missing something?

EDIT: Never mind I forgot to take the CSS icon count into account when i edited the hex of the file. Now my roster has a 53 characters and it looks awesome!

It looks like i might be one of the first ones to get all the seperate characters working and have over 50 characters. :P


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 15, 2014, 10:15:06 PM
I successfully added ZSS, Sheik, Charizard, Ivysaur, and Squirtle to the roster. No codes were needed, i just hexed them into the CSSRoster.dat and added their config files.

However it is not allowing me to go past 50, it cuts off the characters who are past 50. I added the clones in CSSRoster.dat, the common3.pac and the sel_character.pac model and animation into the sel_character.pac. I&#039;m using ASF1nk&#039;s pack as a basis. Am I missing something?

EDIT: Never mind I forgot to take the CSS icon count into account when i edited the hex of the file. Now my roster has a 53 characters and it looks awesome!

It looks like i might be one of the first ones to get all the seperate characters working and have over 50 characters. :P
how did you edit your CSS Icon count is that in the chr0 of the charactericon


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 15, 2014, 10:37:19 PM
how did you edit your CSS Icon count is that in the chr0 of the charactericon


No it's in the CSSRoster.dat, it increases it automatically when you add characters via the brawlex configuration tool. But to add Sheik, ZSS and the seperate Pokemon you will have to manually hex them in the file like I did and then increase the count manually. It's easy, it just through me off a little bit, the CSSRoster.dat works very very similarly to spunit's code.

(http://i61.tinypic.com/r754c0.png)

The highlighted part is where the css icon count is, again you ONLY need to increase it manually when adding the Sheik, ZSS, or the Pokemon. It is done automatically when you add clones in the brawlex configuration program

The first cluster of hex data is the css and the second cluster is the random select.

If any of you want to rearrange your clones then editing this is how you would do it.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 10:38:26 PM
You know, you can edit the CSSRoster in the latest Config Tool ;)


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 15, 2014, 10:41:26 PM
No it&#039;s in the CSSRoster.dat, it increases it automatically when you add characters via the brawlex configuration tool. But to add Sheik, ZSS and the seperate Pokemon you will have to manually hex them in the file like I did and then increase the count manually. It&#039;s easy, it just through me off a little bit, the CSSRoster.dat works very very similarly to spunit&#039;s code.

([url]http://i61.tinypic.com/r754c0.png[/url])

The highlighted part is where the css icon count is, again you ONLY need to increase it manually when adding the Sheik, ZSS, or the Pokemon. It is done automatically when you add clones in the brawlex configuration program

The first cluster of hex data is the css and the second cluster is the random select.

If any of you want to rearrange your clones then editing this is how you would do it.
I just need to know how to expand my roster past 50. I already have all of the pokemon and everything.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 15, 2014, 10:43:33 PM
You know, you can edit the CSSRoster in the latest Config Tool ;)

Yeah i know, but you can't add sheik, zss, or the pokemon in the program from what i experienced. So you have to hex them into the file, plus you can't reorganize the roster in the program, that can only be achieved in hex editing.

I just need to know how to expand my roster past 50. I already have all of the pokemon and everything.

Just add past 50 in the program and it should show up on the roster, the roster changes drastically when you add it lol, the icons are small but will be able to hold 100 characters. Assuming you have the common3.pac, the mdl0 and the chr0 files added/inserted.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 15, 2014, 10:48:53 PM
Oh, and Doctoq Kirby, ignore the metaknight, peach,rob, and ice climbers files. I forgot to remove them


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 15, 2014, 10:58:20 PM
Yeah i know, but you can't add sheik, zss, or the pokemon in the program from what i experienced. So you have to hex them into the file, plus you can't reorganize the roster in the program, that can only be achieved in hex editing.

Just add past 50 in the program and it should show up on the roster, the roster changes drastically when you add it lol, the icons are small but will be able to hold 100 characters. Assuming you have the common3.pac, the mdl0 and the chr0 files added/inserted.

Okay so I'm just about to put in a bunch of characters and I wanted to confirm something. I can't change the icon position with the CSS.dat? As in, I can't put Mario last and Link first? etc? Because it would appear as simple as just replacing the 00 for Mario with whatever you've got in your last spot. Also, Where do I put the "resources" files that were in CSSBX?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 10:59:43 PM
Oh, and Doctoq Kirby, ignore the metaknight, peach,rob, and ice climbers files. I forgot to remove them
was gonna say, It's a little big to be just Rosalina.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 15, 2014, 11:00:07 PM
The resources folder isn't actually necessary...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 15, 2014, 11:04:02 PM
The resources folder isn't actually necessary...

So if I use the common 3 it came with, along with the sc_selcharacter, I shouldn't have to use the resources?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 15, 2014, 11:08:24 PM
Okay so I'm just about to put in a bunch of characters and I wanted to confirm something. I can't change the icon position with the CSS.dat? As in, I can't put Mario last and Link first? etc? Because it would appear as simple as just replacing the 00 for Mario with whatever you've got in your last spot. Also, Where do I put the "resources" files that were in CSSBX?

You can but not in the Config tool, you must rearrange them in a hex editor, it's quite simple actually, all you need to do is just switch around IDs where you want them.

Asked for the resources, it isn't exactly needed unless you want to keep your current common3.pac and sel_character.pac. MiscData13.rel goes in the common3.pac and the mdl0 and chr0 files go in the miscdata30 of the sel_character.pac. If you use the original sel_character.pac and common3.pac files PW provided then you won't have to worry about those resource files.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 15, 2014, 11:19:05 PM
 I hate to say this but every time I use the BX Expansion my brawl data gets corrupted. I just replaced the save file. Then after playing 1 match with a friend I noticed I unlocked a bunch of challenges again. Then the game froze and now my data is corrupted again. Why is this happening?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 15, 2014, 11:21:46 PM
The clone engine? Or the CSS Expansion posted yesterday?

Because I can use the Engine fine and all it does is [censored] up my BF music screen. (the internal data is fine though oddly)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 15, 2014, 11:24:15 PM
You can but not in the Config tool, you must rearrange them in a hex editor, it's quite simple actually, all you need to do is just switch around IDs where you want them.

Asked for the resources, it isn't exactly needed unless you want to keep your current common3.pac and sel_character.pac. MiscData13.rel goes in the common3.pac and the mdl0 and chr0 files go in the miscdata30 of the sel_character.pac. If you use the original sel_character.pac and common3.pac files PW provided then you won't have to worry about those resource files.

you can re-arrange all the icons from the config tool actually. double click on the ID in the editor, and change it to whatever you want. :P whatever you set it to will be in that position


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 15, 2014, 11:25:16 PM
The clone engine? Or the CSS Expansion posted yesterday?

Because I can use the Engine fine and all it does is [censored] up my BF music screen. (the internal data is fine though oddly)
Everything was great until the BX Expansion. When I started using it. Thats when all this started happening. IDK if I'm doing something wrong or if its the stuff in general.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 15, 2014, 11:41:49 PM
This may have been answered, but since everyone's here at this point in time I'll ask (To my credit I did skim 169-174) So I amazingly got everything to work, I redid my GCT, I edited the order in hex for the CSS.dat, made it show my desired number of clones, just to get started. But my icons aren't showing up, or the names. Basically nothing from Misc 70 is showing up. I put them in the sc_SelcChar-etc in menu2. Everyone plays fine, their CSPs and what not show up, it's just this. Do we put these in a new spot now?


Title: Re: The BrawlEx Clone Engine
Post by: The Game on February 15, 2014, 11:58:24 PM
Okay, so I downloaded the CSSroster and the clone tool thing... What am I supposed to do with them?


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on February 16, 2014, 12:04:44 AM
I tried a little experiment with Kirby. I added a modified Luigi fighter config, which I rehexed his Kirby data to Kirby/FitKirbyMario.pac, attempting to make it so that when Kirby copies Luigi, he dons Mario's hat data.

For the most part, it worked—he don's Mario's hat and uses Mario's fireballs—but the animations in the FitKirbyMario00.pac don't work. He just t-poses when using the move.

(http://i.imgur.com/61vxZvD.png)

Luckily, he doesn't stay in the t-pose and will resume normal behavior after about 50 frames, but I'm wondering why he doesn't animate. Note that the hat data comes from the disc data and not the SD card (since I'm not using a kirby folder).

(Using the files in BrawlEx v1.1.4.0 for the bx_fighter.rel and ft_kirby.rel.)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 16, 2014, 12:09:17 AM
This may have been answered, but since everyone's here at this point in time I'll ask (To my credit I did skim 169-174) So I amazingly got everything to work, I redid my GCT, I edited the order in hex for the CSS.dat, made it show my desired number of clones, just to get started. But my icons aren't showing up, or the names. Basically nothing from Misc 70 is showing up. I put them in the sc_SelcChar-etc in menu2. Everyone plays fine, their CSPs and what not show up, it's just this. Do we put these in a new spot now?

If nothing shows up on the css it means that the game couldn't find the CSSRoster.dat.
it needs to be in the BrawlEx folder, not in it's own folder though


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 16, 2014, 12:55:23 AM
If nothing shows up on the css it means that the game couldn't find the CSSRoster.dat.
it needs to be in the BrawlEx folder, not in it's own folder though

I figured it out. I forgot about Misc data 30 edits. :p Now I'm back on track.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 16, 2014, 01:27:19 AM
I tried a little experiment with Kirby. I added a modified Luigi fighter config, which I rehexed his Kirby data to Kirby/FitKirbyMario.pac, attempting to make it so that when Kirby copies Luigi, he dons Mario's hat data.

For the most part, it worked—he don's Mario's hat and uses Mario's fireballs—but the animations in the FitKirbyMario00.pac don't work. He just t-poses when using the move.

([url]http://i.imgur.com/61vxZvD.png[/url])

Luckily, he doesn't stay in the t-pose and will resume normal behavior after about 50 frames, but I'm wondering why he doesn't animate. Note that the hat data comes from the disc data and not the SD card (since I'm not using a kirby folder).

(Using the files in BrawlEx v1.1.4.0 for the bx_fighter.rel and ft_kirby.rel.)


Great work! I hope this means we can actually get Kirby hats working over cloned characters.

I think he t-posed because there is probably something else you have to change for him to use mario's animation, possibly? I wouldn't know but that is my guess.


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on February 16, 2014, 02:19:55 AM
Great work! I hope this means we can actually get Kirby hats working over cloned characters.

I think he t-posed because there is probably something else you have to change for him to use mario's animation, possibly? I wouldn't know but that is my guess.
It sounded simple enough to just set the clone's fighter config to link it to, say, kirby/FitKirbyMarth.pac (which I did with Cloud's config in ASF1nks's pack after updating everything with the BrawlEx v1.1.4.0 stuff), but the game still freezes after selecting a stage when I have both Cloud and Kirby in the same match. I imagine some tinkering with Kirby's module is probably necessary, as I'm guessing something like that was done in PM for Roy and Mewtwo to have copy hats. I don't have nearly the hexing experience to delve into that, though.

And yeah, I'm guessing something else would need to be done to use Mario's animations in my screenshot, but I don't know what.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 16, 2014, 02:29:08 AM
It sounded simple enough to just set the clone's fighter config to link it to, say, kirby/FitKirbyMarth.pac (which I did with Cloud's config in ASF1nks's pack after updating everything with the BrawlEx v1.1.4.0 stuff), but the game still freezes after selecting a stage when I have both Cloud and Kirby in the same match. I imagine some tinkering with Kirby's module is probably necessary, as I'm guessing something like that was done in PM for Roy and Mewtwo to have copy hats. I don't have nearly the hexing experience to delve into that, though.

And yeah, I'm guessing something else would need to be done to use Mario's animations in my screenshot, but I don't know what.

Interesting. It probably is in the rel somewhere then.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 02:30:03 AM
when anyone has the new brawlex set up with roy,mewtwo,waluigi and any other random chars could they upload it?  entire pf?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 16, 2014, 02:42:35 AM
when anyone has the new brawlex set up with roy,mewtwo,waluigi and any other random chars could they upload it?  entire pf?

I've got those :) I'm almost done putting in my cosmetics. I'll upload it tomorrow. It's 5AM where I am.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 03:06:24 AM
I've got those :) I'm almost done putting in my cosmetics. I'll upload it tomorrow. It's 5AM where I am.
thnaks i just dont want to mess with the new cssdata and such witouth seeing a full setup first


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 16, 2014, 03:53:30 AM
Still have the same problem, Clones and others are in my CSS and everything there works fine.
With ZSS i can play normaly but if I chose a Clone and after that a Stage the game don´t loads.

It´s not really a normal freeze.
Can anyone help?

@Husky
So you just can´t chose the Character?
That works for me, but at this time I haven´t over 50 Chars.

huehehue Grammar strikes back!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 04:07:01 AM
Still have the same problem, Clones and others are in my CSS and everything there works fine.
With ZSS i can play normaly but if I chose a Clone and after that a Stage the game don´t loads.

It´s not really a normal freeze.
Can anyone help?

@Husky
So you just can´t chose the Character?
That works for me, but at this time I haven´t over 50 Chars.

huehehue Grammar strikes back!
if you have cosmetics  you need to have battle portrairts, names and such but if you dont then your missing some brawlex files


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 16, 2014, 08:50:32 AM
So, tested it with the first cosmetic tutorial for CSS portrait and such.
Did not worked, do you think i have to do the second one too?
What you mean exactly with cosmetics? Textures and such things?
Sry, this whole thing mess my head up.

I don´t think I forgot some BrawlEx files.

Would be pretty nice if someone who get this new clone engine to work could make an tutorial or something else.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 08:58:26 AM
So, tested it with the first cosmetic tutorial for CSS portrait and such.
Did not worked, do you think i have to do the second one too?
What you mean exactly with cosmetics? Textures and such things?
Sry, this whole thing mess my head up.

I don´t think I forgot some BrawlEx files.

Would be pretty nice if someone who get this new clone engine to work could make an tutorial or something else.

you need to conclude all the parts of cosmetics so it doesnt freeze, yes you need battle protrait and battle name and battle team icon and such or it will freeze when entering the stage, you either use no cosmetics or use them all you cant sip the second part of the tutorial and doing only the css icon and textures


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 09:33:45 AM
Question: I installed the CSSRoster.dat, added my slots, and updated the sc_selcharacter.pac with the model and animation and common3.pac with the one included in the file. Also threw in the updated bx_fighter. I see the slots I've added, but whenever I attempt to hover over a CSS icon, the game freezes. Any idea how to fix that?
Fixed my post.
Anyone know what's up?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 09:59:53 AM
Fixed my post.
Anyone know what's up?
got the right hook type?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 11:30:34 AM
Yea. I have AXNextFrame as my hook.


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on February 16, 2014, 11:37:03 AM
I have 2 questions.
1: I have all the Brawl Minus codes active except for the following...
-File Patch Code v3.5.1.1 for /minusery/ [Glitch + Dantarion + PhantomWings]
-CSS Fixes for ZSS/Samus Shiek/zelda
-Minus Character Selection Screen
-CSS fixes for Giga and Company V2
Other than the Minus Codes I didn't list above, I also have the File Patch from the latest BrawlEx active. I replaced the reference files in my sc_selcharacter.pac file and i completely replaced my common3.pac file with the one in BrawlEX CSS Expansion. 2 of my ex characters (Goku & Kid Buu) still run off Pit's and Lucario's CSS cosmetics as I havent switched them yet.

All that said, when I load Brawl with the CSS Expansion, it freezes once I click on BRAWL on the main menu. Would anything listed above be the cause?

2: On a separate matter, I'm trying to figure out how one can have 2 characters in the same slot with the Slot Config. I'd like to have Balanced Sephiroth and OP Sephiroth be selectable from the same slot icon.


Any help with either of these matters would be much appreciated.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 16, 2014, 12:13:21 PM
Does this work for project m?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 12:14:16 PM
Yea. I have AXNextFrame as my hook.
does the freeze happen if you hovr over every char or only brawlex?

Does this work for project m?

no it doesnt, becuase project m has a diferent clone engine.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 16, 2014, 12:18:53 PM
k thx

Post Merge: February 16, 2014, 12:20:24 PM
im having a problem with this
i have axnextframe as my hooktype and the random icons still show up and freezes my game


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 12:24:49 PM
I have BrawlEX installed, and when I attempt to hover over a CSS icon, the game crashes.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 16, 2014, 12:32:19 PM
I have BrawlEX installed, and when I attempt to hover over a CSS icon, the game crashes.
did you remenber to take out the old css code? and any code that might mess with the css at all?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 16, 2014, 12:34:25 PM
I have BrawlEX installed, and when I attempt to hover over a CSS icon, the game crashes.

I had this same problem, it's actually a bug within BrawlEx itself. it happens if you don't have all the characters unlocked. PW is aware of it, and he told me that for now, we should use this code until he can make a fix for it.

Code:
Unlock All Characters
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 12:37:37 PM
wat
But I have them all already from my save file before I started using hacks.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 16, 2014, 12:42:16 PM
can someone here help me with the fact that i have the hooktype set to axnextframe and the random icons are still showing up and freezing my game


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 16, 2014, 12:43:37 PM
you need to conclude all the parts of cosmetics so it doesnt freeze, yes you need battle protrait and battle name and battle team icon and such or it will freeze when entering the stage, you either use no cosmetics or use them all you cant sip the second part of the tutorial and doing only the css icon and textures
hmm
i dont think that is necessarily true
if you have cosmetics-csp's
first use ur custom cosmetic config,
than
all u need to do is use the other css original config files of the original character for your clone, and the clones will use the BP's and stock icons from the original characters
i think that is the way nebulon has his stuff set up
hence why u could have a clone working with only the fighter config

the guy probably did a newbie mistake

@ShinF
This:
you can re-arrange all the icons from the config tool actually. double click on the ID in the editor, and change it to whatever you want. :P whatever you set it to will be in that position

can someone here help me with the fact that i have the hooktype set to axnextframe and the random icons are still showing up and freezing my game
did u use the code to unlock all characters


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 16, 2014, 12:47:29 PM
oh i need that code to unlock all characters wow

Post Merge: February 16, 2014, 12:48:38 PM
i kinda feel like a retard now


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 16, 2014, 01:05:55 PM
oh i need that code to unlock all characters wow

Post Merge: February 16, 2014, 12:48:38 PM
i kinda feel like a retard now

While that code does fix the CSS Expansion for users who have not unlocked all the characters, I do not advocate the use of save file changing codes. I would only suggest you use this if you have backed up your save or you are using a throwaway save file.

can someone here help me with the fact that i have the hooktype set to axnextframe and the random icons are still showing up and freezing my game

The OP specifies that exact problem under troubleshooting:


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.


If your are sure that you have AXNextFrame selected, then you are either using a CSS Id higher than 63, or you are missing one of the two above mentioned files. Also, if you are using Riivolution, then bx_fighter.rel probably won't load unless you specify it as an additional file in the Riivolution config.



For anyone else having troubles with the CSS Expansion, I would recommend you start slowly with the prebuilt files in the package. I don't use a lot of custom cosmetics, so I haven't personally tested the procedure for replacing the files in your sc_selcharacter.pac with the ones in Resources - there may be another step which hasn't been taken into account.

Also, the BrawlEx Config utility can both modify the CSSRoster ids individually and also supports copy/paste. So it's not too difficult to reorganize your roster using it. But if you're more comfortable with a Hex Editor, that's fine too.


Anyways, I've updated the BX Clone Engine and the BX Roster Expansion. The Clone Engine update fixes a bug in Event Match which crashes the game when choosing an event which allows you choose your character. The Roster Expansion fixes the bug which causes the game to crash when highlighting an icon that would normally be marked with a "new" tag.



Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 16, 2014, 02:58:52 PM
PhantomWings, which files were modified for those bug fixes? I obviously don't want to start from scratch again.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 16, 2014, 03:29:08 PM
More then likely one of the core files :P depending on which bug your talkin about


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 16, 2014, 05:08:40 PM
Just passed 60 characters... and I thought of something. Is there any type of code or anything we could do to have the characters we selected be unselected after a match? The reason I'm asking is because sharing ef_files causes errors. Now I've gone ahead and made a SUPER ef_file for my characters so that they all get their effects at the same time, BUT... say I pick Ike, Cloud, and Riku. I pick Riku first. Even though I edited their PSAs to all load their effects around each other so that there are no shared gfx, after the match, if the person who picked an Ike based character first (in this case Riku) deselects Riku, but the other two want to stay Ike characters, the gfx don't load. It's because Riku used them first, he essentially loaded them for Ike and Cloud, but remove Riku, who loaded them FOR Ike and Cloud, and Cloud and Ike don't have their effects, unless they deselect and reselect.

It's a small, easily dealt with burden, but it's easy to forget to do that sometimes, especially when you've got so many characters that you don't know who's who. By deselecting the characters after a match for people to reselect them, it'll boot up the ef_file again.

I hope I'm explaining this correctly. I take it there isn't anything like this though, is there?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 16, 2014, 05:35:44 PM
nebulon nice build :D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 16, 2014, 05:46:45 PM
nebulon nice build :D

Why thank you :) I'm going to be uploading my newer version tonight. It's got more characters and some gfx fixes for clone characters (Thought not the same type of fixes as Project M)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 16, 2014, 06:20:11 PM
Cool can't wait for an update.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 16, 2014, 07:25:11 PM
Why thank you :) I'm going to be uploading my newer version tonight. It's got more characters and some gfx fixes for clone characters (Thought not the same type of fixes as Project M)
You're updating yours tonight too? :D Cool.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on February 16, 2014, 07:29:46 PM
I have BrawlEX installed, and when I attempt to hover over a CSS icon, the game crashes.

I had this problem too. I manually replaced the respective Resources in the CSS Expansion Mod folder into the supposedly pre-built sc_selcharacter.pac and common3.pac Core Files, and then it started working.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 07:43:02 PM
Well, to be more specific, you guys know when your icon is heading toward the icons and the box appears? That's what happens.

Anyways, I added the MDL0 and CHR0 to my existing sc_selcharacter and it froze. I guess that's the problem...


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on February 16, 2014, 07:46:05 PM
Can someone make a tutorial on how to migrate from cBliss to BrawlEX in regards of having 10 outfits for all the characters (except Wario, who has 12)? Or link me to one in case it exists already?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 07:48:12 PM
ShinF has a link in his sig that does that.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 16, 2014, 07:49:02 PM
Can someone make a tutorial on how to migrate from cBliss to BrawlEX in regards of having 10 outfits for all the characters (except Wario, who has 12)? Or link me to one in case it exists already?
Just copy all the files from the link on the right of my signature and put them in the proper BrawlEx directory. Make sure you add all the cosmetics (CSPs, BPs and RSPs) in their places, and all the fighter files just like normal cBliss. That's all you should need to do.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 16, 2014, 08:50:56 PM
Has somebody made a pack with 100 characters already?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 16, 2014, 08:56:12 PM
Has somebody made a pack with 100 characters already?
Not that I know of. I plan to be the first pack to do so.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 16, 2014, 09:32:13 PM
Does your pack have cosmetics and stuff like csp's bp's


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 16, 2014, 09:35:34 PM
Tried re-adding my cosmetics to the sc_selcharacter.pac included in the expansion pack. STILL freezes. :-\


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 16, 2014, 09:47:37 PM
 SO I completely rebuilt my SD card from scratch. I made it all the way back to 51 characters appearing on my CSS. So happy.

Now I would like to know, for my Cloud I have. I gave him 1 extra color slot. I also checked 06 in his fighter config. Now when I go through his CSPs. Is the reason why it will freeze because its missing or will there be a empty picture?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 16, 2014, 09:54:58 PM
Does your pack have cosmetics and stuff like csp's bp's
Yes it does. All the way down to the announcer calls.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 16, 2014, 09:55:54 PM
SO I completely rebuilt my SD card from scratch. I made it all the way back to 51 characters appearing on my CSS. So happy.

Now I would like to know, for my Cloud I have. I gave him 1 extra color slot. I also checked 06 in his fighter config. Now when I go through his CSPs. Is the reason why it will freeze because its missing or will there be a empty picture?

That's what's generally been happening to me when I try to go onto a costume that has no portrait.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 16, 2014, 09:58:07 PM
SO I completely rebuilt my SD card from scratch. I made it all the way back to 51 characters appearing on my CSS. So happy.

Now I would like to know, for my Cloud I have. I gave him 1 extra color slot. I also checked 06 in his fighter config. Now when I go through his CSPs. Is the reason why it will freeze because its missing or will there be a empty picture?
Yeah you'll need CSPs for all the color slots.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 16, 2014, 10:04:11 PM
Yes it does. All the way down to the announcer calls.

That sounds great!


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 16, 2014, 10:05:09 PM
Yeah you&#039;ll need CSPs for all the color slots.
Thanks for the information.

Edit: I got it working. I say the best thing to do if people are struggling with this, is to rubuild their SD using PW pack as a base. I actually got better results than the past.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 16, 2014, 11:03:22 PM
when anyone has the new brawlex set up with roy,mewtwo,waluigi and any other random chars could they upload it?  entire pf?

I've got it all in my sig. Sorry it took so long.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 16, 2014, 11:17:45 PM
Working on an awesome update for the Clone Tool. soon, it will be able to add and delete clones, and automatically add and remove them from the css. :D as well as edit the Fighter config files.

===========

the current bug i didn't mention, is that the tool doesn't change the fighter config to have 10 costumes. just the css config. that's already done in this update. im just waiting on the other stuff before i release the update.

ALSO i will include a readme on how to use it. (even though it's kinda self explanatory.) admittedly the File open save and save as stuff is a little misleading since it's not done. just remember for now that everything is changed on your sd card in real time. no saving needed.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 17, 2014, 03:07:38 AM
Working on an awesome update for the Clone Tool. soon, it will be able to add and delete clones, and automatically add and remove them from the css. :D as well as edit the Fighter config files.

===========

the current bug i didn't mention, is that the tool doesn't change the fighter config to have 10 costumes. just the css config. that's already done in this update. im just waiting on the other stuff before i release the update.

ALSO i will include a readme on how to use it. (even though it's kinda self explanatory.) admittedly the File open save and save as stuff is a little misleading since it's not done. just remember for now that everything is changed on your sd card in real time. no saving needed.
that tool sounds amazing

its a shame we got not more brawlex modules coming along i would love to have CF module so ridley could have his own slot xD


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 17, 2014, 04:34:45 AM
So... With the advent of the new CSS Expansion, I have a bit of a question. Is there a file size limit on the new CSS? I mean, I know with 100 characters the cosmetics are going to take up a lot of space.

I know I read QUITE A WHILE back that ShinF's CSS wasn't experiencing file size limit for an unknown reason. And that was before the new CSS we were gifted with by PW. Could the new CSS Slots not count toward the file size or something?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 17, 2014, 04:55:36 AM
So... With the advent of the new CSS Expansion, I have a bit of a question. Is there a file size limit on the new CSS? I mean, I know with 100 characters the cosmetics are going to take up a lot of space.

I know I read QUITE A WHILE back that ShinF's CSS wasn't experiencing file size limit for an unknown reason. And that was before the new CSS we were gifted with by PW. Could the new CSS Slots not count toward the file size or something?
you still have the filesize limit all you need to do is reimport every csp even brawl original ones as cmpr and you got loads of space


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 17, 2014, 05:04:17 AM
isn't there a all CMPR premade file?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 17, 2014, 05:25:29 AM
that tool sounds amazing

its a shame we got not more brawlex modules coming along i would love to have CF module so ridley could have his own slot xD
You want Ridley? I wanted the Falcon module while until I figured out Ridley could work on Marth without bugs, so I just made another Marth clone.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 17, 2014, 06:17:19 AM
Now we can use 100 characters on the roster this is amazing, Nintendo's gonna have to make lots of improvements to ssb4 to even come close to beating that :D


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 17, 2014, 06:20:59 AM
you will not be able to fill in the 100 slots with top-quality mods in a long time so yeah...


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 17, 2014, 06:26:35 AM
that tool sounds amazing

its a shame we got not more brawlex modules coming along i would love to have CF module so ridley could have his own slot xD

This^. Personally, I'd love a Diddy and Toon Link. I plan on adding the Forbidden 7 to the game. Already have Dr.Mario, Roy, Mewtwo, and Toon Zelda.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 17, 2014, 06:47:37 AM
This^. Personally, I'd love a Diddy and Toon Link. I plan on adding the Forbidden 7 to the game. Already have Dr.Mario, Roy, Mewtwo, and Toon Zelda.

Is there a Toon Zelda PSA?

Or a Dixie PSA?

I've never heard about them... Dixie's one, isn't she?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 17, 2014, 06:53:08 AM
There is a Toon Zelda over Lucas. For Dixie, I plan on making one in the future. For now, it would be nice to just have her slot there.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 17, 2014, 07:00:34 AM
Ok so i get most of this except how do i edit the root of the module?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 17, 2014, 07:16:49 AM
Nebulon why is there not a brawlex folder in your download?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 17, 2014, 07:18:57 AM
Ok so i get most of this except how do i edit the root of the module?

You need to use the module tool. With that, edit the first line of section 8 in memory viewer. You'll see a grid. The first box on the left should be mostly zeros and a number. Replace that number with the number of your fighter (The same numbers your BrawlEX files have at the end of their names "Fighter3F" would make you change it to 3F in the memory).

ALSO edit the box on the right side within the module (Not in memory Viewer). You should be able to see it with only the first thing on the list selected. It'll say 0x(##). If this is your first clone, put the number 90 there and for every clone after that, add a number in hexidecimal format.

My pack is in my signature if you want to see what I did.

There is a Toon Zelda over Lucas. For Dixie, I plan on making one in the future. For now, it would be nice to just have her slot there.

I don't know a thing about animations, but I always thought she'd be easy to make. A lot of her moves seem obvious, and I'm sure some would be borrowed form Diddy. It'd be cool if her throw pick up enemies in her hair like she does with barrels in DKC2-3. But that seems difficult.

Post Merge: February 17, 2014, 07:19:28 AM
Nebulon why is there not a brawlex folder in your download?

... still! Like just now? I'll check again... I had this problem before. Sorry :/


Post Merge: February 17, 2014, 07:20:28 AM
Nebulon why is there not a brawlex folder in your download?

It's there, in PF. I had to fix it this morning. Looks like it's still good :) Check again?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 17, 2014, 07:28:51 AM
You need to use the module tool. With that, edit the first line of section 8 in memory viewer. You'll see a grid. The first box on the left should be mostly zeros and a number. Replace that number with the number of your fighter (The same numbers your BrawlEX files have at the end of their names "Fighter3F" would make you change it to 3F in the memory).

ALSO edit the box on the right side within the module (Not in memory Viewer). You should be able to see it with only the first thing on the list selected. It'll say 0x(##). If this is your first clone, put the number 90 there and for every clone after that, add a number in hexidecimal format.

My pack is in my signature if you want to see what I did.

I don't know a thing about animations, but I always thought she'd be easy to make. A lot of her moves seem obvious, and I'm sure some would be borrowed form Diddy. It'd be cool if her throw pick up enemies in her hair like she does with barrels in DKC2-3. But that seems difficult.

Post Merge: February 17, 2014, 07:19:28 AM
... still! Like just now? I'll check again... I had this problem before. Sorry :/


Post Merge: February 17, 2014, 07:20:28 AM
It's there, in PF. I had to fix it this morning. Looks like it's still good :) Check again?
yes now there is one thanks


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 17, 2014, 08:05:51 AM
For those who want to use Ridley with BrawlEx, I've successfully cloned him over Marth:
https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip (https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 17, 2014, 08:09:31 AM
For those who want to use Ridley with BrawlEx, I've successfully cloned him over Marth:
https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip (https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip)

Any differences or glitches? Cosmetic issues? Etc?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 17, 2014, 08:13:43 AM
Any differences or glitches? Cosmetic issues? Etc?
Nope! Everything works as it should!


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 17, 2014, 09:04:58 AM
Can i just say that nebulon you are an awesome person for your help?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 17, 2014, 09:10:34 AM
So... With the advent of the new CSS Expansion, I have a bit of a question. Is there a file size limit on the new CSS? I mean, I know with 100 characters the cosmetics are going to take up a lot of space.

I know I read QUITE A WHILE back that ShinF's CSS wasn't experiencing file size limit for an unknown reason. And that was before the new CSS we were gifted with by PW. Could the new CSS Slots not count toward the file size or something?

To clarify, I found out what was going on with this, and it was so stupid I actually, physically facepalmed. It has to do with how my computer (a Mac) reads file sizes differently than Windows. While my file size limit appears to be higher, it's really not.

However, a good way I've found to save on file size is to decrease CSPs' size to 100 x 125. The reduction in quality is negligible, but the file size it saves adds up.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 17, 2014, 09:15:10 AM
For those who want to use Ridley with BrawlEx, I've successfully cloned him over Marth:
https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip (https://www.dropbox.com/s/h9ucw703jomf6uo/ridley.zip)

Dude you are awesome for this, thanks!

Now I won't have to wait for a Captain Falcon module, I am still hoping for Ganondorf and Toon Link rels though but I believe they will come within time.

To clarify, I found out what was going on with this, and it was so stupid I actually, physically facepalmed. It has to do with how my computer (a Mac) reads file sizes differently than Windows. While my file size limit appears to be higher, it's really not.

However, a good way I've found to save on file size is to decrease CSPs' size to 100 x 125. The reduction in quality is negligible, but the file size it saves adds up.

Do you happen to have the csps in your cbliss effect pack?


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 17, 2014, 10:02:34 AM
plus is tehr a way to give the clones tjeir own csp's, css icons, etc. different from the originals?[say example i take one of the ichigo psa's that are over marth and put him in a clone character slot. and i want him to have his own icon and csps and such.]


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 17, 2014, 10:04:47 AM
plus is tehr a way to give the clones tjeir own csp's, css icons, etc. different from the originals?[say example i take one of the ichigo psa's that are over marth and put him in a clone character slot. and i want him to have his own icon and csps and such.]
Yes. It's entirely possible. There's a tutorial in the OP that explains that.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 17, 2014, 10:05:16 AM
Do you happen to have the csps in your cbliss effect pack?

No, the cBliss effect pack is just the BrawlEx files. I can upload my sc_selcharacter if you want, though.

Is anyone else getting random freezes on the victory screen on occasion or coming back to a blank CSS after adding the expansion for it? On occasion, I've won a match and the CSS was just blank when I got back to it. More odd was that it was the Grid CSS, and I'm not even using that one. I'm using the vBrawl one the PW included.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 17, 2014, 10:13:48 AM
Yes. It's entirely possible. There's a tutorial in the OP that explains that.

ah...right...^^' ehehe oops


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 17, 2014, 10:16:46 AM
made this thread:
http://forums.kc-mm.com/index.php?topic=66246.0 (http://forums.kc-mm.com/index.php?topic=66246.0)

for brawlex packs.

be ready to give some proper credit though xD


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 17, 2014, 10:21:15 AM
so um i just need a little help understanding. what would i be changing the css code to if i were adding say 1 character?


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 17, 2014, 10:58:38 AM
Working on an awesome update for the Clone Tool. soon, it will be able to add and delete clones, and automatically add and remove them from the css. :D as well as edit the Fighter config files.

===========

the current bug i didn't mention, is that the tool doesn't change the fighter config to have 10 costumes. just the css config. that's already done in this update. im just waiting on the other stuff before i release the update.

ALSO i will include a readme on how to use it. (even though it's kinda self explanatory.) admittedly the File open save and save as stuff is a little misleading since it's not done. just remember for now that everything is changed on your sd card in real time. no saving needed.


Awesome, extremly looking forward to this.
So we have only the cosmetics left to do?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 17, 2014, 12:11:50 PM
Nope! Everything works as it should!
sorry to burt your buble guys but theres a major glitch well 2

when jumping foward or backward if you use down special in the air you slide across the stage

same as  abode for neutral special but neutral special slides much less i will try to fix this in psa but i doubt i can fix it tough


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 17, 2014, 12:13:22 PM
so um i just need a little help understanding. what would i be changing the css code to if i were adding say 1 character?

I walk through the process in my video tutorial in the OP. But to add 1 character to the css code (which isn't even necessary anymore, and won't work at all with the roster expansin) is to add 1 to the character count, then add the new ID to the bottom of the code


Awesome, extremly looking forward to this.
So we have only the cosmetics left to do?


Editing the fighter config, and then all CORE functions will be done. After core functions will come adding NEW cosmetic slots to the sc_selcharacter.pac, support for editing configs manually, FULL clone properties from Name to announcer call, as well as general polishing and a more user friendly interface.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 17, 2014, 01:13:36 PM
sorry to burt your buble guys but theres a major glitch well 2

when jumping foward or backward if you use down special in the air you slide across the stage

same as  abode for neutral special but neutral special slides much less i will try to fix this in psa but i doubt i can fix it tough
Yeah, I noticed that, I figured it was a bug. Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 17, 2014, 01:21:36 PM
You can change the soundbank in the Fighter Config of the character. Just use the Config utility and scroll to the bottom. ASF posted a list of soundbank IDs that includes the bosses here.


Here is the complete list of soundbank IDs.

Remember the sounbank IDs are set in the Fighter Config file.

Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 17, 2014, 02:33:07 PM
thanks shinf

So to everyone that wants ridley on brawlex without glitches here it is
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)

i fixed the slidding he had on the psa itself due to being renamed to marth all instructions how to make ridley work are inside and i also added snoopy metaridley in which was long overdue.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 17, 2014, 02:53:29 PM
thanks shinf

So to everyone that wants ridley on brawlex without glitches here it is
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url])

i fixed the slidding he had on the psa itself due to being renamed to marth all instructions how to make ridley work are inside and i also added snoopy metaridley in which was long overdue.

Yay! The updated GFX looks really nice BTW.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 17, 2014, 03:13:39 PM
umm can someone help me
when i click on brawl it freezes
im using nebulon's build


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 17, 2014, 04:05:45 PM
umm can someone help me
when i click on brawl it freezes
im using nebulon's build
hooktype anexsomething and redownload the entire thing again because earlier he didnt have the brawlex files


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 17, 2014, 04:17:02 PM
thanks shinf

So to everyone that wants ridley on brawlex without glitches here it is
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url])

i fixed the slidding he had on the psa itself due to being renamed to marth all instructions how to make ridley work are inside and i also added snoopy metaridley in which was long overdue.


This version Ridley won't freeze at Strap Loader Screen.
 :af:


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 17, 2014, 04:26:40 PM
I just wanna say that it is good to see people sharing their character packs and character fixes and such. Saves people who wanted certain characters in brawlex a lot of time. Also helps figure out the new process better by seeing how it is done.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 17, 2014, 06:41:02 PM
thanks shinf

So to everyone that wants ridley on brawlex without glitches here it is
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url])

i fixed the slidding he had on the psa itself due to being renamed to marth all instructions how to make ridley work are inside and i also added snoopy metaridley in which was long overdue.

I luv you :srs:


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 17, 2014, 08:08:14 PM
No, the cBliss effect pack is just the BrawlEx files. I can upload my sc_selcharacter if you want, though.

Is anyone else getting random freezes on the victory screen on occasion or coming back to a blank CSS after adding the expansion for it? On occasion, I've won a match and the CSS was just blank when I got back to it. More odd was that it was the Grid CSS, and I'm not even using that one. I'm using the vBrawl one the PW included.

I haven't had any crashes yet, also if you could upload your selcharacter.pac that would be great, i noticed your costumes are set up differently than the cbliss setup.

@ Carnage

Nice job on fixing Ridley! I love the moveset.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 17, 2014, 08:12:52 PM
I haven't had any crashes yet, also if you could upload your selcharacter.pac that would be great, i noticed your costumes are set up differently than the cbliss setup.

@ Carnage

Nice job on fixing Ridley! I love the moveset.

Hmm? No, they're set up the same as cBliss. I even imported all my portraits from my old custom build and they were in the correct order and everything.

In any case, here's my current sc_selcharacter. https://www.dropbox.com/s/rt4eo7t871g6ptt/sc_selcharacter.pac (https://www.dropbox.com/s/rt4eo7t871g6ptt/sc_selcharacter.pac)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 17, 2014, 08:22:22 PM
Just a quick question...

with the new Expanded Roster, can I still use husky's video tuts or something else?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 17, 2014, 08:30:15 PM
Ok, I have a few different questions about this.


First, and most pressing:

I downloaded the Ridley files and I thought that I applied them in the correct places, but I am having freezing problems. On the selection screen it added an extra Tails icon that seems to have replaced the random spot. It also freezes upon hovering over the icon. I have tried to look through the troubleshooting section, but to no avail.

(http://i.imgur.com/oMjUP13.png)

I am using ShinF's older build.



Second, and slightly less important:

I have been having troubles with editing the CSS icons and CSPs. I have tried following Sammi-huskyEX's tutorial, but with no luck. Is there a purely text and pictures tutorial for this out there. That would be easier for me to follow. Especially pictures.



Last, but not least:

I want to separate zelda/sheik, samus/zerosuit, and the pokemon. So each has their own slot. No pokemon trainer slot, only the 3 pokemon. Does anyone have the codes for these anywhere for me to use?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 17, 2014, 08:49:45 PM
Ok, I have a few different questions about this.


First, and most pressing:

I downloaded the Ridley files and I thought that I applied them in the correct places, but I am having freezing problems. On the selection screen it added an extra Tails icon that seems to have replaced the random spot. It also freezes upon hovering over the icon. I have tried to look through the troubleshooting section, but to no avail.

([url]http://i.imgur.com/oMjUP13.png[/url])

I am using ShinF's older build.



Second, and slightly less important:

I have been having troubles with editing the CSS icons and CSPs. I have tried following Sammi-huskyEX's tutorial, but with no luck. Is there a purely text and pictures tutorial for this out there. That would be easier for me to follow. Especially pictures.



Last, but not least:

I want to separate zelda/sheik, samus/zerosuit, and the pokemon. So each has their own slot. No pokemon trainer slot, only the 3 pokemon. Does anyone have the codes for these anywhere for me to use?

1. are u using the new cssroster config file?
if so can u post a pic of it opened in a hex editor

2. there is no such tutorial as of yet

3.to seperate this characters just add their id's to your cssrosterconfig, using the brawlex config program
   
hope that helps

Also:
If anybody wants my build
PM me
here is a screenshot of my Character Selection Screen:
(http://i.imgur.com/JGAqvxo.jpg?1)


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 17, 2014, 08:52:45 PM
Just a quick question...

with the new Expanded Roster, can I still use husky&#039;s video tuts or something else?
Yes. The only thing you wont be using is the Custom CSS V3 code. That is what the CSSRoster.dat file is now. It manages your CSS screen.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 17, 2014, 09:00:46 PM
1. are u using the new cssroster config file?
if so can u post a pic of it opened in a hex editor

2. there is no such tutorial as of yet

3.to seperate this characters just add their id's to your cssrosterconfig, using the brawlex config program
  
hope that helps

Also:
If anybody wants my build
PM me
here is a screenshot of my Character Selection Screen:
([url]http://i.imgur.com/JGAqvxo.jpg?1[/url])


Here is a screenshot of the CSSRoster.

(http://i.imgur.com/hByLJ3U.png)


I tried editting it with the config tool, but it didn't change the zelda/sheik or any of the other ones. The only thing it did was add the random slot icon back in.

The game still freezes when you hover over the tails icon that is supposed to be ridley.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 17, 2014, 09:11:25 PM
1. are u using the new cssroster config file?
if so can u post a pic of it opened in a hex editor

2. there is no such tutorial as of yet

3.to seperate this characters just add their id's to your cssrosterconfig, using the brawlex config program
  
hope that helps

Also:
If anybody wants my build
PM me
here is a screenshot of my Character Selection Screen:
([url]http://i.imgur.com/JGAqvxo.jpg?1[/url])


Haha, upload your build to brawlvault and you will get 10,000 downloads.

Hmm? No, they're set up the same as cBliss. I even imported all my portraits from my old custom build and they were in the correct order and everything.

In any case, here's my current sc_selcharacter. [url]https://www.dropbox.com/s/rt4eo7t871g6ptt/sc_selcharacter.pac[/url] ([url]https://www.dropbox.com/s/rt4eo7t871g6ptt/sc_selcharacter.pac[/url])


I don't know why it did it then because when i would select like green Marth it would give me white Marth, the csp and costume setup was different.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 17, 2014, 09:25:20 PM
Also:
If anybody wants my build
PM me
here is a screenshot of my Character Selection Screen:
([url]http://i.imgur.com/JGAqvxo.jpg?1[/url])


You're funny :srs:


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 17, 2014, 11:03:00 PM

If you want to implement the CSS Expansion into your own prebuilt sc_selchar.pac, just use the files in Resources folder of the BrawlEx CSS Expansion package. Replace the MenSelchrPos_TopN .mdl0 .chr0 files in your sc_selchar.pac with the one in the Resources folder. The MiscData[13] is only needed if you already are using a modified common3.pac. Otherwise, you can just use the one in the CoreFiles directory.


Where do you replace the MenSelchrPos_TopN .mdl0 .chr0 files at exactly?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 17, 2014, 11:21:37 PM
Mugenwii. You win.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 18, 2014, 05:35:57 AM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)

guys i included the modified brawlex files, the fighter folder was modified so ridley has 3 jabs and his own soundbank using boss ridley sounds, i also modified the cosmetics so it has metroid symbol, so you guys only need to add a marth slot on the css.dat and rename the brawl ex files for your desired id


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 18, 2014, 05:58:19 AM
1. are u using the new cssroster config file?
if so can u post a pic of it opened in a hex editor

2. there is no such tutorial as of yet

3.to seperate this characters just add their id's to your cssrosterconfig, using the brawlex config program
   
hope that helps

Also:
If anybody wants my build
PM me
here is a screenshot of my Character Selection Screen:
([url]http://i.imgur.com/JGAqvxo.jpg?1[/url])


Too much Shadows, don't you think?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 18, 2014, 06:53:47 AM
Too much Shadows, don't you think?
No. If anything, there isn't enough Shadows.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 18, 2014, 07:05:13 AM
here is a screenshot of my Character Selection Screen:
([url]http://i.imgur.com/JGAqvxo.jpg?1[/url])


(http://nerdymindsmagazine.files.wordpress.com/2013/11/02-predictable.gif)

Still highlights an issue we have; there aren't enough decent PSAs that have attempted to be balanced around the Brawl cast to fit in all those slots.

When I get the hang of Marmoset toolbag and make CSP Poses/Renders for Solidus/Simon, etc. I'll make my own cosmetics.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 18, 2014, 08:04:10 AM
([url]http://nerdymindsmagazine.files.wordpress.com/2013/11/02-predictable.gif[/url])

Still highlights an issue we have; there aren't enough decent PSAs that have attempted to be balanced around the Brawl cast to fit in all those slots.

When I get the hang of Marmoset toolbag and make CSP Poses/Renders for Solidus/Simon, etc. I'll make my own cosmetics.


You're working on Solidus? Is there a beta?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 18, 2014, 09:09:27 AM
(http://i.imgur.com/IIH0V4s.png)
Have been for a while, but there's no release because I couldn't get special action grabs working bug free, meaning he has no down B.



Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 18, 2014, 09:10:01 AM
dkn if you guys know this but southcraft megaman over ness works almost perfectly if renamed to ness and using lucas entry,result and final.pacs xD tested this over the scott pilgrim clone of lucas that i had and he works.

theres 3 glitches
1 when he dash atacks a tiny bit of graphic goes to the screen for less than 1/4 second
2 his foward smash goes much further
3 cant run with the leaf shield


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 18, 2014, 09:21:08 AM
My RaptorEx slot is bug free so far.

All I need to do is have custom GFX for Raptor and have RaptorEx with its own soundpack, so it won't use Wolf's.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 18, 2014, 10:17:04 AM
Since there really aren't that many PSA's that are worth putting in yet, perhaps the three or so people who have been releasing their packs could work together on a single pack? Leave costumes out for the original cast so people can put those in themselves, and share the cosmetics across the clones?

I also had a thought: Might it be easier in some cases to clone a character and put the *new* character over the original? Suppose there are glitches with a Mario clone's PSA, would those glitches exist if the clone was just still Mario? The clone would then be Mario and Mario would then be whatever character you replace him with since the PSA is known to work there?


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 18, 2014, 10:22:59 AM
I also had a thought: Might it be easier in some cases to clone a character and put the *new* character over the original? Suppose there are glitches with a Mario clone's PSA, would those glitches exist if the clone was just still Mario? The clone would then be Mario and Mario would then be whatever character you replace him with since the PSA is known to work there?

I doubt that would make a difference.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 18, 2014, 10:25:13 AM
I just believe I've read that certain PSA's tend to glitch over clones, where that PSA is known to work over the original character. If the clone works fine as it's original character, it might just be easier to keep the clone unchanged and change the original.

Just a theory, though.

Post Merge: February 18, 2014, 10:29:22 AM
In a perfect world, a pack would include Mewtwo, Roy, Pichu, Doctor Mario, and Young Link - then eventually Mega Man, Rosalina, Wii Fit Trainer, Little Mac, and Villager.

I can't wait. We can call it "Smash Bros. Complete"


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 18, 2014, 10:33:05 AM
([url]http://i.imgur.com/IIH0V4s.png[/url])
Have been for a while, but there's no release because I couldn't get special action grabs working bug free, meaning he has no down B.




I'll be first in line for this when it's released. Love Metal Gear.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 18, 2014, 10:38:33 AM
([url]http://i.imgur.com/IIH0V4s.png[/url])


Looks cool, would like to see him (know nothing about him though), but I'm more looking forward to Gray Fox (actually Raiden, but hey, they are pretty much the same the way they fight, aren't they?), speaking of Raiden, is there any chance there will be a voice pack for him with the Gray Fox moveset?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 18, 2014, 10:55:19 AM
Here is a screenshot of the CSSRoster.

([url]http://i.imgur.com/hByLJ3U.png[/url])


I tried editting it with the config tool, but it didn't change the zelda/sheik or any of the other ones. The only thing it did was add the random slot icon back in.

The game still freezes when you hover over the tails icon that is supposed to be ridley.


So I got the ridley to work now, but it doesn't have custom sounds or icons. I am just having troubles with making the CSS have the proper icons. Is there a trick to the cosmetics? because I am just having a terrible time trying to figure it out.

This is how it looks right now:

(http://i.imgur.com/9DXavfw.png)
It has my four clones that I have done, and ShinF's clones.

What I want to happen is that some of the characters are split, like in Project Ms CSS.
(http://i.imgur.com/ZoOlzN7.png)

Any help or tips would be appreciated!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 18, 2014, 11:27:47 AM
Since there really aren't that many PSA's that are worth putting in yet, perhaps the three or so people who have been releasing their packs could work together on a single pack? Leave costumes out for the original cast so people can put those in themselves, and share the cosmetics across the clones?

I also had a thought: Might it be easier in some cases to clone a character and put the *new* character over the original? Suppose there are glitches with a Mario clone's PSA, would those glitches exist if the clone was just still Mario? The clone would then be Mario and Mario would then be whatever character you replace him with since the PSA is known to work there?

for that to work there would need to be a comunity brawlex file managed by someone with the patience and dedication to add every  good psa that was requested, if you find someone like that they should open a thread and ppl would say some psas so they could be accepted or not.

Post Merge: February 18, 2014, 11:30:23 AM
So I got the ridley to work now, but it doesn't have custom sounds or icons. I am just having troubles with making the CSS have the proper icons. Is there a trick to the cosmetics? because I am just having a terrible time trying to figure it out.

This is how it looks right now:

([url]http://i.imgur.com/9DXavfw.png[/url])
It has my four clones that I have done, and ShinF's clones.

What I want to happen is that some of the characters are split, like in Project Ms CSS.
([url]http://i.imgur.com/ZoOlzN7.png[/url])

Any help or tips would be appreciated!


there are 2 videos on the OP that you need to follow so they have their cosmetics on the CSS
also ridley will use the sound if you used the fighter(number).dat included on the download  try using the taunts and entry to see if he does his ridley call but if you didnt use the fighter.dat included obiously he wont sound anything.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 18, 2014, 11:31:02 AM
I don't know why it did it then because when i would select like green Marth it would give me white Marth, the csp and costume setup was different.

Ah, that would be because the vBrawl costumes were out of order in the first place. Like, FitMarth05 might align with Marth's third portrait instead of his fifth. cBliss re-ordered it so that the portraits were all aligned. So, it doesn't match the vBrawl order, but it does match the cBliss order. I could make a set that matches the vBrawl order, but it might take a bit longer since each character's original order was different.

So I got the ridley to work now, but it doesn't have custom sounds or icons. I am just having troubles with making the CSS have the proper icons. Is there a trick to the cosmetics? because I am just having a terrible time trying to figure it out.

This is how it looks right now:

([url]http://i.imgur.com/9DXavfw.png[/url])
It has my four clones that I have done, and ShinF's clones.

What I want to happen is that some of the characters are split, like in Project Ms CSS.
([url]http://i.imgur.com/ZoOlzN7.png[/url])

Any help or tips would be appreciated!



If you're using the CSSRoster.dat file now, then you can simply add their IDs to it with no issues. If you're using the CSS code still, again, you can still add the characters to it, you just have to be sure to also use the CSS Fixes for Sheik/ZSS code.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on February 18, 2014, 12:12:21 PM
 I''m having this one little problem that I can't seem to get rid of. All my clones work. I went through every outfit and they all loaded. I have all there files, such as CSPs, BPs, RSPs, CSS Icons, Stock Icons, name plates and franchise icons. I've updated to the newest files and recreated all my configs from scratch. But when the cpu is random and I choose a stage. I experience a silent freeze. Why is this happening?

If I select the characters it never seems to happen. But I love random.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 18, 2014, 12:20:29 PM
I just believe I've read that certain PSA's tend to glitch over clones, where that PSA is known to work over the original character. If the clone works fine as it's original character, it might just be easier to keep the clone unchanged and change the original.

Just a theory, though.

Post Merge: February 18, 2014, 10:29:22 AM
In a perfect world, a pack would include Mewtwo, Roy, Pichu, Doctor Mario, and Young Link - then eventually Mega Man, Rosalina, Wii Fit Trainer, Little Mac, and Villager.

I can't wait. We can call it "Smash Bros. Complete"

My current setup has the 5 Melee characters and Rosalina and Villager, as well as every SSB, Melee, and SSB4 stage currently made. No cosmetics or anything for the clones yet though.

Does anyone know the answer to my previous post?

If you want to implement the CSS Expansion into your own prebuilt sc_selchar.pac, just use the files in Resources folder of the BrawlEx CSS Expansion package. Replace the MenSelchrPos_TopN .mdl0 .chr0 files in your sc_selchar.pac with the one in the Resources folder. The MiscData[13] is only needed if you already are using a modified common3.pac. Otherwise, you can just use the one in the CoreFiles directory.

Where do you replace the MenSelchrPos_TopN .mdl0 .chr0 files at exactly?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 12:25:15 PM
MenSelchrPos_TopN is in MiscData[30] in the sc_selcharacter.

Like I've said before, I've been encountering issues. Ever since I added those files to my sc_selcharacter or my files to the included sc_selcharacter, I've been having freezes when attempting to approach the CSS icons.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 01:10:47 PM
MenSelchrPos_TopN is in MiscData[30] in the sc_selcharacter.

Like I've said before, I've been encountering issues. Ever since I added those files to my sc_selcharacter or my files to the included sc_selcharacter, I've been having freezes when attempting to approach the CSS icons.

seg, if you don't have all characters unlocked, it'll freeze when attempting to go over a css icon. if you DO have them all unlocked, have you used the latest updates? they fixed an error when trying to hover over someone who would ordinarily have a 'new' banner above their icon.

//======================//

My tool fully supports the CSSRoster.dat file now, and soon i will have a 'Roster view' that will allow you to re-arrange your slots. for now, it automatically adds clones you make with the tool to the CSS. and you can selectively delete specific clones from the game and CSS while leaving the others alone.

next up, support for the fighter config...AND THEN i will add all the cool nifty features like specifying announcer calls, cosmetic slots, franchise icons and all that jazz


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 01:19:50 PM
I unlocked all characters before I used Gecko :v
I'm curious. Would removing PKMN Trainer from the CSSRoster data and replacing it with Ivysaur, Charizard, and Squirtle be causing it?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 01:26:27 PM
It shouldn't be, i couldn't imagine why that would be..hmm..you are using the newest BrawlEx stuff right?

and, you did replace all of the files when you updated? The only things that needed to be replaced in the sc_selcharacter.pac was the menselchrpos_topN and the animation file for that 3d model. did you import the animation as well?

Also, i updated the Tool now. it's in my sig and in the OP of this thread. the XP compatable version is in my sig


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 01:34:39 PM
I am using the new stuff. Hell, I tried, just now, replacing the CSSSlots for individual Pokemon, yet... same freeze :-\


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 01:36:51 PM
try it with just the stuff from the core files, and see if it works..if it does, then it has to be something to do with either the common3 or the stuff you replaced in sc_selcharacter


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 02:30:31 PM
So, I decided to start putting custom cosmetics in my build and I followed the tutorials word for word. Now it freezes at the black screen for when the result screen would show up, just when using the character with new cosmetics.

Also, I didn't get the Straploader freeze until I started adding the cosmetics. What's up, guys?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 18, 2014, 02:33:36 PM
dkn if you guys know this but southcraft megaman over ness works almost perfectly if renamed to ness and using lucas entry,result and final.pacs xD tested this over the scott pilgrim clone of lucas that i had and he works.

theres 3 glitches
1 when he dash atacks a tiny bit of graphic goes to the screen for less than 1/4 second
2 his foward smash goes much further
3 cant run with the leaf shield

Great work! Just so everyone knows, the first and third glitches that you listed are not glitches. I found this to be the case when playing the hack regularly over Ness. You can't move with the leaf shield until you press down b again. His dash attack which is his top spin attack, always had a graphical glitch.

But this is awesome news! Thank you for figuring out how to get this to work Carnage!
I'm excited to try it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 18, 2014, 02:59:56 PM
So, I decided to start putting custom cosmetics in my build and I followed the tutorials word for word. Now it freezes at the black screen for when the result screen would show up, just when using the character with new cosmetics.

Also, I didn't get the Straploader freeze until I started adding the cosmetics. What's up, guys?
theres 2 parts to the cosmetics you also need to do result cosmetics did you do them?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 03:04:45 PM
Yeah, I followed both videos. Only things I did differently was I imported all the stock icons into the STGRESULT at once, and I made my Result Portraits by exporting the CSPs.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 18, 2014, 03:09:31 PM
Yeah, I followed both videos. Only things I did differently was I imported all the stock icons into the STGRESULT at once, and I made my Result Portraits by exporting the CSPs.
This might be your problem; if your result portraits have any compression (as in the file as a whole not the portraits themselves) the game will freeze. I know this from experience.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 03:10:48 PM
This might be your problem; if your result portraits have any compression (as in the file as a whole not the portraits themselves) the game will freeze. I know this from experience.

Ohhh so just LZ77 and not ExtendedLZ77?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 18, 2014, 03:11:25 PM
Ohhh so just LZ77 and not ExtendedLZ77?

No compression at all. It has to be set to 'None'.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 03:12:42 PM
No compression at all. It has to be set to 'None'.

OH! HERP, I'm a dope. I'll test that now.

Post Merge: February 18, 2014, 03:20:55 PM
Yeah, I'm still getting the same freeze. Solid Black Screen like it just fails to load.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 03:44:41 PM
try it with just the stuff from the core files, and see if it works..if it does, then it has to be something to do with either the common3 or the stuff you replaced in sc_selcharacter
What I was doing is what you did in your first tutorial...
BrawlEx Custom CSP's and CSS icons [tutorial] (http://www.youtube.com/watch?v=qEGSgNMWrPo#)
...to the edited sc_selcharacter.pac. I'll try the plain file sometime.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 18, 2014, 03:49:14 PM
Yeah, I followed both videos. Only things I did differently was I imported all the stock icons into the STGRESULT at once, and I made my Result Portraits by exporting the CSPs.

when i tryed adding stocks to my stgresult i got this problem too try to put the stock  like they were frames and everything and it will work.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 04:07:44 PM
What I was doing is what you did in your first tutorial...
...to the edited sc_selcharacter.pac. I'll try the plain file sometime.

oh, well you don't need to redo all your cosmetics if that's what you mean. inside the resources folder that came with the CSS expansion download, you only have to open up your sc_selcharacter.pac and go into miscdata[30], then into 3d models. replace the MenSelchrPos_TopN with the one that came with the download. (the .mdl0 file, not the chr0)

Then back out of 3d models, and open anmCHR, and replace the MenSelchrPos_TopN_0 with teh .chr0 in the download.

do these things to the sc_selcharacter you already had, then everything should be fine. no need to redo textures and stuff


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 18, 2014, 04:19:09 PM
Just curious, has anyone figured out how to add stock icons to the stage select screen yet?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 04:24:00 PM
@Sammi
It was just an example.
That's what I've been doing. NO RESULTS WTF :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 04:36:25 PM
@Sammi
It was just an example.
That's what I've been doing. NO RESULTS WTF :srs:

well, if ur desperate or you already have all chars unlocked anyways, you may wanna try that code.

incidentally, you don't have the css code, custom random, css fixes for zss/samus  zelda/shiek, or giga and company css fix do you?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 18, 2014, 05:13:12 PM
Yeap. They're not on.
I re-added those files to a copy of my BrawlEX sc_selcharacter. I'll also add the "Unlock All Characters" code, just to be safe. I'll try again in a bit.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 18, 2014, 05:51:16 PM
Just curious, has anyone figured out how to add stock icons to the stage select screen yet?

It is better to not have them and have a question mark instead.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 18, 2014, 05:59:26 PM
I read on a previous page that someone got a ness PSA working over lucas, so i was wondering if the same could be done for mario and luigi. I'm trying to get that bomberman PSA working and tried simply taking that PSA and making it the mario configs load that but it froze.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 18, 2014, 06:29:37 PM
I read on a previous page that someone got a ness PSA working over lucas, so i was wondering if the same could be done for mario and luigi. I'm trying to get that bomberman PSA working and tried simply taking that PSA and making it the mario configs load that but it froze.

I think it's better to wait for some modules, i think Sammi, Pikazz, and EternalYoshi were pretty close to finishing some, they just needed some input from PhantomWings.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 06:57:43 PM
Just curious, has anyone figured out how to add stock icons to the stage select screen yet?

They don't really serve a purpose on the stage select, and the SSS has a much smaller file size limit. I've replaced all of the stock icons with small invisible images so as to have room for extra stage portraits.

Post Merge: February 18, 2014, 08:17:16 PM
when i tryed adding stocks to my stgresult i got this problem too try to put the stock  like they were frames and everything and it will work.

Yeah, I'm still getting the freeze. The stock files are as they originally were. Only thing different was I added the friggin' symbol for the character. I'm gonna try getting around that crap SOMEHOW.

EDIT: Okay, yeah. Took the symbol out of the equation and it works. I apparently cannot recommend that you add new character symbols and try to work with the existing ones. Because that's what's gonna work for me.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 18, 2014, 08:45:21 PM
So I finally got around to actually putting in my 60th character in and it freezes after selection. This character works on a different spot, but he doesn't like this spot.

He's Fighter number 58
His cosmetics are 135 which is 87 in hex for the cosmetic config
And in his module, the table on the right was changed to read 0xAA

Is there anything I used that's off limits?




Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 18, 2014, 08:52:32 PM
So I finally got around to actually putting in my 60th character in and it freezes after selection. This character works on a different spot, but he doesn't like this spot.

He's Fighter number 58
His cosmetics are 135 which is 87 in hex for the cosmetic config
And in his module, the table on the right was changed to read 0xAA

Is there anything I used that's off limits?




I'm not sure i just got to 64 roster characters, but my highest Id is 55.

Has anyone hit 100 characters on the roster yet? :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 18, 2014, 08:54:56 PM
I'm not sure i just got to 64 roster characters, but my highest Id is 55.

Has anyone hit 100 characters on the roster yet? :P

?? What numbers did you use instead of 3F-55?

Post Merge: February 18, 2014, 09:07:48 PM
Or do you also have Alloys, and slots for Giga, Warioman, Shiek and ZSS?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 18, 2014, 09:38:17 PM



Umm, which GCT I need to download from your build?.. I see 3 and is a bit confused about it...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 18, 2014, 09:46:02 PM
Umm, which GCT I need to download from your build?.. I see 3 and is a bit confused about it...

The one that's set, not the ones that say "perfect" or "old" or whatever. lol I'll clean that up when I update tonight.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 18, 2014, 09:51:07 PM
?? What numbers did you use instead of 3F-55?

Post Merge: February 18, 2014, 09:07:48 PM
Or do you also have Alloys, and slots for Giga, Warioman, Shiek and ZSS?

I have Sheik, ZSS, and the PT Pokemon on the roster as well.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 18, 2014, 09:57:37 PM
The one that's set, not the ones that say "perfect" or "old" or whatever. lol I'll clean that up when I update tonight.

Alright got it. However, can I get the code for your CSS as well? Because I used RSBE01 but don't have the extra characters (Don't worry. I knew I needed to add the cosmetics, and the characters themselves. All I need is the CSS code).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 18, 2014, 11:12:24 PM
look like a cool CSS Editor for the tool? Soon, you will be able to edit the CSS roster like this, rather then using only the ID's. these images will also be the exact images for that clone inside YOUR sc_selcharacter.pac or common5

(http://i.imgur.com/1sANIsy.png)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 18, 2014, 11:21:34 PM
Looking good, Sammi. I would add a way to identify which portrait is which ID and organize it by rows of 14 so it looks much like the actual CSS so you can also use it for organization.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 18, 2014, 11:38:02 PM
Looks like your tool is coming along sammi!

@ Thread

Has anyone found any good ways to reduce file size in the info.pac? I hit over the limit just now so now it freezes after the strap loader.  :-\ I know that's the reason it freezes and I am about 3 KB over the limit.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on February 19, 2014, 01:32:12 AM
Just copy all the files from the link on the right of my signature and put them in the proper BrawlEx directory. Make sure you add all the cosmetics (CSPs, BPs and RSPs) in their places, and all the fighter files just like normal cBliss. That's all you should need to do.

Don't I have to remove the cBliss codes from the GCT?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 19, 2014, 06:40:41 AM
Don't I have to remove the cBliss codes from the GCT?

Yeah remove all the cBliss codes, they are unneeded. This isn't actually cBliss it just has a similar effect.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 19, 2014, 08:52:20 AM
well, if ur desperate or you already have all chars unlocked anyways, you may wanna try that code.

incidentally, you don't have the css code, custom random, css fixes for zss/samus  zelda/shiek, or giga and company css fix do you?
For some reason, I believe that the code for all characters unlocked fixed my freezing. However, I THINK it freezes when hovering over Sheik. I'll look into it later.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on February 19, 2014, 08:55:36 AM
So I tried to mix ASF1nk's brawl EX pack with the classic expansion and I got a messed up roster with many shadows and ivisaurus; what did I do wrong?
this is my codeset: No questions about the filename pls
https://dl.dropboxusercontent.com/u/102142953/xxx.txt


Title: Re: The BrawlEx Clone Engine
Post by: KKAZMA on February 19, 2014, 09:48:51 AM
Quick question guys when I have a clone and the original character in the same match the clone has the original characters voice is there a way to fix this?
Also if this has been answered already plz link me to it.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 19, 2014, 10:00:04 AM
Quick question guys when I have a clone and the original character in the same match the clone has the original characters voice is there a way to fix this?
Also if this has been answered already plz link me to it.
You would have to link the clone's soundbank somewhere else and edit the sounds. However, you need to replace existing sounds for it to be effective.
look like a cool CSS Editor for the tool? Soon, you will be able to edit the CSS roster like this, rather then using only the ID's. these images will also be the exact images for that clone inside YOUR sc_selcharacter.pac or common5

([url]http://i.imgur.com/1sANIsy.png[/url])
Nice. Very nice.
Will you be able to drag the icons to where you want them to be on the CSS?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 19, 2014, 10:01:20 AM
Hi guys I need a bit of help. I downloaded a pack and at first it worked. But I needed the CSS code and I tried to do it myself and failed multiple times. Thank goodness I backed it up even though there's more characters after the ones I currently have, lol. But case and point I have no clue why but it freezes on me when I attempt to go on training now. Can anyone look this up for me?... Please and thank you. :3 https://www.dropbox.com/sh/pjyur311gsm7sx6/PNi4nUoGwG (https://www.dropbox.com/sh/pjyur311gsm7sx6/PNi4nUoGwG)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 19, 2014, 10:04:04 AM
Anyone that wants a huge brawlex with loads of chars without gfx glitches just download nebulon file on his signature he updates regulary and changes effects so there isnt gfx glitches so far he has 24 characters added with cosmetics xD



Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 19, 2014, 10:15:22 AM
@Nebulon

I just looked in some of your fighter pacs, and they look like they still have the same graphics links with the original characters, so is there any chance you could post a tutorial on how you do the fix? then maybe ASF1nk won't need to. Some of us I'm sure would love to know the solution.


Title: Re: The BrawlEx Clone Engine
Post by: KKAZMA on February 19, 2014, 10:17:48 AM
You would have to link the clone's soundbank somewhere else and edit the sounds. However, you need to replace existing sounds for it to be effective.
Sooo..I would have to change the characters soundbank in the fighter.dat and then edit my brsar? could u explain alittle bit more when u have the time.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 19, 2014, 10:33:02 AM
Sooo..I would have to change the characters soundbank in the fighter.dat and then edit my brsar? could u explain alittle bit more when u have the time.

i think it may be something like this
to pull up project m for an example, roy's sound bank is duons and mewtwo's is from galloems[or however you spell it]

that would be done by going into psa and changing each sound ID in the sfx category to the respective boss's, then replacing all the sounds to the one of the character your doing. and then you'd have to use whatever your using[example the brawlex config] adn change the soundbank id to that bosses. i think thats what he meant


Title: Re: The BrawlEx Clone Engine
Post by: KKAZMA on February 19, 2014, 10:40:15 AM
i think it may be something like this
to pull up project m for an example, roy's sound bank is duons and mewtwo's is from galloems[or however you spell it]

that would be done by going into psa and changing each sound ID in the sfx category to the respective boss's, then replacing all the sounds to the one of the character your doing. and then you'd have to use whatever your using[example the brawlex config] adn change the soundbank id to that bosses. i think thats what he meant
Ok I think I get it thanks.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 19, 2014, 10:51:06 AM
Just a thought, but until we get the ability to actually add sounds to the game content, this may really help for people who want more characters to have sounds: some character mods (hacks, clones, whatever you wanna call 'em) (Dark Sonic and Lucina, to name a couple) don't have very many sounds in their voice packs, so couldn't we direct multiple clones to the same soundbank (boss, or even unused/empty sounds of a normal character's soundbank) and just PSA & modify the sounds (unfortunately, I don't believe there's a way around re-PSAing sounds yet for porting a voice pack, is there?) so that each character simply uses different sounds from the same soundbank  as another character, which would in turn, act in-game just like completely different soundbanks like it usually does, give us more space for voice packs on characters, and fill out all those useless/empty sound/wav IDs that the game has.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 19, 2014, 11:06:32 AM
Okay, I'm having a problem and I have no clue what's causing it. It started when I began using the CSSRoster file. It works fine on startup, but then some time during the first match the game simply seems to stop reading from the SD Card. The CSS becomes blank, and if I'm using a character or costume not in the original game (BrawlEx / cBliss expanded) then it simply freezes on the victory screen from lack of results portraits. If I am using only vBrawl costumes, then the victory theme reverts to vBrawl. Menus revert to vBrawl versions of themselves, with the exception that the CSS becomes The Grid for some reason (even though I'm using the vBrawl CSS). I've tried removing every single code except FPC, and it still does it. Has anyone else experienced this at all?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 19, 2014, 11:12:41 AM
could i use cfg_usb loader to load this


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 19, 2014, 11:16:45 AM
i use usbloder gx and works perfectly


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 19, 2014, 11:19:21 AM
k dam nebulons build has too many codes for me to use it now


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 19, 2014, 11:22:44 AM
k dam nebulons build has too many codes for me to use it now
i use nebulon build and i have no problems, dont forget to copy those files in the root of the sd card and all, if you copy past the entrie thing it will work.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 19, 2014, 11:31:57 AM
k ill try that


Post Merge: February 19, 2014, 11:38:00 AM
i copy all nebulon's files onto there then i add usb loader gx and i should be done right?


Post Merge: February 19, 2014, 11:41:34 AM
nothing happened i didnt get any extra characters


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 19, 2014, 11:52:04 AM
does anybody know how to add the alloy's


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 19, 2014, 12:09:45 PM
could i use cfg_usb loader to load this
CFG USB Loader works fine for me. Been using it for a long time.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 19, 2014, 12:20:13 PM
k ill try that


Post Merge: February 19, 2014, 11:38:00 AM
i copy all nebulon's files onto there then i add usb loader gx and i should be done right?


Post Merge: February 19, 2014, 11:41:34 AM
nothing happened i didnt get any extra characters
your doing something wrng them if nothing happened means your game is not even reading the codes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 12:28:44 PM
You still need to set the hooktype in usb loaders for it to work :P axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 19, 2014, 01:17:34 PM
Does anyone know why Nebulon's pack might be giving me literally no characters? The game loads up fine, I can get to the menu fine... but it's completely blank except for the four player slots.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 19, 2014, 01:30:33 PM
Can´t download Nebulon's build.
Dropbox says folder is empty, Nebulon?
You're online atm do you edit something? :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 01:52:05 PM
 If its a empty roster, it means that it couldn't the CSSRoster.dat you may want to check that it's in the right location and is named correctly


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 19, 2014, 01:57:37 PM
Where would that be?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 02:04:32 PM
Where would that be?

Its just inside the brawlex folder. Make sure its inside the BRAWLEX folder. Not any sub folders or anything


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 19, 2014, 02:10:58 PM
Its just inside the brawlex folder. Make sure its inside the BRAWLEX folder. Not any sub folders or anything
Inside the BrawlEx folder is just three subfolders. No CSSRoster.Dat


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 19, 2014, 02:11:35 PM
Hey, sammi. Will your program eventually allow us to add new CSS icon images?

So we wouldn't have to manually open the sel_character.pac and risk screwing things up or inflating the file size.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 19, 2014, 02:14:49 PM
Inside the BrawlEx folder is just three subfolders. No CSSRoster.Dat

It didn't upload right. I'm applying an update with more fixes. It'll be up in just a few minutes, I'm double checking new characters to insure they match their pictures.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 02:43:21 PM
Hey, sammi. Will your program eventually allow us to add new CSS icon images?

So we wouldn't have to manually open the sel_character.pac and risk screwing things up or inflating the file size.

Yep. Eventually the tool will be able completely manage the creation of clones. Including adding new cosmetics


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 19, 2014, 02:53:38 PM
Omg i´m so [censored]ing exicted husky,  hurry up man! :D


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 19, 2014, 02:55:29 PM
Omg i´m so [censored]ing exicted husky,  hurry up man! :D
Toy Story 2 You Can't Rush Art (http://www.youtube.com/watch?v=0ppaiQ6mhbE#ws)
(http://img18.imageshack.us/img18/5981/slapd.png)


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 19, 2014, 03:15:09 PM
Toy Story 2 You Can't Rush Art ([url]http://www.youtube.com/watch?v=0ppaiQ6mhbE#ws[/url])
([url]http://img18.imageshack.us/img18/5981/slapd.png[/url])


You there, with the clever responses. I like you.


Title: Re: The BrawlEx Clone Engine
Post by: Ray31 on February 19, 2014, 03:17:18 PM
Hey, I was using Nebulon's pack and when I click team battle it freezes, none of the clone characters were selected when I clicked it. Is it something I missed or was something missing in the pack?
Also thank you Nebulon for an incredible pack!


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 19, 2014, 03:28:59 PM
Nebulon, your download link is now empty.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 19, 2014, 03:31:36 PM
Nebulon, your download link is now empty.
Yeah, he said that an update didn't upload correctly and he's testing something before he tries again


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 19, 2014, 03:32:16 PM
Hey, I was using Nebulon's pack and when I click team battle it freezes, none of the clone characters were selected when I clicked it. Is it something I missed or was something missing in the pack?
Also thank you Nebulon for an incredible pack!

I'll test this out.

Just updated pack, previous one had errors for updating. I wouldn't normally post that here as this thread shouldn't deviate too much from BrawlEX, but I keep seeing people asking questions about it so this seemed like the most convinient way.

But to make this post have meaning to the thread:

@Sammi, I tried to add in a Link clone, but something about the files didn't get added correctly. When I used the tool after to put in Lucas, it replaced a Link file that I had manually put in. I don't know if this was brought to your attention or not.

@Anyone, would someone know of a way to make it so that after a match it goes back to the Brawl menu (As in the screen that has a big red "Brawl" button with special and whatnot).  The reason I ask is because the method I'm using to keep the GFX from conflicting can be disturbed in the following example. If someone picks Buu and Lucario (Who I made share the same effects... I mean they already do, but I made them more compatible) and goes to a match, then after the match is over, if the person who picked their character first (Let's say Lucario) picks another one, Buu doesn't load again with it's effects. The same happens vice versa. This is because the first person to select their character, will load the gfx and the people who are based on them will load what the initial one loaded. BUT if after the match it leaves the CSS, everything's fine. Sure, manually leaving it is an easy solution, but if there was a safe way of setting i up to just revert back to the Brawl menu (Not main menu) then it would act as an easy fix... or rather compromise. IS anything like this possible?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 19, 2014, 03:37:19 PM

If you're using the CSSRoster.dat file now, then you can simply add their IDs to it with no issues. If you're using the CSS code still, again, you can still add the characters to it, you just have to be sure to also use the CSS Fixes for Sheik/ZSS code.


Ok, I'm still having troubles with the selection screen. I'm pretty sure that I have followed what everyone has said to do, but I still am not getting the desired result! I want the characters to be split.

Here are some screenshots:

(http://i.imgur.com/4JG0Vz5.png)

Is this what it should look like?


(http://i.imgur.com/vJfuAxR.png)

Is this the right file location?

Are there any specific codes that need to go with the CSSRoster.dat file?


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 19, 2014, 03:46:45 PM
I tried asking these before, I think, but:

1) Did PW incorporate my Alloy cosmetics into a sc_selcharacter.pac?

2a) If I inject the BrawlEx files into an image and put it on my USB drive, will that fix the post-strap/'Now Loading' crash?
2b) If it does, since it's now loading common2/bx_fighter from the 'disk', will the AXNextFrame hooktype still be necessary?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 03:56:35 PM
@Sammi, I tried to add in a Link clone, but something about the files didn't get added correctly. When I used the tool after to put in Lucas, it replaced a Link file that I had manually put in. I don't know if this was brought to your attention or not.

I'm having trouble understanding exactly what problem your having. You tried to add a clone to your pack, but not all files were added correctly. Then you fixed it manually and tried to add Lucas afterwards? or what..? i'm not quite sure what you mean.

Here's an example, you have 10 clones, but you wanna add a new one. open up the tool, and navigate to the PF folder of your sdcard. all clones should load up in the clone view, then just select the character you want to add from the dropdown menu and click 'add'. to change the properties of the clone, you have to click on the newly added clone and change the property in the property window.

Incidentally, i just updated it to clean up some of the code, as well as support setting up the fighter config automatically when you rename the clone. i'll update the download to the newest version. try that one, it may work better.

i'll upload a video tut or something using the tool at some point


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 19, 2014, 04:09:04 PM

2a) If I inject the BrawlEx files into an image and put it on my USB drive, will that fix the post-strap/'Now Loading' crash?
2b) If it does, since it's now loading common2/bx_fighter from the 'disk', will the AXNextFrame hooktype still be necessary?

If you use an  image to load brawl ex, that is, If you replace common2 original file with brawlEX common2, you will get a huge black screen, this is because the way that brawlEx is injected, i mean by common2.

 A new way to inject brawlEx stuff is needed in order to allow a succesful brawlEX image,  and I am personally waiting for that, because right now, Dants Alternate Stage Loader is not compatible with BrawlEx,  being the  previous fact also because of the way BrawlEx injects in common2

In summary of all the things I wrote before, BrawlEX can only be loaded through SD right now..

Well this is a bonus, In the past I had troubles with black screen issues using brawlEx, even using AXNextFrame option, but then I updated UsbloaderGX to the last, and I updated all my CIOS to the last ones, and that problem dissapeared,.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 19, 2014, 04:11:58 PM
I Believe what he's saying is he tried adding in a clone of Link but something went wrong with the files to where something wasn't added correctly. so he tried the tool again to Add in a Clone of Lucas it somehow replaced the Clone Files for Link that he added in manually somehow got replaced with the Lucas Clone's files somehow


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 19, 2014, 04:14:11 PM
I Believe what he's saying is he tried adding in a clone of Link but something went wrong with the files to where something wasn't added correctly. so he tried the tool again to Add in a Clone of Lucas it somehow replaced the Clone Files for Link that he added in manually somehow got replaced with the Lucas Clone's files somehow

Lolwut XD, that doesn't sound good.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 04:18:14 PM
well, incidentally i just learned that my clone tool's last 2 updates DIDN'T UPDATE in the download...so that might have been why. it's updated now, though just ignore the roster editor. it's only there for testing purposes and doesn't do anything at all lol


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on February 19, 2014, 04:36:51 PM
Yeah remove all the cBliss codes, they are unneeded. This isn't actually cBliss it just has a similar effect.

Weird, I did that, and poof! All the extra costumes are gone. It's like the BrawlEX files didn't do anything. Still, I think I need to remove a bit more than that, the individual pokémon code, right?

By the way, what does make it so the game loads what's inside the BrawlEX folder, again? There is no code in the OP, so I'm wondering what in Helix Fossil's name makes the game load it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 04:47:07 PM
you should watch one of the my video tutorials in the OP if your new to the Clone Engine :P the game Loads the brawlEx files through a custom Module PW made. called bx_fighters.rel

The bx_fighter.rel is loaded into the game through common2.pac. You have to also set the costumes in the fighter configs, as well as CSSSlotConfig.dat. Unless your using Shinf's pack


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on February 19, 2014, 05:19:12 PM
you should watch one of the my video tutorials in the OP if your new to the Clone Engine :P the game Loads the brawlEx files through a custom Module PW made. called bx_fighters.rel

The bx_fighter.rel is loaded into the game through common2.pac. You have to also set the costumes in the fighter configs, as well as CSSSlotConfig.dat. Unless your using Shinf's pack

Such basic stuff should be written down in the OP (and also linked to the necessary files)...
I believe this info was all avaliable in the OP at first but now is gone? :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 19, 2014, 05:31:32 PM
Such basic stuff should be written down in the OP (and also linked to the necessary files)...
I believe this info was all avaliable in the OP at first but now is gone? :P

the files are all in the download for BrawlEx? inside core files. :o The costume related info was never in the OP though


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 19, 2014, 05:46:44 PM
If you use an  image to load brawl ex, that is, If you replace common2 original file with brawlEX common2, you will get a huge black screen, this is because the way that brawlEx is injected, i mean by common2.

 A new way to inject brawlEx stuff is needed in order to allow a succesful brawlEX image,  and I am personally waiting for that, because right now, Dants Alternate Stage Loader is not compatible with BrawlEx,  being the  previous fact also because of the way BrawlEx injects in common2

In summary of all the things I wrote before, BrawlEX can only be loaded through SD right now..

Well this is a bonus, In the past I had troubles with black screen issues using brawlEx, even using AXNextFrame option, but then I updated UsbloaderGX to the last, and I updated all my CIOS to the last ones, and that problem dissapeared,.

Well, the problem I'm having is that I keep crashing at the Now Loading screen (just past the strap), and I figured it's due to how it's not finding the right file on the SD card in time.

My thinking was if I replaced common2 (as common2_en), that it would read the file off the 'disc' instead of the SD card if it couldn't find it in time.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on February 19, 2014, 06:29:03 PM
the files are all in the download for BrawlEx? inside core files. :o The costume related info was never in the OP though

Guess I was wrong. My bad.

But well, I have just finished watching the video. Turns out it's simple enough, but I haven't managed to get it to work. :P

After the game is turned on, it stays blacked out, as it is supposed to be for ten seconds or so, but in the end it never leaves that screen. I don't know if it's a file that is missing or the hooktype (that I don't know how to change in USBLoaderGX). I'm guessing there are other things that could be influencing it, but I have no clue.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 19, 2014, 06:33:10 PM
By the looks of it, you can't change the hook type in USB Loader GX.
Configurable USB Loader can. Each game can load a different hook.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 19, 2014, 06:46:17 PM
By the looks of it, you can't change the hook type in USB Loader GX.
Configurable USB Loader can. Each game can load a different hook.
I can confirm the hooktype can be changed in usbloaderGx, it's under the load options with everything else, it's my personal loader of choice.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 19, 2014, 06:47:55 PM
I just did a quick Google search. Glad you could prove me wrong :P


Title: Re: The BrawlEx Clone Engine
Post by: Ray31 on February 19, 2014, 07:10:00 PM
Well this is odd, I finished a match and the game had a silent freeze before the results screen (I'm guessing I was missing files), anyways now anytime I try to load the game it freezes at a black screen right after the loading screen and before the opening video plays :s any ideas on what happened?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 19, 2014, 07:16:33 PM
I think it's save file corruption, same thing happened to me before.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 19, 2014, 08:32:08 PM
Yeah, I think they don't update the newest version of usbloadergx on their main page either. I remember frequently getting it from a page on their google code site where people would address glitches and errors and stuff. Mind you I haven't updated in a long time since the version I'm on has worked flawlessly for everything I've needed, so I don't know if that's changed since or what.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 20, 2014, 05:28:10 AM
if it freezes on the strap menu try turning off your wii and try again, it shouldn't freeze again, thats what I did


Title: Re: The BrawlEx Clone Engine
Post by: Ray31 on February 20, 2014, 07:31:31 AM
I think it's save file corruption, same thing happened to me before.
yeah it was corrupted, thanks!


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on February 20, 2014, 01:33:08 PM
(http://i924.photobucket.com/albums/ad87/SBduh/Brawl%20Mod%20Pics/140220-0127-28_zps7c2cfa33.jpg)

An interesting little tidbit I wanted to share. The Subspace CSS seems to be modified a little, with Snake and Sonic being pushed up above the top row, the top row itself being cut off, and three BrawlEx slots being shoved in there. When I tried them, all three slots were Cloud (CSS ID #43). Nothing froze hen I beat the level with him, though. Has anyone made a Custom Subspace CSS code in case we want to use the clones in a little co-op action?


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on February 20, 2014, 01:35:26 PM
i think the clone engine was never meant to be used on non-brawl mode...


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on February 20, 2014, 01:49:45 PM
Hmm, well in that case, I guess it's just information for the sake of information, haha. :laugh:


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 20, 2014, 01:51:59 PM
Yeah I bet Rotation and Tourney mode crash with this as well.

I'm making cosmetics for Solidus and Co since I got the hang of Marmoset Toolbag enough to be able to do renders.

So if I were to make new Cosmetic IDs for the Ex characters, what would I name the Character Select Screen portraits?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 20, 2014, 02:38:30 PM
On my PC, Tourney works fine if no one picks an added costume. (Maybe it's because I don't have all the characters unlocked, but who knows.) Haven't tested Rotation. I'll test Tourney on my console unless someone else does it first.


Title: Re: The BrawlEx Clone Engine
Post by: NightCaster on February 20, 2014, 03:06:04 PM
How exactly does one format codes? Nebulon's code text file is not formatted for ocarina cheat code manager so I can't just add it into other codes I am using. (all the digits are on a single line)


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 20, 2014, 04:05:43 PM
How exactly does one format codes? Nebulon's code text file is not formatted for ocarina cheat code manager so I can't just add it into other codes I am using. (all the digits are on a single line)
ocarina codes are 2 collums each line in each collum havin 8 digits and or letters though if you want ive already done that just pm me if yoy wish to have it


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on February 20, 2014, 04:11:39 PM
You could, I suppose, give them any name you wanted.

When I made the Alloy cosmetics, though, I followed the naming format Brawl uses:

(with all these examples, <N> is the cosmetic ID, converted to decimal, and <C> is color number, starting with 1 instead of 0)

MenSelchrChrNm.<N>1 (large character name)
MenSelchrChrFace.0<N> (small face on CSS)
MenSelchrChrNmS.0<N> (small character name)
MenSelchrFaceB.<N><C> (large CSP at bottom)
InfStc.<N><C> (stock icon)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 20, 2014, 04:39:21 PM
On my PC, Tourney works fine if no one picks an added costume. (Maybe it's because I don't have all the characters unlocked, but who knows.) Haven't tested Rotation. I'll test Tourney on my console unless someone else does it first.
To add to this, after adding stocks for the costumes I added for vBrawl characters to StockFaceTex, tourney worked fine on my PC. I still have yet to test on a year console.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 20, 2014, 04:44:17 PM
So a few pages back people were talking about how the Mega Man PSA works when used over a Lucas Clone. And while this is correct, I have a glitch with it to report.

The up smash(Sparkman's weapon) freezes the game when you catch someone in it. It's really the only glitch I've found with doing this, and will likely be fixed once we have a Ness Module for cloning.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 20, 2014, 04:45:48 PM
actually
So a few pages back people were talking about how the Mega Man PSA works when used over a Lucas Clone. And while this is correct, I have a glitch with it to report.

The up smash(Sparkman's weapon) freezes the game when you catch someone in it. It's really the only glitch I've found with doing this, and will likely be fixed once we have a Ness Module for cloning.

actually when i do that its fine. i do get random freezes though if the match gets really "intense" that or when side special gets overused


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 20, 2014, 04:56:56 PM
So a few pages back people were talking about how the Mega Man PSA works when used over a Lucas Clone. And while this is correct, I have a glitch with it to report.

The up smash(Sparkman's weapon) freezes the game when you catch someone in it. It's really the only glitch I've found with doing this, and will likely be fixed once we have a Ness Module for cloning.

I haven't done much testing with it, but when I tested Megaman over Lucas in training mode, the only glitches I found were that you cannot charge the up and down smashes. Also they move a bit faster.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 20, 2014, 05:06:19 PM
I have all updated files on my sd card, but the game freezes.

When I attempt to enter the CSS screen it freezes. So instead of loading the CSS screen the game freezes when you go to brawl. Any idea why this is happening? This error has never happened to me before.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 20, 2014, 05:27:34 PM
The onlt thing that has caused that for me was file limit on sc_selcharacter.pac. Make sure it is under the file size


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 20, 2014, 06:58:31 PM
I believe that BrawlEx can work out of Brawl Mode.

Not on Adventure since you can't have more than the characters shown there.
And since Alloys do not work there, it is more likely that not.

But on Classic they should work, and also on Boss Battles.
On Event Match they should also work.

Sadly, once finishing one of those (not sure if losing), the game will crash (as PW said).

One more thing, Tourney and Rotation are sort of the same as SSE (if we talk about the character selection screen).
So BrawlEx won't work on Tourney and/or Rotation and will freeze the game.

That's what I think. I still need to test to see if I am right.



Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 09:47:18 PM
Hey guys! I just downloaded the new BrawlEx CSS Expansion update, but when I finished up cloning Sonic.
This happened http://puu.sh/74ezM.jpg (http://puu.sh/74ezM.jpg)
There is nothing in my CSS... lol
I followed Huskies tutorial.
Hoping someone can help me!  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 20, 2014, 09:53:41 PM
Hey guys! I just downloaded the new BrawlEx CSS Expansion update, but when I finished up cloning Sonic.
This happened [url]http://puu.sh/74ezM.jpg[/url] ([url]http://puu.sh/74ezM.jpg[/url])
There is nothing in my CSS... lol
I followed Huskies tutorial.
Hoping someone can help me!  :kdance:

Isn't that what happens when CSSRoster.dat isn't present in your BrawlEx folder?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 09:54:57 PM
Isn't that what happens when CSSRoster.dat isn't present in your BrawlEx folder?
I'll try that! Hopefully it will fix it :)

Post Merge: February 20, 2014, 09:58:43 PM
Wait, do I just change the added ID to the character ID that is in the BrawlEx config folders?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 20, 2014, 10:00:35 PM
I'll try that! Hopefully it will fix it :)

Post Merge: February 20, 2014, 09:58:43 PM
Wait, do I just change the added ID to the character ID that is in the BrawlEx config folders?

Hi there, i'm actually planning on making a new tutorial. possibly tonight. This one will cover the new version, and will make use of the BrawlEx Clone Tool i'm developing. To answer your question, just put 'CSSRoster.dat' in the BrawlEx folder. then open it up in the newest version of the config editor. :P


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 10:01:47 PM
Hi there, i'm actually planning on making a new tutorial. possibly tonight. This one will cover the new version, and will make use of the BrawlEx Clone Tool i'm developing. To answer your question, just put 'CSSRoster.dat' in the BrawlEx folder. then open it up in the newest version of the config editor. :P
Alright, thanks!
And a new tutorial would be amazing! :)


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 20, 2014, 10:07:10 PM
Hey guys! I just downloaded the new BrawlEx CSS Expansion update, but when I finished up cloning Sonic.
This happened [url]http://puu.sh/74ezM.jpg[/url] ([url]http://puu.sh/74ezM.jpg[/url])
There is nothing in my CSS... lol
I followed Huskies tutorial.
Hoping someone can help me!  :kdance:


I'm having this same error now. Is there a quick way to fix it?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 10:08:10 PM
I'm having this same error now. Is there a quick way to fix it?
Just put the CSSRoster.dat into your BrawlEx folder.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 20, 2014, 10:11:17 PM
Just put the CSSRoster.dat into your BrawlEx folder.

It is in the folder...

So I don't know why this is happening.  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 10:16:12 PM
My CSS came back after putting the file in the folder, but. My clone is not there?
Can someone do a quick lil' text tutorial on how to add something to the CSSRoster.dat?


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on February 20, 2014, 10:21:28 PM
For anyone familiar with Brawl Minus' codes and configs:

When BrawlEx is active, Ganondorf's "Gandoken" deals massive damage; much more than usual. I looked in the Ocarina codes but none of them would've done anything to it. Would anyone know where I can go to fix this?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 10:23:51 PM
For anyone familiar with Brawl Minus' codes and configs:

When BrawlEx is active, Ganondorf's "Gandoken" deals massive damage; much more than usual. I looked in the Ocarina codes but none of them would've done anything to it. Would anyone know where I can go to fix this?
This is most likely just a bug that Phantom will have to fix.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on February 20, 2014, 10:33:00 PM
My CSS came back after putting the file in the folder, but. My clone is not there?
Can someone do a quick lil' text tutorial on how to add something to the CSSRoster.dat?

Use the BrawlEx Config Utility to open up CSSRoster.dat, then increase the number above the list by one, and scroll down to the bottom. You should see a new slot for 00 - Mario. Double-click the 00, and replace it with the ID number for your clone (for example, if you followed the example tutorial in the OP, it would be 3F). Then click the Random button above the list and do the same process. Save the file, make sure it's saved in the BrawlEx folder on your SD Card as CSSRoster.dat.

Hope that helps!


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 10:39:40 PM
Use the BrawlEx Config Utility to open up CSSRoster.dat, then increase the number above the list by one, and scroll down to the bottom. You should see a new slot for 00 - Mario. Double-click the 00, and replace it with the ID number for your clone (for example, if you followed the example tutorial in the OP, it would be 3F). Then click the Random button above the list and do the same process. Save the file, make sure it's saved in the BrawlEx folder on your SD Card as CSSRoster.dat.

Hope that helps!
Didn't work. Clone still isn't showing up :\


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 20, 2014, 10:57:22 PM
So I am very confused about my CSS at the moment...

So earlier today it was working just fine, when I wasn't using the CSSRoster.dat file, but just the codes instead.
So then I decided to create my own CSSRoster.dat so that I could have the icons in the order that I want, and the characters I want (like separate pokemon).

So here is what it looks like:
(http://i.imgur.com/0gXRG78.png)


I'm sure it looks fine, but I am now getting a blank CSS screen. Anyone know why this is happening? And yes, the file is in the right location.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 11:00:26 PM
So I am very confused about my CSS at the moment...

So earlier today it was working just fine, when I wasn't using the CSSRoster.dat file, but just the codes instead.
So then I decided to create my own CSSRoster.dat so that I could have the icons in the order that I want, and the characters I want (like separate pokemon).

So here is what it looks like:
([url]http://i.imgur.com/0gXRG78.png[/url])


I'm sure it looks fine, but I am now getting a blank CSS screen. Anyone know why this is happening? And yes, the file is in the right location.

I would just wait until Huskie uploads a new tutorial. (As he said maybe tonight).


Title: Re: The BrawlEx Clone Engine
Post by: Kaylie on February 20, 2014, 11:11:52 PM
I didn't really wanna register just to ask this but searching didn't help.

Now, I want to clone a character that doesn't have all the necessary files. In this case: Jigglypuff. She has several Spy files (instead of just one), and doesn't have Dark/Fake files. On top of that, she doesn't have a section 8 in her module.

So, because of this, I get a soft lock when loading a stage. What would I have to do? And if I have to post this in the Help section, then I will, though I'd get a more relevant answer here.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 20, 2014, 11:17:01 PM
I didn't really wanna register just to ask this but searching didn't help.

Now, I want to clone a character that doesn't have all the necessary files. In this case: Jigglypuff. She has several Spy files (instead of just one), and doesn't have Dark/Fake files. On top of that, she doesn't have a section 8 in her module.

So, because of this, I get a soft lock when loading a stage. What would I have to do? And if I have to post this in the Help section, then I will, though I'd get a more relevant answer here.

I'm pretty sure you can't clone Jigglypuff at the moment. For a clone to work they require their ExModule files. There currently isn't a Jigglypuff BrawlEx module, so Jiggly cannot be cloned for now. Until there is an update with more modules.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 20, 2014, 11:19:30 PM
I'm pretty sure you can't clone Jigglypuff at the moment. For a clone to work they require their ExModule files. There currently isn't a Jigglypuff BrawlEx module, so Jiggly cannot be cloned for now. Until there is an update with more modules.

Actually there is a Jigglypuff BrawlEx module, it just wasn't made by PW, so you have to search. There's a link in the PSA Repository over in A/A Discussion I think.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 11:21:34 PM
Well, theres my problem. BrawlEx isn't even loading.
Can someone please tell me what codes I need to use?
I'm already using the FilePatch code 3.0 and Custom CSS.
It's just... In the Dolphin console. Nothing about BrawlEx shows up.
NOTHING!
So I'm probabbly missing a code.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 20, 2014, 11:23:59 PM
Well, theres my problem. BrawlEx isn't even loading.
Can someone please tell me what codes I need to use?
I'm already using the FilePatch code 3.0 and Custom CSS.
It's just... In the Dolphin console. Nothing about BrawlEx shows up.
NOTHING!
So I'm probabbly missing a code.

Are you using the current build with the CSSRoster.dat file? That one doesn't need the CSS Code. They actually conflict with each other.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 20, 2014, 11:25:02 PM
If you're using the roster expansion you need to ditch the CSS code.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 11:25:51 PM
So, all I need is the file patch code?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 20, 2014, 11:26:37 PM
So, all I need is the file patch code?

As long as it's FPC 3.5.1b I belive so.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 11:32:34 PM
Ya, I'm only using FPC 3.5.1b and still, nothing loads.
Think I can get someones elses GCT?


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 20, 2014, 11:37:25 PM
Ya, I'm only using FPC 3.5.1b and still, nothing loads.
Think I can get someones elses GCT?
Try Nebulon's code set:

https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN (https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 20, 2014, 11:39:59 PM
Try Nebulon's code set:

https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN (https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN)
Ya, I'm using the same patch code.
This is starting to confuse me :\


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 21, 2014, 12:16:31 AM
Are you using the current build with the CSSRoster.dat file? That one doesn't need the CSS Code. They actually conflict with each other.


Ok, so I removed the CSS code from my .gct, and now it loads normally, and the CSSRoster.dat file is now actually working!

(http://i.imgur.com/Tj1eySI.png)

The curious thing about it is that the custom CSS icons that ShinF had all now display as random, and once hovered over they freeze the game. What is causing this?

The 5 clones on the bottom row that didn't have custom cosmetics work perfectly fine.

Also the characters had had custom CSPs and cBLISS, but now they all have their normal CSPs and freeze the game when you try to change to that extra slot.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 21, 2014, 12:22:30 AM
By the looks of it you didn't shift your old CSP stuff to your new file.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 01:03:47 AM
i would like to request a ness rel for the clone engine


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 21, 2014, 01:07:40 AM
Everyone's waiting for Ness, be patient~


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 01:15:11 AM
can u help me out a sec the brawl ex clone tool isnt adding the stuff for me


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 21, 2014, 01:16:38 AM
I don't use the clone tool, can't really help there.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 01:17:26 AM
k then ill do this the old fashion way

Post Merge: February 21, 2014, 01:24:50 AM
im gunna experiment with this and project m 2.1 see if i can somehow get it to work

Post Merge: February 21, 2014, 01:57:54 AM
Question does independent pokemon engine interfere with brawl ex


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 21, 2014, 06:04:40 AM
What happened to Classic mode's variation of the CSS?

The Classic mode screen appears to be missing the tab where you choose the stock count.

I almost got the stock heads working on the SSS. I think it didn't work because I edited the one in common5 rather than menu2/sc_selmap.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 06:13:45 AM
Ya, I'm using the same patch code.
This is starting to confuse me :\

Redownload. V. 2.2 had an issue. :) Or wait since I'm gonna update it soon after I make 2 more character's gfx no longer conflict.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 21, 2014, 06:26:22 AM
k then ill do this the old fashion way

Post Merge: February 21, 2014, 01:24:50 AM
im gunna experiment with this and project m 2.1 see if i can somehow get it to work

Post Merge: February 21, 2014, 01:57:54 AM
Question does independent pokemon engine interfere with brawl ex

Independant Pokemon does interfere I believe. There's a way to do it with BrawlEx anyway, apparently. Also, I dunno about older versions, but we've been generally agreeing that BrawlEx is incompatible with Project M.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 07:02:40 AM
Can anyone help me with the Clone Engine not loading? :\


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 07:22:06 AM
I'm once again at the limit in the CSS menu :/

I tried to downsize the CSP portraits but that ruined them. I replaced a few of the packs in the file with the ones from the smaller CSS that was up to download on the vault, but now I think I'm at the limit...

I even changed all of the CSP packs to extendedLZ77 including the original ones.

I don't know what else to compress.

Any thoughts? What textures can I downsize without risk of glitches?



Post Merge: February 21, 2014, 07:22:50 AM
In fact, could I delete certain things I don't need? Like the stock info?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 21, 2014, 07:24:54 AM
ShinF said that one way you can decrease filesize is to take each CSP, and decrease the dimensions from 128 X 160 to 125 X 160 or something like that. I'd ask him to clarify.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 07:29:08 AM
ShinF said that one way you can decrease filesize is to take each CSP, and decrease the dimensions from 128 X 160 to 125 X 160 or something like that. I'd ask him to clarify.
[/quote
Sure, thank you:)


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on February 21, 2014, 08:41:30 AM
Can anyone help me with the Clone Engine not loading? :\

Did you put both the BrawlEx Clone Engine Core Files and the CSS Roster Expansion Core Files into their appropriate pf folders?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 09:19:17 AM
im using brawl ex and no icons showing up


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 21, 2014, 09:26:19 AM
ShinF said that one way you can decrease filesize is to take each CSP, and decrease the dimensions from 128 X 160 to 125 X 160 or something like that. I'd ask him to clarify.

I personally get by with reducing the dimensions to 3/4 of their original size, and then I also index them down to 100 colours. I've only done it for like, 1/8th of my costumes or so, and I just update them as I need more space, while keeping the default csps intact.
It makes the csps a lot fuzzier, but it's still possible to tell who they are and it allows a lot more of them.
I haven't used the extended compression yet either, so I don't know how much that helps on top of it. Need to update my brawlbox.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 09:36:10 AM
anyone know where i can download project m 2.1


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 09:38:55 AM
I personally get by with reducing the dimensions to 3/4 of their original size, and then I also index them down to 100 colours. I've only done it for like, 1/8th of my costumes or so, and I just update them as I need more space, while keeping the default csps intact.
It makes the csps a lot fuzzier, but it's still possible to tell who they are and it allows a lot more of them.
I haven't used the extended compression yet either, so I don't know how much that helps on top of it. Need to update my brawlbox.
I personally get by with reducing the dimensions to 3/4 of their original size, and then I also index them down to 100 colours. I've only done it for like, 1/8th of my costumes or so, and I just update them as I need more space, while keeping the default csps intact.
It makes the csps a lot fuzzier, but it's still possible to tell who they are and it allows a lot more of them.
I haven't used the extended compression yet either, so I don't know how much that helps on top of it. Need to update my brawlbox.
I personally get by with reducing the dimensions to 3/4 of their original size, and then I also index them down to 100 colours. I've only done it for like, 1/8th of my costumes or so, and I just update them as I need more space, while keeping the default csps intact.
It makes the csps a lot fuzzier, but it's still possible to tell who they are and it allows a lot more of them.
I haven't used the extended compression yet either, so I don't know how much that helps on top of it. Need to update my brawlbox.

Can you do this in BB or do you need to upload an image at 3/4 the size? Also how do you change it into 100 colors?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 09:39:33 AM
I am only using the BrawlEx expansion.
Do I need both packages?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 09:40:58 AM
nvm but can someone help me with the no extra css icons problem
im using the cssroster thing and editing it with the cfg editor
my hooktype is also axnextframe
im using cfg usb loader


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 09:58:20 AM
Did you make sure you added the SlotConfig, the CSSSlot, the FighterSlot, and the CosmeticSlot files of your clone to your folder?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 10:01:52 AM
I've got EVERYTHING setup correctly, only using the FPC code.
But Clone Engine will not load.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 10:06:54 AM
I've got EVERYTHING setup correctly, only using the FPC code.
But Clone Engine will not load.
does anything load?like models and such over normal brawl chars?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 10:09:36 AM
Don't forget the bx_fighter.rel and common2.pac included in the original download.

Also, that Sheik freezing I mentioned. I forgot to compress the portraits with LZ77. Shouldn't freeze now.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 10:12:19 AM
Don't forget the bx_fighter.rel and common2.pac included in the original download.
Ok, I'm using the bx_fighter.rel and common2.pac from the CSS Expansion.
But I'll try the original one.
does anything load?like models and such over normal brawl chars?
And yes. All the normal brawl chars load, it's just... BrawlEx won't load.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 10:14:21 AM
Ok, I'm using the bx_fighter.rel and common2.pac from the CSS Expansion.
But I'll try the original one.And yes. All the normal brawl chars load, it's just... BrawlEx won't load.
have a common 5 or something? 


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 10:16:06 AM
have a common 5 or something? 
Were would I get this common5?

Post Merge: February 21, 2014, 10:36:56 AM
I put in a clean common5.pac and still.. nothing.
If I were to upload my pack, (It only cloned Sonic)
Would someone be able to fix it for me? :\


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 21, 2014, 10:56:11 AM
i have everything in the right place i made sure of it and only the regular characters load no clones


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 11:03:16 AM
I found my problem.
I tried putting in a custom skin for Toon Link.
But that wouldn't load either, so nothing is loading from my SD (I'm using Dolphin.)


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 11:25:02 AM
Guys, I was testing all the characters in Nebulas' pack and played a few games until out of nowhere I started getting a [censored] ton of trophies and afterwords froze. Now I can't get pass the loading screen when getting back in...... ._____.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 11:29:28 AM
Guys, I was testing all the characters in Nebulas' pack and played a few games until out of nowhere I started getting a [censored] ton of trophies and afterwords froze. Now I can't get pass the loading screen when getting back in...... ._____.
Nebulas' pack just freezes when I put my cursor over a character... lol.
How did you get it to work?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 12:02:13 PM
Nebulas' pack just freezes when I put my cursor over a character... lol.
How did you get it to work?
i also use nebulon pack it works, all you need to do is include on the gct the unlock all characters code.

Guys, I was testing all the characters in Nebulas' pack and played a few games until out of nowhere I started getting a [censored] ton of trophies and afterwords froze. Now I can't get pass the loading screen when getting back in...... ._____.
sometimes i got that freeze too but it was because i pressed A to start the game too quickly if you wait abit on the wii mote screen and hit A and wait without clickig you shouldnt have any problems i think brawlex makes the wii have to read alot of info especialy on nebulon pack so you need to wait for afew seconds

Or your save could have gotten corrupted in wich case delete it and put the unlock all characters code in.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 12:02:39 PM
Ran into another problem.
So adding that "unlock all characters" code fixed my freezing. Whoopee. However, for some reason now, the unrestricted camera and the 1P matches codes aren't working, and they're on in my GCT.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 01:07:27 PM
Now I'm running into ANOTHER problem... lol
So, I'm using Dolphin to run the game, yesterday Gecko was recognizing the SD.. All of the sudden, it doesn't.
But when I go into brawl.. It recolonizes it.
It's 2 GB, it has Nebulas' pack on it.
I've tried multiple other things, but.. When ever I try to boot from Gecko. It just doesn't recognize it.
Giving me the message "No SD card found".
Help?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 01:26:06 PM
Can anyone tell me if 100x125 CSPs actually shows up in the CSS?

I went from 160-to 150 (The other dimension followed) and the CSPs didn't show up anymore. :, instead they were glitchy emblems...

Maybe 100x125 is a sweet spot?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 01:34:22 PM
Now I'm running into ANOTHER problem... lol
So, I'm using Dolphin to run the game, yesterday Gecko was recognizing the SD.. All of the sudden, it doesn't.
But when I go into brawl.. It recolonizes it.
It's 2 GB, it has Nebulas' pack on it.
I've tried multiple other things, but.. When ever I try to boot from Gecko. It just doesn't recognize it.
Giving me the message "No SD card found".
Help?

you have to make sure the hooktype is axnextframe on dolphin or it won't load. and alos make sure that your virtual sdcard is closed (close winimage)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 21, 2014, 01:39:49 PM
you have to make sure the hooktype is axnextframe on dolphin or it won't load. and alos make sure that your virtual sdcard is closed (close winimage)
Thanks! Just needed to close WinImage.
Now I've got it all working! :)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 01:48:32 PM
Can anyone tell me if 100x125 CSPs actually shows up in the CSS?

I went from 160-to 150 (The other dimension followed) and the CSPs didn't show up anymore. :, instead they were glitchy emblems...

Maybe 100x125 is a sweet spot?
maybe they need to be shrunken equaly like 108x140 like 20 on each part try  reduing equaly to see if it works


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 01:51:24 PM
maybe they need to be shrunken equaly like 108x140 like 20 on each part try  reduing equaly to see if it works

I'll give it a go :)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 21, 2014, 01:53:20 PM
Can anyone tell me if 100x125 CSPs actually shows up in the CSS?

I went from 160-to 150 (The other dimension followed) and the CSPs didn't show up anymore. :, instead they were glitchy emblems...

Maybe 100x125 is a sweet spot?

That's the size I've been using, and it's worked for me.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 01:55:21 PM
That's the size I've been using, and it's worked for me.
if 100 125 works then use it nebulon


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 01:58:38 PM
Reducing equally isn't quite the key. You have to keep the proportions the same. 4:5 is what it needs to be, so while 100x125 is indeed a sweet spot (and what I use), any 4:5 dimension should theoretically work.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 21, 2014, 02:00:34 PM
Can you do this in BB or do you need to upload an image at 3/4 the size? Also how do you change it into 100 colors?
I use photoshop, I just reduce the dimensions of the image. Smash bros stretches it back to the proper size when it loads the texture ingame, resulting in the blurriness I mentioned but it saves file space.
Reducing your colour palette is done by indexing the colours of the image, I just set it to 100 colours instead of the default to cut on more space.
Importing the textures as CMPR format when you use brawlbox helps a lot too.

Edit: The exact dimensions I use are 96 x 120


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 02:02:02 PM
I use photoshop, I just reduce the dimensions of the image. Smash bros stretches it back to the proper size when it loads the texture ingame, resulting in the blurriness I mentioned but it saves file space.
Reducing your colour palette is done by indexing the colours of the image, I just set it to 100 colours instead of the default to cut on more space.
Importing the textures as CMPR format when you use brawlbox helps a lot too.

Yep. You can also right-click and use BrawlBox's "re-encode" option to reduce the dimensions, though not the colors I believe.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 21, 2014, 02:11:20 PM
Which characters don't have modules?
I know Captain Falcon and Ganondorf don't.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 02:12:41 PM
Ran into another problem.
So adding that "unlock all characters" code fixed my freezing. Whoopee. However, for some reason now, the unrestricted camera and the 1P matches codes aren't working, and they're on in my GCT.

Please, please, please do not use the Unlock All Characters code.

That is a save altering code that writes directly into your save data. While I can assure you that all the BrawlEx mods do not make any major changes to the Low Memory layout (0x80000000), the same cannot be said for the High Memory layout (0x90000000) - which is where your save data is stored and where that code writes to. In fact, due to the nature of the changes I originally had to apply to the File Patch 3.5.1b code to fix the Common2 bug, I can surmise that some  sections of the High Memory layout have indeed shifted. This is further supported by the fact that Dantarion's Alternate Stage Loader code does not work when using BrawlEx. Depending on your BrawlEx build, the Unlock All Characters code could be writing to anywhere in your save file. If there is anything in all of this that could be causing save corruptions, that code would be it.

I understand that it may seem like it fixed whichever problem you have, but if you are using the latest version of the BX CSS Expansion, you do not need to use it. The only reason I supplied it to Sammi-HuskyEx was to serve as a hotfix until I could update the BX CSS Expansion - and that was because I knew he was using Dolphin which does not store any saves in the first place.

Please avoid using that code at all costs. I did not make it and I cannot provide any guarantees to its stability with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 02:18:47 PM
Weird. It fixed my freezing.
If you say so.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 21, 2014, 02:20:55 PM
Just a thought, wouldn't applying the "Unlock all Characters" code to a vanilla brawl, saving, disabling it, then loading up the save with all characters unlocked bypass the risk of it writing into the wrong areas and what not?
Though to be honest you're probably better off just downloading a natural, 100% save from the internet and using that if having everything unlocked is fixing some sort of problem. I've never had any issues, though I've had everything 100% for a long time.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 02:38:45 PM
Just a thought, wouldn't applying the "Unlock all Characters" code to a vanilla brawl, saving, disabling it, then loading up the save with all characters unlocked bypass the risk of it writing into the wrong areas and what not?
Though to be honest you're probably better off just downloading a natural, 100% save from the internet and using that if having everything unlocked is fixing some sort of problem. I've never had any issues, though I've had everything 100% for a long time.

That would work. If you've already run the code once and viewed all the unlock messages, than you can and should disable the code to safely retain its effects.

That being said, even though I'm a hacker, I am against using codes to permanently modify your save file. Avoiding save corruptions is one thing, but for me, it's more of a personal preference.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 02:45:28 PM
Which characters don't have modules?
I know Captain Falcon and Ganondorf don't.
its easier to say those who have
jiglypuff
ike
link
lucario
lucas
mario
marth
metaknight
peach
pikachu
pikmin
pit
snake
sonic
wolf


anyone not here doesnt have it and transforming characters like PT,Zelda/sheik,Bowser/Gbowser,Wario/Warioman and samus/Zsamus i dont know if it will even be possible to do any of these.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 02:45:40 PM
Yea. I'm back to my original problem of it freezing when it attempts to show the player box.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 21, 2014, 02:48:02 PM
OK, I don't get it; tourney runs fine on my PC, but crashes on my Wii. Wouldn't it make more sense if it didn't work for both?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 02:59:13 PM
Yea. I'm back to my original problem of it freezing when it attempts to show the player box.

Okay. Do you think you can message me a copy of your build? If you can extract a copy of your save too, that'd be awesome. I think I may be able to look into it this weekend for you.

OK, I don't get it; tourney runs fine on my PC, but crashes on my Wii. Wouldn't it make more sense if it didn't work for both?

Dolphin is optimized to skip over certain bugs using JIT mode and Brawl is optimized to avoid crashing when something doesn't quite go right; most crashes will only occur in Dolphin if you're running in interpreter mode.


Anyways, I think I'll have some time to work on some bugfixes this weekend - maybe work on some Ex Modules while I'm at it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 03:02:05 PM
If he says it could cause save-game corruption, then you guys probablyy shouldn't use it. it could cause alot more issues then it fixes. I wasn't aware that any of the higher level memory would be shifted from brawlEx, that's the only reason that i told you guys to use it. and i did say as a last resort, as you should already know that the code will permanently unlock your characters. Now that the warning has been thrown out there, if you continue to use the code, just be advised that it COULD corrupt your save.

on a side note, i will be uploading a new video tutorial within an hour that explains how to setup brawlEx with my tool, as well as the new BrawlEx CSS expansion. as for modules..I'M TRYIN to get a falcon and ganon one working lol.


Anyways, I think I'll have some time to work on some bugfixes this weekend - maybe work on some Ex Modules while I'm at it.

PW i also got a bug to report, it seems that the home run contest is completely broken when using brawlEx. even vBrawl characters freeze the game


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 03:02:30 PM
Anyways, I think I'll have some time to work on some bugfixes this weekend - maybe work on some Ex Modules while I'm at it.
dotn forget to include on your pack the exmodules for metaknight and jiglyouff that are on the char repository made by EY and oikazz i think those are 2 you dont need to work on.

i really dont know which model will have most psas to brawl ex probably ganon i guess


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 03:07:16 PM
When i tried to make Ridley PSA (ID 54) slot, it showed up as random icon, when highlighted it - crashed the game. All files required is in the SD card. I used Dolphin emulator.
Codes used:
+$Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231954 29292929
00000000 00000000
+$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
I didn`t edited CSS icons themselves because it usually crashes game on its own. Maybe thas is the mistake i made.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 03:08:57 PM
When i tried to make Ridley PSA (ID 54) slot, it showed up as random icon, when highlighted it - crashed the game. All files required is in the SD card. I used Dolphin emulator.
Codes used:
+$Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231954 29292929
00000000 00000000
+$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
I didn`t edited CSS icons themselves because it usually crashes game on its own. Maybe thas is the mistake i made.
if your using the latest brawlex with css.data file you cant use the css code, that file dictates the css


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 21, 2014, 03:09:27 PM
if your using the latest brawlex with css.data file you cant use the css code, that file dictates the css

Ninja'd But what he says is true.


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 03:14:25 PM
if your using the latest brawlex with css.data file you cant use the css code, that file dictates the css
Was this data file included in the version 1.1.50? If yes, then where?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 03:15:37 PM
Was this data file included in the version 1.1.50? If yes, then where?

He meant CSSRoster.dat, and yes, it was. It's in the BrawlEx folder.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 21, 2014, 03:18:58 PM
Just a thought I had out of curiosity, would it ever be possible to maximize the stage select screen similarly to how the BXCSS expansion works? I think I recall seeing a video a long time ago with the SSS increased to 3 pages, but I don't think anything ever came of it.
Just a thought, because I know there have been lot's of really nice custom stages popping up lately and without getting rid of the initial stages, not enough room for all of them.


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 03:20:23 PM
Imported without editing...now there is real random icon slot instead of something else. CSSRoster.data was included in CSS Expansion pack only.
Imported edited file (with random replaced by 54, Ridley`s default ID) - freezes.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 21, 2014, 03:23:39 PM
Weird. It fixed my freezing.
If you say so.

ok, go then.. and destroy your savedata :P, or you can use the code, but with taking the previously posted advices , and suggestions

I have to add something , I tryed Ridley Ex in my BrawlEx, i am using the newest version,. and I got a random Icon, and I have installed 13 working clones in my css, I mean that, my problem is not related with the common random icon issue.., maybe ridley Ex build needs some fixing.. or is missing something


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 21, 2014, 03:47:50 PM
OK, I'm having this really annoying bug most stages are unusable. From what I can tell, Battlefield and Final Destination are the only stages that work. Has anyone else had this issue? Note: none of my stages are modified, except Battlefield has a texture hack.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 03:50:44 PM
new video tutorial rendering out. old tuts = 30 mins. new tut = 11mins. reason? BrawlEx clone Tool. there shouldn't be many questions about how to use the tool anymore :P i highlighted using it in the tut


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 03:51:35 PM
new video tutorial rendering out. old tuts = 30 mins. new tut = 11mins. reason? BrawlEx clone Tool. there shouldn't be many questions about how to use the tool anymore :P i highlighted using it in the tut
Very nice! Can't wait to see it!


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 21, 2014, 03:53:05 PM
OK, I'm having this really annoying bug most stages are unusable. From what I can tell, Battlefield and Final Destination are the only stages that work. Has anyone else had this issue? Note: none of my stages are modified, except Battlefield has a texture hack.

try to load your brawl game iso/wbfs without any code, and without SD, and tell us If your problem persist, it migth be a savedata corruption


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on February 21, 2014, 03:58:37 PM
try to load your brawl game iso/wbfs without any code, and without SD, and tell us If your problem persist, it migth be a savedata corruption
Just ran the game normally with no SD Card plugged in from the disc channel, and it let me use a stage other than BF/FD.
Any other ideas as to what the cause is?

EDIT: I had a backup of files on my computer that worked fine on my PC. I'll be testing shortly on my system.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 21, 2014, 04:16:12 PM
My game freezes when I select Fight, and attempt to brawl. It was working previously, but it was only showing 50 characters, and was cutting out my extras. So I went into my sc_selcharacter.pac to replace the MenSelchrPos_TopN.mdl0 and the MenSelchrPos_TopN_0.chr0. Then I also open up common3 and replace the MiscData[13].rel. My game will now freeze when I try and brawl. Why?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 04:22:04 PM
ok, go then.. and destroy your savedata :P, or you can use the code, but with taking the previously posted advices , and suggestions

I have to add something , I tryed Ridley Ex in my BrawlEx, i am using the newest version,. and I got a random Icon, and I have installed 13 working clones in my css, I mean that, my problem is not related with the common random icon issue.., maybe ridley Ex build needs some fixing.. or is missing something
ridley is working perfectly if you download nebulon pack you can see it does, even if ridley wasnt working it would not appear as random since that is something you missed even the glitchiest psa has nothing to do with the icon appearing on the css that is all up to the sc character data, even if the ridley folder was empty no models,motions or psas the css icon had to be there.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 04:52:38 PM
New tut is up. BrawlEx Clone Tool + CSS expansion [tutorial] (http://www.youtube.com/watch?v=0QHtHbJL79M#)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 21, 2014, 05:06:10 PM
Do you have a tutorial on how to add new CSS images with the new CSS expansion? Or is your tutorial on adding new CSS images working with CSS Expansion? Or is that in your new video?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 05:09:13 PM
Do you have a tutorial on how to add new CSS images with the new CSS expansion? Or is your tutorial on adding new CSS images working with CSS Expansion? Or is that in your new video?

The cosmetic stuff has stayed the same. my old tutorial will suffice :P until i make my tool able to add the cosmetics automatically

incidentally. make sure you don't have both common5 and sc_selcharacter on your sdcard at the same time. teh tool will crash. and there is a bug i NEED to fix, where if you don't have at least one of those, it will also crash


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 21, 2014, 05:10:10 PM
The cosmetic stuff has stayed the same. my old tutorial will suffice :P until i make my tool able to add the cosmetics automatically

incidentally. make sure you don't have both common5 and sc_selcharacter on your sdcard at the same time. teh tool will crash. and there is a bug i NEED to fix, where if you don't have at least one of those, it will also crash
Alright.

I'll just wait for your tool then. xp


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 21, 2014, 05:56:35 PM
I just realized that my music is crashing the game, whenever i click on one of the stages to change how much a song plays on that stages I get the beep of death. Has anyone encountered this problem and/or fixed this?


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 21, 2014, 06:09:30 PM
I just realized that my music is crashing the game, whenever i click on one of the stages to change how much a song plays on that stages I get the beep of death. Has anyone encountered this problem and/or fixed this?
try loading the game without the mods. if it works then its either
a.a file on your sd card or
b.the hacks in general

if you still get the beep of death id recommend deleting your save data and then play the game fresh and go into the menu again. if it works then...well obviously it was your dave data somehow. if not...well...then you have the same problem as me XD

as for erasing data i mean really. mark down where all the stages nad songs on the unlockables chart is, and go at the ones most tedious to you with the hammers[if you can] and the others just go through subspace to unlock the characters and so on so on


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 21, 2014, 06:14:22 PM
well when your tool suports cosmetics that will be amazing, its outright boring having to add frames and such you need to make sure your tool asks for csps,names and all that and when you upload the into the tool it places them all in the css but that will probably be a much more advanced codding required.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 06:17:36 PM
I just realized that my music is crashing the game, whenever i click on one of the stages to change how much a song plays on that stages I get the beep of death. Has anyone encountered this problem and/or fixed this?

try loading the game without the mods. if it works then its either
a.a file on your sd card or
b.the hacks in general

if you still get the beep of death id recommend deleting your save data and then play the game fresh and go into the menu again. if it works then...well obviously it was your dave data somehow. if not...well...then you have the same problem as me XD

as for erasing data i mean really. mark down where all the stages nad songs on the unlockables chart is, and go at the ones most tedious to you with the hammers[if you can] and the others just go through subspace to unlock the characters and so on so on

Please no. Do not delete your save. This is a known form of save corruption with a known way of fixing it.

Does anyone have the MyMusic Reset codes for ShadowSnake here?


Edit:

Nevermind, I found them.

Code:

music fix codes

Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000

Final Destination My Music Reset :
4A000000 9017EBF4
14000000 000026FD
14000004 00000132
14000008 000027ED
1400000C 00000132
14000010 000027EF
14000014 00000132
14000018 00002817
1400001C 00000132
14000020 0000281D
14000024 00000132
E0000000 80008000

Delfino Plaza My Music Reset :
4A000000 9017EC1C
14000000 00002720
14000004 00000232
14000008 0000271A
1400000C 00000232
14000010 0000271B
14000014 00000232
14000018 00002721
1400001C 002D0232
14000020 00002722
14000024 00AE0232
E0000000 80008000

Luigi's Mansion My Music Reset :
4A000000 9017EC44
14000000 0000271C
14000004 00BE0332
14000008 00002719
1400000C 00000332
14000010 00002718
14000014 00000332
14000018 000027CC
1400001C 00000332
14000020 000027CD
14000024 00840332
E0000000 80008000

Mushroomy Kingdom (Above and Below) My Music Reset :
4A000000 9017EC6C
14000000 00002714
14000004 00000432
14000008 00002723
1400000C 00000432
14000010 0000271D
14000014 00000432
14000018 00002715
1400001C 00000532
14000020 00002716
14000024 00240532
14000028 00002717
1400002C FFFF0532
E0000000 80008000

Mario Circuit My Music Reset :
4A000000 9017EC9C
14000000 00002725
14000004 FFFF0632
14000008 00002726
1400000C 00000632
14000010 00002727
14000014 00480632
14000018 00002728
1400001C FFFF0632
14000020 000027D5
14000024 00480632
14000028 000027DE
1400002C 00000632
14000030 000027CB
14000034 00000632
E0000000 80008000

75m My Music Reset :
4A000000 9017ECD4
14000000 0000272C
14000004 00000732
14000008 0000272B
1400000C 00000732
14000010 00002731
14000014 FFFF0732
E0000000 80008000

Jungle Falls My Music Reset :
4A000000 9017ECEC
14000000 00002729
14000004 00000832
14000008 00002730
1400000C 00000832
14000010 0000272D
14000014 00000832
14000018 0000272E
1400001C 00900832
14000020 0000272F
14000024 00000832
14000028 00002732
1400002C 00000832
14000030 0000272A
14000034 FFFF0832
E0000000 80008000

Pirate Ship My Music Reset :
4A000000 9017ED24
14000000 00002741
14000004 00000932
14000008 00002742
1400000C FFFF0932
14000010 00002739
14000014 00000932
14000018 0000273C
1400001C 00540932
14000020 0000273F
14000024 00000932
14000028 0000273D
1400002C 00000932
14000030 0000273E
14000034 FFFF0932
14000038 00002740
1400003C 00000932
E0000000 80008000

Bridge of Eldin My Music Reset :
4A000000 9017ED64
14000000 00002734
14000004 00000A32
14000008 0000273B
1400000C FFFF0A32
14000010 00002733
14000014 00000A32
14000018 00002736
1400001C 00000A32
14000020 00002737
14000024 00000A32
14000028 0000273A
1400002C 00960A32
14000030 00002743
14000034 00000A32
14000038 00002744
1400003C 00000A32
14000040 00002745
14000044 00000A32
E0000000 80008000

Norfair My Music Reset :
4A000000 9017EDAC
14000000 00002746
14000004 00000B32
14000008 00002748
1400000C 00000B32
14000010 00002747
14000014 00000B32
14000018 0000274A
1400001C 00000B32
14000020 000027DC
14000024 00000B32
14000028 000027D7
1400002C 00120B32
E0000000 80008000

Frigate Orpheon My Music Reset :
4A000000 9017EDDC
14000000 00002749
14000004 00000C32
14000008 0000274D
1400000C FFFF0C32
14000010 0000274C
14000014 00000C32
14000018 0000274B
1400001C 00000C32
14000020 0000274E
14000024 00000C32
14000028 0000274F
1400002C 00000C32
E0000000 80008000

Yoshi's Island My Music Reset :
4A000000 9017EE0C
14000000 00002751
14000004 00000D32
14000008 00002750
1400000C 00000D32
14000010 00002752
14000014 00480D32
14000018 00002754
1400001C 00000D32
14000020 00002755
14000024 00000D32
E0000000 80008000

Halberd My Music Reset :
4A000000 9017EE34
14000000 0000275C
14000004 00000E32
14000008 00002757
1400000C FFFF0E32
14000010 0000275B
14000014 00120E32
14000018 0000275A
1400001C 00540E32
14000020 00002758
14000024 00000E32
14000028 00002762
1400002C 00660E32
14000030 0000275D
14000034 00000E32
14000038 0000275E
1400003C 00000E32
14000040 00002759
14000044 00000E32
14000048 00002760
1400004C 00000E32
14000050 0000275F
14000054 FFFF0E32
14000058 00002761
1400005C 00000E32
E0000000 80008000

Space Armada My Music Reset :
4A000000 9017EE94
14000000 0000276C
14000004 00580F32
14000008 00002764
1400000C 00000F32
14000010 00002763
14000014 00480F32
14000018 00002765
1400001C 00000F32
14000020 00002766
14000024 00000F32
14000028 0000276D
1400002C 00480F32
14000030 00002767
14000034 00000F32
14000038 0000276B
1400003C 00000F32
14000040 00002769
14000044 00000F32
14000048 0000276A
1400004C 00000F32
14000050 000027CE
14000054 FFFF0F32
E0000000 80008000

Pokemon Stadium 2 My Music Reset :
4A000000 9017EEEC
14000000 0000276E
14000004 003C1032
14000008 00002770
1400000C 00001032
14000010 0000276F
14000014 00001032
14000018 00002771
1400001C 00001032
14000020 00002772
14000024 00121032
E0000000 80008000

Spear Pillar My Music Reset :
4A000000 9017EF14
14000000 00002773
14000004 00541132
14000008 00002775
1400000C 00001132
14000010 00002774
14000014 00191132
14000018 00002776
1400001C 001E1132
14000020 00002777
14000024 00001132
E0000000 80008000

Port Town Aero Dive My Music Reset :
4A000000 9017EF3C
14000000 00002778
14000004 00001232
14000008 0000277A
1400000C 00001232
14000010 00002779
14000014 001E1232
14000018 0000277B
1400001C FFFF1232
14000020 0000277C
14000024 00541232
14000028 0000277D
1400002C 001E1232
14000030 0000277E
14000034 005A1232
14000038 0000277F

1400003C 00001232
14000040 00002780
14000044 00001232
14000048 00002781
1400004C 00001232
14000050 000027D9
14000054 006C1232
14000058 00002810
1400005C 00001232
E0000000 80008000

Summit My Music Reset :
4A000000 9017EF9C
14000000 000027C9
14000004 FFFF1332
14000008 000027C8
1400000C 00001332
14000010 000027CA
14000014 00001332
14000018 000027C7
1400001C 00001332
14000020 0000280B
14000024 00001332
E0000000 80008000

Flat Zone 2 My Music Reset :
4A000000 9017EFC4
14000000 000027D4
14000004 00001432
14000008 000027C6
1400000C 00001432
14000010 0000280C
14000014 00001432
E0000000 80008000

Castle Siege My Music Reset :
4A000000 9017EFDC
14000000 00002783
14000004 00001532
14000008 00002785
1400000C 00001532
14000010 00002789
14000014 008A1532
14000018 00002787
1400001C 00001532
14000020 00002788
14000024 00001532
14000028 00002784
1400002C 00001532
14000030 0000278E
14000034 00001532
14000038 0000278A
1400003C 00721532
14000040 0000278B
14000044 00001532
14000048 0000278C
1400004C FFFF1532
14000050 0000278D
14000054 FFFF1532
14000058 0000280F
1400005C 006C1532
E0000000 80008000

Wario Ware, Inc. My Music Reset :
4A000000 9017F03C
14000000 000027A1
14000004 00001632
14000008 000027A2
1400000C 00001632
14000010 000027A8
14000014 00001632
14000018 000027A7
1400001C 00001632
14000020 000027A6
14000024 00001632
14000028 000027A5
1400002C 00001632
14000030 000027A4
14000034 00001632
14000038 000027A3
1400003C 00001632
E0000000 80008000

Distant Planet My Music Reset :
4A000000 9017F07C
14000000 0000279E
14000004 00001732
14000008 00002799
1400000C FFFF1732
14000010 0000279F
14000014 00001732
14000018 0000279A
1400001C FFFF1732
14000020 0000279C
14000024 00001732
14000028 000027A0
1400002C FFFF1732
14000030 0000279D
14000034 00001732
14000038 0000279B
1400003C 00001732
14000040 000027D8
14000044 00001732
E0000000 80008000

Sky World My Music Reset :
4A000000 9017F0C4
14000000 000027BF
14000004 00001832
14000008 000027C1
1400000C 008A1832
14000010 000027C0
14000014 00001832
14000018 000027C2
1400001C 00001832
E0000000 80008000

Mario Bros. My Music Reset :
4A000000 9017F0E4
14000000 00002724
14000004 00001932
14000008 000027C4
1400000C 00A81932
14000010 000027C3
14000014 00001932
14000018 000027CF
1400001C FFFF1932
14000020 000027D0
14000024 00001932
E0000000 80008000

New Pork City My Music Reset :
4A000000 9017F10C
14000000 00002795
14000004 00001A32
14000008 00002797
1400000C 00001A32
14000010 00002796
14000014 00001A32
14000018 00002798
1400001C 00001A32
14000020 00002793
14000024 00001A32
14000020 0000278F
14000024 00001A32
E0000000 80008000

Smashville My Music Reset :
4A000000 9017F13C
14000000 000027B3
14000004 00001B32
14000008 000027B4
1400000C 00001B32
14000010 000027B5
14000014 FFFF1B32
14000018 000027B8
1400001C 00001B32
14000020 000027B7
14000024 00001B32
E0000000 80008000

Shadow Moses Island My Music Reset :
4A000000 9017F164
14000000 000027E7
14000004 00641C32
14000008 000027E3
1400000C 00001C32
14000010 000027E4
14000014 00001C32
14000018 000027E9
1400001C FFFF1C32
14000020 000027E5
14000024 00001C32
14000028 000027E8
1400002C 00001C32
14000030 000027E6
14000034 00001C32
14000038 000027EB
1400003C 00001C32
14000040 000027EC
14000044 00001C32
E0000000 80008000

Green Hill Zone My Music Reset :
4A000000 9017F1AC
14000000 000027F2
14000004 00541D32
14000008 000027F5
1400000C 00001D32
14000010 000027F3
14000014 00001D32
14000018 000027F4
1400001C 00001D32
14000020 000027F7
14000024 00001D32
14000028 000027F8
1400002C 00001D32
14000030 000027F9
14000034 00001D32
14000038 000027FA
1400003C 00001D32
14000040 000027FB
14000044 00001D32
14000048 000027FC
1400004C FFFF1D32
14000050 000027FD
14000054 00001D32
14000058 000027FE
1400005C FFFF1D32
E0000000 80008000

Picto Chat My Music Reset :
4A000000 9017F20C
14000000 000027D2
14000004 00001E32
14000008 000027DA
1400000C 00001E32
14000010 000027DB
14000014 00001E32
14000018 000027DF
1400001C 00001E32
14000020 000027E0
14000024 00001E32
14000028 000027E1
1400002C 004E1E32
14000030 000027DD
14000034 00001E32
14000038 000027D6
1400003C 00001E32
14000040 00002812
14000044 00001E32
E0000000 80008000

Hanenbow My Music Reset :
4A000000 9017F254
14000000 000027D3
14000004 00001F64
E0000000 80008000

Temple (Melee) My Music Reset :
4A000000 9017F25C
14000000 00002735
14000004 00002032
14000008 00002816
1400000C 00002032
E0000000 80008000

Yoshi's Island (Melee) My Music Reset :
4A000000 9017F26C
14000000 00002803
14000004 00582132
14000008 0000280D
1400000C 00002132
E0000000 80008000

Jungle Japes (Melee) My Music Reset :
4A000000 9017F27C
14000000 00002801
14000004 00002232
14000008 00002818
1400000C 00002232
E0000000 80008000

Onett (Melee) My Music Reset :
4A000000 9017F28C
14000000 0000280A
14000004 00002332
14000008 00002811
1400000C 00662332
E0000000 80008000

Green Greens (Melee) My Music Reset :
4A000000 9017F29C
14000000 00002805
14000004 00002432
14000008 00002804
1400000C 00002432
E0000000 80008000

Pokemon Stadium (Melee) My Music Reset :
4A000000 9017F2AC
14000000 00002807
14000004 008C2532
14000008 0000280E
1400000C FFFF2532
14000010 00002808
14000014 00002532
E0000000 80008000

Rainbow Cruise (Melee) My Music Reset :
4A000000 9017F2C4
14000000 00002800
14000004 00002632
14000008 000027FF
1400000C 008A2632
E0000000 80008000

Corneria (Melee) My Music Reset :
4A000000 9017F2D4
14000000 00002806
14000004 00002732
14000008 0000281A
1400000C 00002732
E0000000 80008000

Big Blue (Melee) My Music Reset :
4A000000 9017F2E4
14000000 00002809
14000004 00002832
14000008 0000281B
1400000C 00002832
E0000000 80008000

Brinstar (Melee) My Music Reset :
4A000000 9017F2F4
14000000 00002819
14000004 00542932
14000008 00002802
1400000C 00002932
E0000000 80008000


For safety reasons, you should probably only apply these on Vanilla Brawl. Once you've fixed your MyMusic data, you can disable them and use BrawlEx again.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 21, 2014, 06:22:36 PM
Link to Someone's post with the reset codes:

http://forums.kc-mm.com/index.php?topic=65113.msg1212070#msg1212070 (http://forums.kc-mm.com/index.php?topic=65113.msg1212070#msg1212070)

This happened to me once with the Battlefield stage. Yes, do NOT delete you're save, at least use these before even thinking of doing THAT  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 06:26:40 PM
Nebulas' pack just freezes when I put my cursor over a character... lol.
How did you get it to work?

Edit; Nevermind, lol.

Post Merge: February 21, 2014, 06:27:03 PM
i also use nebulon pack it works, all you need to do is include on the gct the unlock all characters code.
sometimes i got that freeze too but it was because i pressed A to start the game too quickly if you wait abit on the wii mote screen and hit A and wait without clickig you shouldnt have any problems i think brawlex makes the wii have to read alot of info especialy on nebulon pack so you need to wait for afew seconds

Or your save could have gotten corrupted in wich case delete it and put the unlock all characters code in.

Alright. Give me a moment.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 06:34:43 PM
For the love of god, please do not delete your save. What is it with that suddenly being the go to solution for everything? Why not just take a hammer to your console while you're at it?

Over 6 years of Brawl hacking, there has been only one documented form of save corruption. That one type of save corruption has known symptoms and a known fix to it. Anything else is either bugs directly within BrawlEx, your patching method, or your BrawlEx setup.

Please do not resort to most extreme measures so easily. At least have the foresight to backup your save first.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 21, 2014, 06:35:49 PM
Alright. Give me a moment.

No, don't use the unlock characters code, PhantomWings said that code may be just asking for save corruption, that code should be a last/second to last resort next to deleting the save and being forced to start over...


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 06:37:54 PM
For the love of god, please do not delete your save. What is it with that suddenly being the go to solution for everything? Why not just take a hammer to your console while you're at it?

Over 6 years of Brawl hacking, there has been only one documented form of save corruption. That one type of save corruption has known symptoms and a known fix to it. Anything else is either bugs directly within BrawlEx, your patching method, or your BrawlEx setup.

Please do not resort to most extreme measures so easily. At least have the foresight to backup your save first.

So in my case I use the music reset as well? I just came back and I missed like 6-7 pages...

Post Merge: February 21, 2014, 06:39:08 PM
No, don't use the unlock characters code, PhantomWings said that code may be just asking for save corruption, that code should be a last/second to last resort next to deleting the save and being forced to start over...

What should I do then?.. .__.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 21, 2014, 06:39:57 PM
Yes, if you're having problems in the My Music menu, use the reset codes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 06:42:41 PM
Just so everyone knows, I was having problems with the SD Card no longer being read after the first match ends, and I thought it might have been a corrupted save as well. (I replaced it with a recent backup, which I always keep so no harm done). Nope. Just found out, it turned out to just be a faulty SD Card. Switching to a new one fixed it no problem. Just in case anyone else ever has the same problem.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 21, 2014, 06:44:09 PM
i apologize for my crap advice...in truth..i um...didnt know a music code like that existed ^^'...whoops...well thats a few days of my life i wont get back XD


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 06:46:01 PM
So in my case I use the music reset as well? I just came back and I missed like 6-7 pages...

What should I do then?.. .__.

The My Music Reset codes are used to revert corrupted My Music settings from your save. If you do not have this problem, you should not use them. An easy way to check for this bug is to go into your My Music menu and try adjusting the settings for each track on each stage. If changing any one of them causes the game to lock or exhibit abnormal behavior, then your My Music settings are corrupted. Simply use the code associated with that stage to revert the corruption.

As far as using Nebulon's pack, you're on your own there until I can take the time to look into it. For the most part, you're just going to have to experiment like the rest of us until you can find what works for you.

i apologize for my crap advice...in truth..i um...didnt know a music code like that existed ^^'...whoops...well thats a few days of my life i wont get back XD

No harm was done this time. Careful with what advice you give out though.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 21, 2014, 06:48:38 PM
yes sir mr. phantomwings -salutes-


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 06:48:46 PM
Yes, if you're having problems in the My Music menu, use the reset codes.

I don't believe that's my issue however. I was playing a few matches to test out. Then after the 5th-7th match after the results screen. I suddenly get a crap load of trophy's/CDs, etc. Afterwords it just silent froze me. Now going pass the loading screen when resetting is just all black. I even waited 15 minutes just to see if it may go through... Nothing.

Post Merge: February 21, 2014, 06:54:52 PM


I don't mind waiting for a while. I'm just curious what in the world happened?


Title: Re: The BrawlEx Clone Engine
Post by: Kaaoeyi on February 21, 2014, 06:59:59 PM
Just so everyone knows, I was having problems with the SD Card no longer being read after the first match ends, and I thought it might have been a corrupted save as well. (I replaced it with a recent backup, which I always keep so no harm done). Nope. Just found out, it turned out to just be a faulty SD Card. Switching to a new one fixed it no problem. Just in case anyone else ever has the same problem.

I used to have this problem as well, constantly. I kept thinking maybe I need a new wii, so I just moved my hacks over to wii u, same problem persisted, I then realized my sd adapters were bad. Don't use cheap sd cards/sd adapters guys, saves you a lot of headaches.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 07:05:29 PM
can anybody else confirm the bug with homerun contest freezing, regardless of character?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 07:07:08 PM
I don't believe that's my issue however. I was playing a few matches to test out. Then after the 5th-7th match after the results screen. I suddenly get a crap load of trophy's/CDs, etc. Afterwords it just silent froze me. Now going pass the loading screen when resetting is just all black. I even waited 15 minutes just to see if it may go through... Nothing.

Post Merge: February 21, 2014, 06:54:52 PM
I don't mind waiting for a while. I'm just curious what in the world happened?


From what you describe, it sounds like the same effect when you use any of the Unlock All X codes. However, Nebulon's pack only has the Unlock All Characters code which should only unlock the unlockable characters and a couple of the extra Assist Trophies - not trophies and music. And even then, it should all occur at startup after the opening video.

At the very least, you're going to need to do some diagnosis. If your save does have permanent damage besides My Music data, try booting the game without any codes. If the game still crashes, use the Savegame Manager (http://wiibrew.org/wiki/Savegame_Manager) to extract your save and send me a copy along with your current BrawlEx build. I'll see what I can do for you from there.

can anybody else confirm the bug with homerun contest freezing, regardless of character?


I never tested it beyond the CSS screen. When exactly does it freeze?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 21, 2014, 07:21:58 PM
ive been using brawl ex and havent had any save problems at all. 
i did do some noob mistakes on the way though, like including Character Codes that modified the Character selection screen which gave issues

so i recommend to any one having problems

start from scratch
just using filepatch code
and start adding stuff slowly til u get it going

adding a lot of codes all at once is just asking for trouble   :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 07:23:30 PM
From what you describe, it sounds like the same effect when you use any of the Unlock All X codes. However, Nebulon's pack only has the Unlock All Characters code which should only unlock the unlockable characters and a couple of the extra Assist Trophies - not trophies and music. And even then, it should all occur at startup after the opening video.

At the very least, you're going to need to do some diagnosis. If your save does have permanent damage besides My Music data, try booting the game without any codes. If the game still crashes, use the Savegame Manager ([url]http://wiibrew.org/wiki/Savegame_Manager[/url]) to extract your save and send me a copy along with your current BrawlEx build. I'll see what I can do for you from there.

I never tested it beyond the CSS screen. When exactly does it freeze?


Ah, however I have not use Nebulons codes. Someone provided me these besides the tripping code. I put that in myself. Unless that's what's wrong?.. The unknown code I assume is the My Music code. I'll provide the codes just in case. I will remove them in a moment to test if there was something in the code. But do I need to remove the patch as well? I assume not, and I will leave that only there.. But anywhom, lol.

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

No Tripping
0481CB34 C0220020
045A9340 00000000

File Patch Code v3.5.1
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 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

Unknown Codes
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
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
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
28708CEB 00000049
4A000000 90180F06
14000076 FF00C00A
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF00C00C
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00C00D
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF00C00E
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00C00F
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF00C01A
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00C01D
E0000000 80008000
28708CEB 0000005D
4A000000 90180F06
14000076 FF00C01E
E0000000 80008000
28708CEB 0000005E
4A000000 90180F06
14000076 FF00C01F
E0000000 80008000
28708CEB 00000040
4A000000 90180F06
14000076 FF00C001
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF00C002
E0000000 80008000
28708CEB 00000042
4A000000 90180F06
14000076 FF00C003
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF00C004
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF00C005
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF00C007
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF00C008
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00C009
E0000000 80008000
28708CEB 0000004F
4A000000 90180F06
14000076 FF00C010
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF00C012
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF00C014
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF00C015
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF00C016
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF00C017
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF00C018
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF00C019
E0000000 80008000
28708CEB 0000005F
4A000000 90180F06
14000076 FF00C020
E0000000 80008000
28708CEB 00000060
4A000000 90180F06
14000076 FF00C021
E0000000 80008000
28708CEB 00000061
4A000000 90180F06
14000076 FF00C022
E0000000 80008000
28708CEB 00000062
4A000000 90180F06
14000076 FF00C023
E0000000 80008000
28708CEB 00000063
4A000000 90180F06
14000076 FF00C024
E0000000 80008000
28708CEB 00000064
4A000000 90180F06
14000076 FF00C025
E0000000 80008000
80000000 80406920
80000001 805A7D18
045A7D00 805A7D18
8A001001 00000000
065A7D28 00000013
2F525342 452F7066
2F736678 2F25642E
626E6B00 00000000
045A7D10 919B6600
C21C8370 0000002F
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 408200AC
3C60805A 60637D00
8081FE90 9083FFD0
3D2090E6 61290F10
81290000 7D244B78
7C862378 38C60008
80A4002C 7C842A14
38840008 3CE0805A
60E77D00 8167FFE0
38840008 80A40000
7CA53214 80E50000
7C075800 4082FFEC
7D244B78 80C50024
7CA43214 38A50008
80C50008 7CA43214
38A50008 7CA32B78
3CE0805A 60E77D00
8087FFD0 7C84DA14
80A4FFFC 7C852050
38A5FFFC 3D808000
618C4338 7D8903A6
4E800421 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
C2693A70 00000002
3880000F 909E01D4
60000000 00000000

Post Merge: February 21, 2014, 07:24:20 PM


just using filepatch code



I'm about to do just that, lol.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 21, 2014, 07:24:21 PM
ive been using brawl ex and havent had any save problems at all.   :srs:
i did do some noob mistakes on the way though, like including Character Codes that modified the Character selection screen which gave issues

so i recommend to any one having problems

start from scratch
just using filepatch code
and start adding stuff slowly til u get it going

adding a lot of codes all at once is just asking for trouble
This^^. I found this out the hard way when I began making clones. Everybody who is just now starting cloning should read this post.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 21, 2014, 07:26:08 PM
This^^. I found this out the hard way when I began making clones. Everybody who is just now starting cloning should read this post.

Yes, they should. When I started cloning, I didn't even try to do it with my build as it was. I started from scratch and then added all the content from my original build later on.

Speaking of my build... *sigh* this credits list is soooo long. Too many costumes and stages!

Edit: Just tried Home-Run Contest. I can confirm that it freezes as soon as you hit start, even with default characters.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 07:50:49 PM
Okay. Do you think you can message me a copy of your build? If you can extract a copy of your save too, that'd be awesome. I think I may be able to look into it this weekend for you.
That would be awesome. Consider it done.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 08:00:23 PM
Okay, how do I open the Savegame Manager?... I downloaded it (I think), and it has the readme and the folder leading to where I assume is the program. But I only got;

meta.xml
icon.png
boot.dol

Did I do something wrong?... ;w;


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 08:03:33 PM
Those go in a folder in the "apps" folder, which is on the root of your SD card.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 08:05:02 PM
I never tested it beyond the CSS screen. When exactly does it freeze?
as soon as you select your character and hit start, the game freezes. regardless if it's a clone character, or a vBrawl character


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 08:08:27 PM
Those go in a folder in the "apps" folder, which is on the root of your SD card.

So where I have RSB4 and RSBE? I just need to confirm this, lol..


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 21, 2014, 08:23:00 PM
ridley is working perfectly if you download nebulon pack you can see it does, even if ridley wasnt working it would not appear as random since that is something you missed even the glitchiest psa has nothing to do with the icon appearing on the css that is all up to the sc character data, even if the ridley folder was empty no models,motions or psas the css icon had to be there.

I know now, I recently used marth cosmetics for ridley, and It worked perfectly, but now I want a proper cosmetics for ridley... where can I download nebulon´s pack :P?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 21, 2014, 08:32:52 PM
I know now, I recently used marth cosmetics for ridley, and It worked perfectly, but now I want a proper cosmetics for ridley... where can I download nebulon´s pack :P?

In my signature.

I have a massive update though coming within the next day so you can either wait or re-download again. :)


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 21, 2014, 08:34:33 PM
So where I have RSB4 and RSBE? I just need to confirm this, lol..
You seem to be new.

This...
meta.xml
icon.png
boot.dol
...like I said, go in a folder that goes in the "apps" folder on the base of your SD card. RSBE and RSB4 store your hacks.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 21, 2014, 08:37:24 PM
Alright. Ran out of ideas.
Brawl is freezing after the strap loader - right after Now Loading (Now Cloning in BrawlExpanded ;) ), right before the intro cinematic appears. Any ideas of what could be causing it? Here's a list of stuff I have if needed (in order by Slot, 3F to 4D):

BrawlExpanded Alpha v0.9r1 (yes, it's that long)
Roy
Cloud
Zero
Kid Buu
Deadpool
Tails
Wolverine
Shadow
Mewtwo
Dark Link
Rosalina
Gray Fox
Dr.Mario
Scott Pilgrim
Raptor

> Using CSS Expansion 1.0.1, Core 1.1.5
> Codes are FPC 3.5.1b and Result Engine codes from ASF's original pack. [remind me to ask him about those]


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 08:46:57 PM
You seem to be new.

This...
meta.xml
icon.png
boot.dol
...like I said, go in a folder that goes in the "apps" folder on the base of your SD card. RSBE and RSB4 store your hacks.

My bad... ._______.
There was an apps folder from where it lead to RSBE and RSB4. I got confused is all..
Edit; But umm, how do I go on about extracting my save data. Also, I found out when I go into the actual game (besides Homebrew) it does the same black freezing screen. Something realllllly bad happened I assume..


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 21, 2014, 08:52:38 PM
Alright. Ran out of ideas.
Brawl is freezing after the strap loader - right after Now Loading (Now Cloning in BrawlExpanded ;) ), right before the intro cinematic appears. Any ideas of what could be causing it? Here's a list of stuff I have if needed (in order by Slot, 3F to 4D):

BrawlExpanded Alpha v0.9r1 (yes, it's that long)
Roy
Cloud
Zero
Kid Buu
Deadpool
Tails
Wolverine
Shadow
Mewtwo
Dark Link
Rosalina
Gray Fox
Dr.Mario
Scott Pilgrim
Raptor

> Using CSS Expansion 1.0.1, Core 1.1.5
> Codes are FPC 3.5.1b and Result Engine codes from ASF's original pack. [remind me to ask him about those]
Just turn off your wii, and try again. This happens quite often, and if it happens once, for me, it'll usually happen 2 more times.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 21, 2014, 08:54:12 PM
Just turn off your wii, and try again. This happens quite often, and if it happens once, for me, it'll usually happen 2 more times.
Problem:
1. It happens AFTER strap loader, not during.
2. No matter how much I try, freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 08:57:39 PM
Problem:
1. It happens AFTER strap loader, not during.
2. No matter how much I try, freeze.

Looks like you're having the same issue that I have. If you're using the actual Wii to play. Use it without Homebrew (or whatever you use to get into hacked brawl), and head into the actual game. Because I'm seeing that it happens there too, and I think it's some sort of save corruption issue like what PM told me.


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 08:58:35 PM
So, will i still have to make marth clone, etc, after using nebulon pack?
And why when i load all brawl ex files using clone tool, icons are question marks and show me error? I can`t delete them nor use them nor even edit them. I was following tutorial, placed common5 into brawlex directory, system folder with said file in brawlex (the one that is located in core files) folder.
Universe just hates me...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 09:01:37 PM
So, will i still have to make marth clone, etc, after using nebulon pack?
And why when i load all brawl ex files using clone tool, icons are question marks and show me error? I can`t delete them nor use them nor even edit them. I was following tutorial, placed common5 into brawlex directory, system folder with said file in brawlex (the one that is located in core files) folder.
Universe just hates me...

sorry sorry. This was a bug in the program, and it was brought to my attention right as soon as the video went public. i just fixed it, i will update the tool now. in case you wanted to know, it was caused when you either don't have a common5 or sc_selcharacter.pac, OR when you have both of them.

i'll upload the fixed version now


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 21, 2014, 09:01:48 PM
Looks like you're having the same issue that I have. If you're using the actual Wii to play. Use it without Homebrew (or whatever you use to get into hacked brawl), and head into the actual game. Because I'm seeing that it happens there too, and I think it's some sort of save corruption issue like what PM told me.
vBrawl and P:M work fine, so it is some sort of issue with how my build is set up. I just don't know how to fix it.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 09:03:59 PM
vBrawl and P:M work fine, so it is some sort of issue with how my build is set up. I just don't know how to fix it.

Do you have a Movie folder?..


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 21, 2014, 09:06:33 PM
Do you have a Movie folder?..
That isn't supported by File Patch. Why would I have one of those?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 09:10:23 PM
That isn't supported by File Patch. Why would I have one of those?

I was going to assume if anything that may have been your issue. But apparently not, lol. My best bet is to either start from scratch, or copy/paste all your stuff. If anything though, if someone can confirm the a-ok to my suggestion then be my guest.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 09:11:21 PM
So, will i still have to make marth clone, etc, after using nebulon pack?
And why when i load all brawl ex files using clone tool, icons are question marks and show me error? I can`t delete them nor use them nor even edit them. I was following tutorial, placed common5 into brawlex directory, system folder with said file in brawlex (the one that is located in core files) folder.
Universe just hates me...

Tool is updated. wont crash now. give it a shot~


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 09:25:28 PM
Now it works.
Do i need to make a clone if im using psa with all 4 data files? If no, then i either messed up something since SSBB crashes when i try to chose random/Ridley. I added marth module file with edited section 8 (replaced 11 with 3F), but no, it still crashes


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 09:34:30 PM
Now it works.
Do i need to make a clone if im using psa with all 4 data files? If no, then i either messed up something since SSBB crashes when i try to chose random/Ridley. I added marth module file with edited section 8 (replaced 11 with 3F), but no, it still crashes

sorry i don't follow. what do you mean by 'data files'. if you mean the stuff for the psa (the fighter files) then you need to get the original clones files from the brawl disk. everytime you clone a character, you need to get those files.

EDIT: also, glad to see you got it working :)


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 09:38:37 PM
Data files like slot config, css config or something like than, not PSA itself. It was included in the pack. Also, if i will rename this files from "Somethingsomething54" to "Somethingsomething3F", will their ID change? Or it doesn`t matters?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 21, 2014, 09:51:08 PM
Data files like slot config, css config or something like than, not PSA itself. It was included in the pack. Also, if i will rename this files from "Somethingsomething54" to "Somethingsomething3F", will their ID change? Or it doesn`t matters?

From what your saying, i believe you downloaded someones pack? if you downloaded a ridley FOR brawlEx that came with the configs, all you needed to does was rename the files to the ID of the clone you were adding, then add that ID to the CSSRoster.dat. then all you need is that ridley PSA


Title: Re: The BrawlEx Clone Engine
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 09:57:50 PM
From what your saying, i believe you downloaded someones pack? if you downloaded a ridley FOR brawlEx that came with the configs, all you needed to does was rename the files to the ID of the clone you were adding, then add that ID to the CSSRoster.dat. then all you need is that ridley PSA
But it crashes when i try to chose it. There is no hacks on my SD, no cheats other than patch code, used ID 3F in place of random select button.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 21, 2014, 10:18:23 PM
Can someone tell me how to extract the save file via the Savegame Manager?...


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 21, 2014, 10:38:58 PM
PhantomWings, thank you so much for those codes. My music crash issue is now fixed, the codes worked perfectly.

I look forward to whatever updates/fixes and modules you'll have for the BrawlEx Clone Engine.

By the way I might have found a minor cosmetic glitch with BrawlEx, the stock count for Classic and All Star mode doesn't show up on the CSS. It did show up before the CSS Expansion but now it doesn't.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 21, 2014, 11:44:42 PM
Can someone tell me how to extract the save file via the Savegame Manager?...

I'm not sure what you're current setup is, but I'm assuming you have the Homebrew Channel on your console if you're using mods. Simply copy the Savegame Manager 1.0 folder in the download into your SD card at SD:/Apps/ and start up the Homebrew Channel. You should be able to run the application from there.

In any case, it does sound like you do indeed have a unique type of save corruption. I'm very interested in looking into it and seeing what's wrong with it.



I've confirmed the bug causing Homerun Contest to crash and have already developed a fix for it. I'll release it with the next version of BrawlEx. As for the Classic/All Star stock display, I'm fairly sure I know what's causing that and should be able to fix it.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 22, 2014, 12:15:52 AM
not sure if it has something to do with my PSA of mewtwo or not but occasionally if i load up either mewtwo or lucario and then switch off of whichever one i picked first it causes the GFX of the character chosen afterwards out of the two to lose their GFX until i reselect the character. I wanted to change the address for mewtwo's GFX but so far doing that has resulted in his shadow balls charging animation to disappea i know in project M mewtwo calls the subspace enemy mizuo's GFX file but is something edited in his rel along side that and if so is does anyone know of a way to fix this GFX issue.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 12:25:21 AM
I've confirmed the bug causing Homerun Contest to crash and have already developed a fix for it. I'll release it with the next version of BrawlEx. As for the Classic/All Star stock display, I'm fairly sure I know what's causing that and should be able to fix it.

dang PW you da boss.  8)


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 22, 2014, 01:46:50 AM
hey i have a question. now i believe that i read earlier in the thread transforming characters such as zelda/shiek samus/zss etc would not be able to get their own slot BECAUSE they transform correct? well theoretically what it one were to either

a.use a transformation characters[lets use zelda and shiek for an example since there are two on the vault]that has a psa DISABLING the transforming

or

b.use a psa removing the transform that was rigged over someone else[chun li over ness comes to mind

would that work? or would i be wasting my time trying?



Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 22, 2014, 02:48:15 AM
But it crashes when i try to chose it. There is no hacks on my SD, no cheats other than patch code, used ID 3F in place of random select button.
you need to know what you are doing just watch some tutorials add a marth clone with lets say roy and when you can make roy work all you need to do is replace roy files with ridley and tehe roy brawlex files with ridley, but you need to know what your doing.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 22, 2014, 03:59:22 AM
Do you have a tutorial on how to add new CSS images with the new CSS expansion? Or is your tutorial on adding new CSS images working with CSS Expansion? Or is that in your new video?

I believe it is the same.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 22, 2014, 03:59:22 AM
Corrupted saves?

What's going on?


Title: Re: The BrawlEx Clone Engine
Post by: Jerg on February 22, 2014, 07:38:13 AM
PHANTOM WINGS
I LOVE YOU

*ahem*
Does this work with PAL (and an USB hard drive)? Maybe it does and I didn't read the OP correctly, if so, then sorry for taking your time.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 22, 2014, 09:07:27 AM
No, it´s only for NTSC so far.


Title: Re: The BrawlEx Clone Engine
Post by: Youngnamez on February 22, 2014, 10:42:15 AM
When i use this, The game freezes on some stages. Does anybody know why?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 22, 2014, 11:53:53 AM
When i use this, The game freezes on some stages. Does anybody know why?

It is just a random freeze.
I also have that issue in some stages.
Some of them crash randomly.
Though, the song of the stage is still playing.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 22, 2014, 11:56:48 AM
Oh god. I just fixed that accesser error on that Toon Link module I tried to make.
It was the most derpiest of errors. Now that it's fixed, I think it's ready for article patching.

First off, the Hookshot according to this dump.

Code:
57:15:652 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/STAGE/MELEE/STGBattleField.PAC (size:2855232 byte, adr:0x932b9220) at 8
57:16:166 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[010000] ChrKind[64:None] Color[0] SlotNo[0]
57:16:186 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: name: ToonLinkHookShot
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x00000000 (             0)
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4750 (   -2141501616)  r17  = 0x00000000 (             0)
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000004 (             4)  r19  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x00000001 (             1)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801dd644 (   -2145528252)  r21  = 0x43300000 (    1127219200)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x8123ab88 (   -2128368760)  r22  = 0x8128005c (   -2128084900)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x00000001 (             1)  r23  = 0x01800000 (      25165824)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x81280080 (   -2128084864)  r24  = 0x00000098 (           152)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x80aea8fc (   -2136037124)  r25  = 0x00000001 (             1)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0x80aea8fc (   -2136037124)  r26  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x805b47a0 (   -2141501536)  r27  = 0x00000020 (            32)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x8076f498 (   -2139687784)  r28  = 0x8123ab88 (   -2128368760)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x00000001 (             1)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x804dd558 (   -2142382760)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000000 (             0)  r31  = 0x00000000 (             0)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x801dec70                   CR   = 0x42400048
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801dd644                   SRR1 = 0x00001030
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = 0 fr1 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 0 fr3 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 0 fr5 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 0 fr7 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 0 fr9 = 16777216
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 1 fr11 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 0 fr13 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = -1
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 59
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0x0 ps3 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0xffffffff
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0x0 ps13 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0xffffffff
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4750:   0x805b4770    0x80b85684
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4770:   0x805b47a0    0x80025ca4
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47a0:   0x805b47b0    0x80133478
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47b0:   0x805b47d0    0x80739404
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47d0:   0x805b4800    0x807303f0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4800:   0x805b4820    0x808e4768
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4820:   0x805b4910    0x80ab2e14
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4910:   0x805b4940    0x8108963c
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4940:   0x805b4a00    0x81087bac
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4a00:   0x805b4bc0    0x8108252c
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4bc0:   0x805b4be0    0x810908d8
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4be0:   0x805b4c10    0x8082f36c
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c10:   0x805b4c60    0x8081e484
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c60:   0x805b4c70    0x80814354
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c70:   0x805b4c80    0x80948ad0
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c80:   0x805b4ea0    0x8094dc50
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x52534245
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x006057ff686d9bdf
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801dd644 (read from SRR0) attempted to access invalid address 0x52534245 (read from DAR)
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (5): SRR0 = 0x8075baec  TB = 0x006057ff686c6017




Title: Re: The BrawlEx Clone Engine
Post by: youngsora1 on February 22, 2014, 12:06:58 PM
Can someone make a starter BrawlEX kit?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 12:09:27 PM
Oh god. I just fixed that accesser error on that Toon Link module I tried to make.
It was the most derpiest of errors. Now that it's fixed, I think it's ready for article patching.

First off, the Hookshot according to this dump.

Yes, hookshot crashes him as soon as he enters :P


Title: Re: The BrawlEx Clone Engine
Post by: Youngnamez on February 22, 2014, 12:10:59 PM
Can someone make a starter BrawlEX kit?
Look at Nebulon's Kit.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 22, 2014, 12:11:25 PM
guys can someone tell me how to assign rayquazas soundbank to a cloned character


Title: Re: The BrawlEx Clone Engine
Post by: youngsora1 on February 22, 2014, 12:15:49 PM
I just thought about this.... how do you add SFX over clones?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 22, 2014, 12:20:39 PM
i just need help with the cfg utility where it says soundbank 0x00000002
change that over to rayquaza sound bank i dont know which it is

Post Merge: February 22, 2014, 12:21:30 PM
im guessing just change the last numbers ove to the guy i want

Post Merge: February 22, 2014, 12:23:39 PM
like 0x00000002 switch to 0x00000321
to put the soundbank of rayquaza over my clone


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 12:38:01 PM
Rayquaza should be 13A


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on February 22, 2014, 12:48:22 PM
wb master hands id


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 12:54:49 PM
MasterHand is 141


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 22, 2014, 01:05:12 PM
I just thought about this.... how do you add SFX over clones?

We need a good tutorial for this.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 22, 2014, 01:05:12 PM
Rayquaza should be 13A

Anyways, the SFX won't load unless you modify the PSA.
And I don't know how to do that.

Well, I know how. But many SFX are not changed in-game (excluding Final Smash and Death sounds), such as Tilts.


Title: Re: The BrawlEx Clone Engine
Post by: Youngnamez on February 22, 2014, 01:18:23 PM
Hpw do i add codes to the GCT file?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on February 22, 2014, 01:50:52 PM
I'm not sure what you're current setup is, but I'm assuming you have the Homebrew Channel on your console if you're using mods. Simply copy the Savegame Manager 1.0 folder in the download into your SD card at SD:/Apps/ and start up the Homebrew Channel. You should be able to run the application from there.

In any case, it does sound like you do indeed have a unique type of save corruption. I'm very interested in looking into it and seeing what's wrong with it.

I have Homebrew, and I now have the Savegame Manager therefore thank you for that. I recall my friend telling me that my Wii isn't fully hacked and the apps that I originally copied from where from him. But the main issue is that Savegame Manager won't load. But I had this problem with other apps besides Gecko. Actually all the apps (I assume) besides Gecko won't load. What should I do?...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 03:10:42 PM
Incidentally, does anybody here know HOW exactly to change announcer calls? i'm having a bit of trouble with it. i created a .sawnd file for the replaced sound, changed the ID inside cosmetic config, but now when i select the character it doesn't say anything :/


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 03:14:15 PM
did you hex the slot config?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 22, 2014, 04:28:34 PM
did you hex the slot config?

Slot config? i thought i only needed to change the announcer call in the cosmetic config :o


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 04:30:29 PM
IDK. If memory serves, I think it was the SlotConfig. I don't remember, but I'm most likely wrong. It may be the cosmetic.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 22, 2014, 04:59:10 PM
Here you go guys.  A thread all on its own that tells you how to give BrawlEx characters their own SFX:

http://forums.kc-mm.com/index.php?topic=66417.0 (http://forums.kc-mm.com/index.php?topic=66417.0)


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 22, 2014, 05:27:58 PM
hey i have a question. now i believe that i read earlier in the thread transforming characters such as zelda/shiek samus/zss etc would not be able to get their own slot BECAUSE they transform correct? well theoretically what it one were to either

a.use a transformation characters[lets use zelda and shiek for an example since there are two on the vault]that has a psa DISABLING the transforming

or

b.use a psa removing the transform that was rigged over someone else[chun li over ness comes to mind

would that work? or would i be wasting my time trying?



Clones of Zelda/Sheik needs to happen! The Spiderman PSA works with my separated Zelda and Sheik, but now I can't play as Sheik, only Spiderman; which is sad because she is my favorite to play as. Plus I'm sure that multiple people would want a Spiderman Clone.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 05:33:59 PM
Well when I finish making Rosalina and Luma over Ice Climbers, I plan on porting Zelda over Peach, and Sheik over somebody else who can be cloned.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 05:41:48 PM
Incidentally, does anybody here know HOW exactly to change announcer calls? i'm having a bit of trouble with it. i created a .sawnd file for the replaced sound, changed the ID inside cosmetic config, but now when i select the character it doesn't say anything :/

I wrote out instructions for this to Nebulon in a PM. I'll send it along to you.

Just so we're clear, though, it is in the Cosmetic Config and not the Slot Config. The Slot Config, as far as I know, is only good for changing victory themes.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 22, 2014, 05:44:11 PM
Well when I finish making Rosalina and Luma over Ice Climbers, I plan on porting Zelda over Peach, and Sheik over somebody else who can be cloned.

I literally check everyday for it.

I wrote out instructions for this to Nebulon in a PM. You want I should send it to you?

Beat me to it :)


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 22, 2014, 05:51:26 PM
not sure if it has something to do with my PSA of mewtwo or not but occasionally if i load up either mewtwo or lucario and then switch off of whichever one i picked first it causes the GFX of the character chosen afterwards out of the two to lose their GFX until i reselect the character. I wanted to change the address for mewtwo's GFX but so far doing that has resulted in his shadow balls charging animation to disappea i know in project M mewtwo calls the subspace enemy mizuo's GFX file but is something edited in his rel along side that and if so is does anyone know of a way to fix this GFX issue.
It's an issue with all clone characters at the moment. If you select 2 people based on the same fighter they'll share effect graphics, then if you deselect whoever was loaded first it will unload the effect graphics entirely, leaving the remaining clone or original character to have no graphical effects for the next match.
If you go back out of the brawl menu and to the main menu, then back in it'll reset and load effects from scratch again, but there's no definite fix beyond that from what I'm aware of.

Just while we're on the topic of your mewtwo psa, did you manage to get him to hold and use items correctly?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 22, 2014, 05:55:19 PM
Project M Roy and Marth don't have the GFX glitch though.
...
That's 'cause they use different characters GFX though...


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 05:57:05 PM
Pichi-Hime- putting rosealina and luma on ice climbers is a great idea to tell the truth
i was thinking of the same of doing the same thing but i havent tried it yet please let me know how it goes also if you get it working please upload it to the vault because i would like to try it out.  


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 22, 2014, 06:03:41 PM
Project M Roy and Marth don't have the GFX glitch though.
...
That's 'cause they use different characters GFX though...

Yes, I wonder where ASF1nk is with that tutorial, it's been like a month...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 22, 2014, 06:04:18 PM
Pichi-Hime- putting rosealina and luma on ice climbers is a great idea to tell the truth
i was thinking of the same of doing the same thing but i havent tried it yet please let me know how it goes also if you get it working please upload it to the vault because i would like to try it out.  

I got Dragonite and Blaze the Cat to load from Shadow hedgehog assist trophies without replacing Shadow Assist models. The only reason i haven't said anything is because my results are inconsistent. Also, i your character doesn't use any GFX models in a character's ef file (like Sora or Wolverine) and you don't want deselecting them to mess with character that have the same ef and use the mdls in gfx, change their gfx to Mario. He doesn't come with any models to take away. :)

My pack includes characters that don't share gfx just ef files.. My next build which i hope to release before Monday has more characters and less gfx sharing then before.

It is a good habit to go to the brawl menu though after a fight to be sure. If only there was a code that automatically took people there instead of manually doing it...


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 06:06:29 PM
has anyone gotten this to work for revolution yet? because i am really getting tired of having to use my
2gig sd card it's almost full and i have only added a few clones so far and it looks like im goona need all 100 slots. also i know i can use the sdhc extension version 1.1 code along with project m lancher so than i can use 4gig and higher sd cards problem is by doing that all the knockback of all the characters changes signifigantly so if anyone has gotten this to work with revolution yet please tell me how.  


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 06:08:45 PM
has anyone gotten this to work for revolution yet? because i am really getting tired of having to use my
2gig sd card it's almost full and i have only added a few clones so far and it looks like im goona need all 100 slots. also i know i can use the sdhc extension version 1.1 code along with project m lancher so than i can use 4gig and higher sd cards problem is by doing that all the knockback of all the characters changes signifigantly so if anyone has gotten this to work with revolution yet please tell me how.  

No, it doesn't work for Riivolution. However, it will work through the Project M Launcher using SDHC Expansion. There aren't any really noticeable side effects. I use it on an SDHC card this way.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 06:17:35 PM
each time i try the preject m lancher thou the knouck back still seems really off and i have tried 10 match with project m lancher and 10 matches on normal brawl with no codes back and forth back and forth but still the project m lancher makes characters fly much furter at 100 damage than normal brawl does also it seems inconsistant by that i mean one match character gain losts of knockback at 100 damage but the 2nd match it take all the way up to 200 damage before they even start getting to have normal knockback and than the
third match the knockback was completely normal so i don't know why but that is what happens every time i try project m lancher with 1.1 sdhc extenison code.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 22, 2014, 06:37:49 PM
each time i try the preject m lancher thou the knouck back still seems really off and i have tried 10 match with project m lancher and 10 matches on normal brawl with no codes back and forth back and forth but still the project m lancher makes characters fly much furter at 100 damage than normal brawl does also it seems inconsistant by that i mean one match character gain losts of knockback at 100 damage but the 2nd match it take all the way up to 200 damage before they even start getting to have normal knockback and than the
third match the knockback was completely normal so i don't know why but that is what happens every time i try project m lancher with 1.1 sdhc extenison code.

I don't mean to be rude...

But I can't even begin to read that.

I know this is an online forum and whatevs, but come on man. Punctuation makes the world go round.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 06:38:50 PM
does anyone still need the jiggly puff purin exmodule because if some people want it all upload it to midiafire
and put a download link and yes it is an exmodule not a original one however i did not make the module the who mad the module is the person who uploaded the jiggly puff turning into marth brawlex psa apparently you can use the same module to make jiggly puff clones or whoever you want to put on jiggly puff.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 06:40:42 PM
does anyone still need the jiggly puff purin exmodule because if some people want it all upload it to midiafire
and put a download link and yes it is an exmodule not a original one however i did not make the module the who mad the module is the person who uploaded the jiggly puff turning into marth brawlex psa apparently you can use the same module to make jiggly puff clones or whoever you want to put on jiggly puff.

The Jigglypuff ExModule already has a download link in the PSA repository.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 06:43:24 PM
sorry if my spelling is kinda wierd i still havent gotten quite use to typing on my labtop yet,
my labtop has a keybord that isn't centered.

Post Merge: February 22, 2014, 06:50:52 PM
shinf- thanks so much for making cbliss work with this by using the brawlex files it has really helped save me from having to spend tons of time deciding whether or not to get rid of certain costumes.

because now i can just keep them where they are.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 22, 2014, 07:15:16 PM
I Did manage to fix the issue with mewtwo holding items but i still need to insert animations for pickiing up heavy objects like warios bike.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 08:47:48 PM
I literally check everyday for it.
Pichi-Hime- putting rosealina and luma on ice climbers is a great idea to tell the truth
i was thinking of the same of doing the same thing but i havent tried it yet please let me know how it goes also if you get it working please upload it to the vault because i would like to try it out.  



Haha, TY. And yup, I'm uploading Rosalina and Luma to the vault. It's a Smash 4 moveset. Anywho, back on topic, has anyone gotten the Jigglypuff module to work?


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 08:51:17 PM
my jiggly puff modlue works just fine however im not sure the article from when jiggly puff sings shows up.
but yeah if you want the jiggly puff module im using just tell me and i will post a download link.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 08:53:26 PM
Yes please. I'm having difficulty getting her to properly load. Thank you. :)


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 22, 2014, 08:55:26 PM
Oh god. I just fixed that accesser error on that Toon Link module I tried to make.
It was the most derpiest of errors. Now that it's fixed, I think it's ready for article patching.

First off, the Hookshot according to this dump.

Code:
57:15:652 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/STAGE/MELEE/STGBattleField.PAC (size:2855232 byte, adr:0x932b9220) at 8
57:16:166 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[010000] ChrKind[64:None] Color[0] SlotNo[0]
57:16:186 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: name: ToonLinkHookShot
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x00000000 (             0)
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4750 (   -2141501616)  r17  = 0x00000000 (             0)
57:16:216 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000004 (             4)  r19  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x00000001 (             1)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801dd644 (   -2145528252)  r21  = 0x43300000 (    1127219200)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x8123ab88 (   -2128368760)  r22  = 0x8128005c (   -2128084900)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x00000001 (             1)  r23  = 0x01800000 (      25165824)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x81280080 (   -2128084864)  r24  = 0x00000098 (           152)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x80aea8fc (   -2136037124)  r25  = 0x00000001 (             1)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0x80aea8fc (   -2136037124)  r26  = 0x00000000 (             0)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x805b47a0 (   -2141501536)  r27  = 0x00000020 (            32)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x8076f498 (   -2139687784)  r28  = 0x8123ab88 (   -2128368760)
57:16:217 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x00000001 (             1)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x804dd558 (   -2142382760)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000000 (             0)  r31  = 0x00000000 (             0)
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x801dec70                   CR   = 0x42400048
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801dd644                   SRR1 = 0x00001030
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = 0 fr1 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 0 fr3 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 0 fr5 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 0 fr7 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 0 fr9 = 16777216
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 1 fr11 = 0
57:16:218 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 0 fr13 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = -1
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 59
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0x0 ps3 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0xffffffff
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0x0 ps13 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
57:16:219 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0xffffffff
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4750:   0x805b4770    0x80b85684
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4770:   0x805b47a0    0x80025ca4
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47a0:   0x805b47b0    0x80133478
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47b0:   0x805b47d0    0x80739404
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b47d0:   0x805b4800    0x807303f0
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4800:   0x805b4820    0x808e4768
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4820:   0x805b4910    0x80ab2e14
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4910:   0x805b4940    0x8108963c
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4940:   0x805b4a00    0x81087bac
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4a00:   0x805b4bc0    0x8108252c
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4bc0:   0x805b4be0    0x810908d8
57:16:220 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4be0:   0x805b4c10    0x8082f36c
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c10:   0x805b4c60    0x8081e484
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c60:   0x805b4c70    0x80814354
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c70:   0x805b4c80    0x80948ad0
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c80:   0x805b4ea0    0x8094dc50
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x52534245
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x006057ff686d9bdf
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801dd644 (read from SRR0) attempted to access invalid address 0x52534245 (read from DAR)
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
57:16:221 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (5): SRR0 = 0x8075baec  TB = 0x006057ff686c6017



Great to hear, a Toon Link module would be awesome.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 09:05:29 PM
Yes please. I'm having difficulty getting her to properly load. Thank you. :)


The module is in the PSA Repository under the Jigglypuff section. It works fine, I've got Wisp using it.

PSA Repository: http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)
Jigglypuff Module: http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel (http://www.mediafire.com/download/k94dhe371vz1pz1/ft_purin+BX+v1.1+%28pikamaxi%29.rel)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 22, 2014, 09:08:05 PM


Haha, TY. And yup, I'm uploading Rosalina and Luma to the vault. It's a Smash 4 moveset. Anywho, back on topic, has anyone gotten the Jigglypuff module to work?


Uploading?? Like now??


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 09:10:14 PM
Yea, that's the one I'm using. I didn't know if he modified it in any way. Anyway, I can't get past the SSS with Wisp... Silent freeze. And also, on training, it'll freeze after or during an animation. This only started happening after I added BrawlEX... :-\


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 09:10:43 PM
thanks shinf for posting the link to the download if you hadn't i was about to upload mine to mediafire and post a download link but seeing that you already posted the link i guess i won't have to upload mine.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 09:11:07 PM
Uploading?? Like now??

No, not yet. Still fixing freezes... But soon! ;D


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 09:14:42 PM
Yea, that's the one I'm using. I didn't know if he modified it in any way. Anyway, I can't get past the SSS with Wisp... Silent freeze. And also, on training, it'll freeze after or during an animation. This only started happening after I added BrawlEX... :-\
Really? Are you sure you added everything it needs properly? All the files like spy, dark, things like that? I haven't had any problems with mine.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 09:16:33 PM
wait you say wisp is frezzing at stage select screen and even though your using the module in the link shinf provided, along time ago i was also using wisp and it would give me that same kind of freeze but for me it depended on what color slot i had it on i think it was one of the jiggly puff with the hats that caused the freeze so try a different color of jiggly puff.  


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 09:17:28 PM
Yup, Got it all. It's rather strange... And sometimes, if I just use a vBrawl character with no changes at all, it silent freezes at SSS as well. I can't test with dolphin to see what's wrong, as I am unfamiliar with it. It's very frustrating. And plus the Now Loading screen freezes, but I've heard that's a common problem.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 22, 2014, 09:18:15 PM
Really? Are you sure you added everything it needs properly? All the files like spy, dark, things like that? I haven't had any problems with mine.

Me neither, Wisp was one of my first clones and works perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 22, 2014, 09:23:52 PM
Yup, Got it all. It's rather strange... And sometimes, if I just use a vBrawl character with no changes at all, it silent freezes at SSS as well. I can't test with dolphin to see what's wrong, as I am unfamiliar with it. It's very frustrating. And plus the Now Loading screen freezes, but I've heard that's a common problem.
Yeah, the Now Loading / Strap Loader freezes happen a lot. I don't know why, but my build actually doesn't have them. I was positive it was because I added a common5 to it, but everyone else says that didn't work for them. Maybe it's the custom strap loader I'm using or the main menu. I dunno, but something about it just makes those not happen.

As for the silent freezes, you could try checking your Config files. I remember I set up my Ridley files wrong once and got a similar problem. It was just a matter of changing the cosmetic bits :P


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 09:24:54 PM
if freeze is still happening even after trying other colors than try changing try replacing the cosmetics your using with the ones in this link http://www.mediafire.com/download/j8trbop3vw6wk58/jiggly_puff_BrawlEx_module_and_cosmetics.zip (http://www.mediafire.com/download/j8trbop3vw6wk58/jiggly_puff_BrawlEx_module_and_cosmetics.zip)

because it fixed it for me by changing the cosmetics.  


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 09:36:34 PM
Cosmetics are added. I have all the files nammed correctly, but it freezes randomly when in training. And once every 10 times i can actually get a regular brawl working.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 09:42:39 PM
here try doing this make sure wisp is only on color fitpurin00.pac and fitpurin00.pcs and have the regular
jiggly puff on the rest of the colors. in other words wisp only on the first color of jiggly puff while the rest have just regular jiggly puff see if that stops the freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 10:06:16 PM
No...


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 22, 2014, 10:11:08 PM
that didn't stop the freeze either im not sure what else to try.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 22, 2014, 10:22:30 PM
*sigh* oh well.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 22, 2014, 10:36:46 PM
I Did manage to fix the issue with mewtwo holding items but i still need to insert animations for pickiing up heavy objects like warios bike.

Awesome, I'll be looking forward to that. I think right now half of Mewtwo's item hitboxes are way too wonky.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 22, 2014, 11:26:46 PM
something wrong: can't open module editor v 3.3!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 23, 2014, 12:17:10 AM
something wrong: can't open module editor v 3.3!

Hey, haven't seen someone from the minus forums around here in a while. What version of windows are ya using?

incidentally, are you trying to play minus with this or is this for something else, because i have a video tutorial in the OP for most needs, including one specifically for Minus.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 23, 2014, 01:38:25 AM
yeah, i've got had the tutorial running for a while now... i'm up at the point where i need to use module editor, and i'm using "Windows 7 Home Premium"

Post Merge: February 23, 2014, 01:56:26 AM
anyone?.. i'm so bored and i wanna play the new hacks already x_x


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 23, 2014, 08:33:47 AM
I'm on 7 Home Premium 64-bit and it runs fine on mine. Maybe try redownloading it? I find running things as an administrator sometimes helps too, but I didn't need to do anything special to make it run so Idk.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 23, 2014, 09:53:09 AM
Ganondorf should be next.


Title: Re: The BrawlEx Clone Engine
Post by: Jerg on February 23, 2014, 10:01:42 AM
I'm not impatient or anything, but is there a specified date when the PAL version is going to come out (I hope it will), or is it like Project M - finishing everything and fixing stuff and then working on PAL compatibility?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 23, 2014, 10:14:18 AM
I'm not impatient or anything, but is there a specified date when the PAL version is going to come out (I hope it will), or is it like Project M - finishing everything and fixing stuff and then working on PAL compatibility?
sure just wait for deathwolf to port it


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 23, 2014, 11:06:31 AM
Does anyone know the file size limits for info.brres, info.pac, info_training and info_training_mg? I think I might have hit it, but I'm not sure.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 23, 2014, 11:13:17 AM
That problem I was having? PW told me to update my common3.pac. Bam.
So little tidbit: if you are having freezes when the CSP boxes are attempting to load, update your common3.pac to the one PW has in his pack. I had no clue he updated it until he told me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 23, 2014, 12:25:05 PM
yeah, i've got had the tutorial running for a while now... i'm up at the point where i need to use module editor, and i'm using "Windows 7 Home Premium"

Post Merge: February 23, 2014, 01:56:26 AM
anyone?.. i'm so bored and i wanna play the new hacks already x_x

Do you think you could tell me what error message you get when trying to open it?


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on February 23, 2014, 02:16:36 PM
I just remembered ASF1nk's "New CSS Project" and realized how nice it would have looked with all of this.

;_;


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 23, 2014, 02:23:29 PM
Anyone wanna help me out with my boot freeze? It freezes right before the intro screen. (to be even more exact, when Boot.pac is loaded) It seems to happen 105% of the time so I don't know if it's me or the Engine. :/


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on February 23, 2014, 02:28:10 PM
Sometimes it´s the same for me, don't know why maybe it's becuse you too boot from HDD?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 23, 2014, 02:29:52 PM
Sometimes it´s the same for me, don't know why maybe it's becuse you too boot from HDD?
SD Card and legal disc. Also tried on Dolphin, no dice.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 23, 2014, 02:51:01 PM
This has only happened to me one time. If I were you, Id  add one thing at a time and see whats causing the problem.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 23, 2014, 02:54:19 PM
This has only happened to me one time. If I were you, Id  add one thing at a time and see whats causing the problem.
Exactly what I'm doing.


Title: Re: The BrawlEx Clone Engine
Post by: Lightning Farron on February 23, 2014, 04:12:50 PM
So I'm encountering a freeze.  :-\

I was playing vBrawl and when I go into the SSS, if I don't select a stage fast enough, it freezes. (It's the hard freeze) This never used to happen before I used the clone engine.

Now, if I do load it with the clone engine or Brawl Minus, I don't get any freezes.. (Well, I'll get freezes with the clone engine if I set things up wrong, but that's my mistake.)

Don't know if I should be posting this here, but I thought I should since it only started happening when I played using the clone engine. Maybe someone has encountered the same problem..?


Title: Re: The BrawlEx Clone Engine
Post by: billyskater555 on February 23, 2014, 04:30:26 PM
Im so excited about this, now i just have to wait untill you can clone tlink, then itll be perfect


Title: Re: The BrawlEx Clone Engine
Post by: Shun_One on February 23, 2014, 04:34:26 PM
Does anyone know the file size limits for info.brres, info.pac, info_training and info_training_mg? I think I might have hit it, but I'm not sure.
info.pac is 392 KB from my experience. It's generally safer to aim for lower than 391 KB. Not sure about the other ones, but I'd imagine just try going for lower than their original size.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 23, 2014, 04:44:52 PM
There seems to be a bug with olimar clones where  if you try to recall pikmin or die the pikmin get stuck at first i thought it had something to do with the edited pikmin fighter pac i made but it happens over an unedited pikmin.pac file as well.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 23, 2014, 04:58:45 PM
Do you think you could tell me what error message you get when trying to open it?

it's not an error message. i just try to open it and it tells me "the publisher could not be verified. Are you sure you want to run this software?" and under publisher i see that it says "unknown publisher", but I hit "Run" ...this is exactly what shows up:

The publisher could not be verified. Are you sure you want to run this software?

Name: Module Editor 3.3.exe
Publisher: Unknown Publisher
Type: Application

[Run] [Cancel]


then the same exact window repeating the above comes up with the only differences being that the line that says "name" doesn't just have "module editor 3.3.exe", but this second window has details before it that say the file location (under "name")...
and the one other difference is that there's a new line of info in this window called "From", and it repeats the file location that name does:

The publisher could not be verified. Are you sure you want to run this software?

Name: ...rew\AppData\Local\Temp\wz1833\Module Editor 3.3.exe
Publisher: Unknown Publisher
Type: Application
From: C:\Users\Andrew\AppData\Local\Temp\wz1833\Module ...

[Run] [Cancel]

(yes there are spaces in the program name) and I hit run again, and it seems to be loading and the cursor changes to the wheel and cursor to show that something is loading, and then i wait and it stops and the wheel dissappears and nothing comes up... i waited a few minutes, in case it was taking a while, i tried to check the task manager, but no applications came up, and this laptop i'm using is new, and definitely not slow, and i tried to download and redownload the same program from your youtube link as well after i'd already downloaded the one here so many times, and i even tried to download the 3.2 version, but that one has a different error that says something like "unexpected error", like the error when you [censored] up in PSA or bralwbox...


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 23, 2014, 05:08:06 PM
so if anyone wants brawlex spider man  i made it possible
create a marth clone and add everything from marth all his brawlex files and module the download only has 1 costume so you guys need to download the rest,i gave him his webs back which dont work if you use a marth rel normaly since they are over sheik articles , they arent 100% on the right place but with brawl camera you will barely notice it, spidey also uses barbara effect.pac so no gfx glitches with sheik, he isnt the sdoom release only, he has throws made by kagemaru and his nB on air and ground actualy start near him instead of 2 oponents away.
http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar (http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar)


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 23, 2014, 05:14:04 PM
so if anyone wants brawlex spider man  i made it possible
create a marth clone and add everything from marth all his brawlex files and module the download only has 1 costume so you guys need to download the rest,i gave him his webs back which dont work if you use a marth rel normaly since they are over sheik articles , they arent 100% on the right place but with brawl camera you will barely notice it, spidey also uses barbara effect.pac so no gfx glitches with sheik, he isnt the sdoom release only, he has throws made by kagemaru and his nB on air and ground actualy start near him instead of 2 oponents away.
[url]http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar[/url] ([url]http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar[/url])

I appriciate this so much! Thank you Carnage! I can't wait to try it!  :happy:


I have a metaknight clone with the grayfox psa. It works during battle, but after the battle it freezes the game when it tries to go to the results screen. Why is this?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 23, 2014, 05:33:51 PM
your probably missing metaknights results.pac file that or you didn't setup the result portraits in the menu/common folder


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 23, 2014, 06:29:51 PM
So I'm encountering a freeze.  :-\

I was playing vBrawl and when I go into the SSS, if I don't select a stage fast enough, it freezes. (It's the hard freeze) This never used to happen before I used the clone engine.

Now, if I do load it with the clone engine or Brawl Minus, I don't get any freezes.. (Well, I'll get freezes with the clone engine if I set things up wrong, but that's my mistake.)

Don't know if I should be posting this here, but I thought I should since it only started happening when I played using the clone engine. Maybe someone has encountered the same problem..?
You appear to be missing the disable custom stages code.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on February 23, 2014, 06:45:56 PM
your probably missing metaknights results.pac file that or you didn't setup the result portraits in the menu/common folder
I do have the result.pac, but I don't know about the menu/common folder.  I haven't messed with that at all with any of my other clones, but it still works for them.


Title: Re: The BrawlEx Clone Engine
Post by: Lightning Farron on February 23, 2014, 06:55:14 PM
You appear to be missing the disable custom stages code.
I don't have any custom stages.. Nonetheless, I'll try it out. Would I have to use it everytime I want to play vBrawl?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 23, 2014, 07:00:02 PM
I don't have any custom stages.. Nonetheless, I'll try it out. Would I have to use it everytime I want to play vBrawl?
If you're using the hackless method of loading up the mods, you always need to have disable custom stages.


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on February 23, 2014, 07:03:18 PM
so if anyone wants brawlex spider man  i made it possible
create a marth clone and add everything from marth all his brawlex files and module the download only has 1 costume so you guys need to download the rest,i gave him his webs back which dont work if you use a marth rel normaly since they are over sheik articles , they arent 100% on the right place but with brawl camera you will barely notice it, spidey also uses barbara effect.pac so no gfx glitches with sheik, he isnt the sdoom release only, he has throws made by kagemaru and his nB on air and ground actualy start near him instead of 2 oponents away.
[url]http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar[/url] ([url]http://www.mediafire.com/download/kv1hav1tkfwyv7k/Brawlex+Spider+Man.rar[/url])

Sounds pretty cool, I'll be sure to give it a go once I get all of my current clones setup with costumes and the like. I'm assuming the usual spidey on sheik costumes work with him? Or has something special been done to the model?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 23, 2014, 07:20:17 PM
@carnage

so in a way we can clone Sheik now, and Captain Falcon(because of Ridley)...


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on February 23, 2014, 07:24:58 PM
@carnage

so in a way we can clone Sheik now, and Captain Falcon(because of Ridley)...

techanlly no since theyh are bascially marthish psas


Title: Re: The BrawlEx Clone Engine
Post by: Lightning Farron on February 23, 2014, 07:37:01 PM
If you're using the hackless method of loading up the mods, you always need to have disable custom stages.
I'm not using hackless.  :)
 
I was actually trying to play normal brawl without any hacks or mods, which is why I'm concerned as to why I'm getting a freeze. I think it is related to the disable custom stages code.
What I have noticed is if I click Melee Stages, wait a few seconds, Brawl Stages turns into Custom Stages (even though I don't have any) and it just freezes..


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 23, 2014, 07:45:14 PM
so does anyone know why olimar clones down b messes up pikmin?


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 23, 2014, 09:23:04 PM
Sorry to ask what has probably been answered at some point in this thread, but does this have limitations on the characters you can clone over? I remember reading something about characters that don't use articles?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 23, 2014, 09:50:32 PM
Sorry to ask what has probably been answered at some point in this thread, but does this have limitations on the characters you can clone over? I remember reading something about characters that don't use articles?
You can clone any of the characters who the pack includes Modules for, and there're Meta Knight and Jigglypuff modules not included. The transforming characters, Ganon, Captain Falcon, Fox, Falco, Luigi, and Ness cannot be fully cloned yet.


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 23, 2014, 10:03:08 PM
You can clone any of the characters who the pack includes Modules for, and there're Meta Knight and Jigglypuff modules not included. The transforming characters, Ganon, Captain Falcon, Fox, Falco, Luigi, and Ness cannot be fully cloned yet.
Thanks for the quick reply. I guess it's time for me to knuckle down and hear the buzz of death while I bumble my way through the files. Thank you.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 10:10:45 PM
has anyone noticed that the we can only add up to 36clones to the character select screen, i thought we were suppose to be able to have 100 characters total but if the only free spots for clones are from 3f to 63 than that isn't 100 characters total because if we convert the numbers to decimal 3fhex=63decimal and 63hex=99decimal
so you see if were starting at 63characters and the total amount we can have is 99characters. than that means we can only have up to 72total not 100 you see before wee add any clone characters there are
36total characters but after adding 36clones there are only 72total characters we can't go any higher because the roster stop letting us add characters once we hit 63hex witch is 99 in decimal. this is a problem for me because i had grabbed all the characters i was planning to use but after trying to go past 63hex in the roster all the other numbers end up being 63hex same with when i tried putting in 64hex it still it put another 63hex instead so in the end it looks like im going to have to git rid of a whooping 28characters that's not very good so if anyone else has run into this let me know.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 23, 2014, 10:18:05 PM
has anyone noticed that the we can only add up to 36clones to the character select screen, i thought we were suppose to be able to have 100 characters total but if the only free spots for clones are from 3f to 63 than that isn't 100 characters total because if we convert the numbers to decimal 3fhex=63decimal and 63hex=99decimal
so you see if were starting at 63characters and the total amount we can have is 99characters. than that means we can only have up to 72total not 100 you see before wee add any clone characters there are
36total characters but after adding 36clones there are only 72total characters we can't go any higher because the roster stop letting us add characters once we hit 63hex witch is 99 in decimal. this is a problem for me because i had grabbed all the characters i was planning to use but after trying to go past 63hex in the roster all the other numbers end up being 63hex same with when i tried putting in 64hex it still it put another 63hex instead so in the end it looks like im going to have to git rid of a whooping 28characters that's not very good so if anyone else has run into this let me know.

Have you gotten that high yet? I'm almost there so I'll post here if this is really the limit.

Oh and pack was updated in Sig.



Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 10:24:31 PM
i haven't gotten exactly that high but i was trying to prepare the roster before i started to add the rest of my clones because i do have which characters i plan to add i just haven't add the cosmetics yet.

also i didn't want to have to keep going back to the roster to add each clone to it one at a time so that is why i was trying to set up the roster first for every clone than add each clones cosmetics after that.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 23, 2014, 10:27:55 PM
i haven't gotten exactly that high but i was trying to prepare the roster before i started to add the rest of my clones because i do have which characters i plan to add i just haven't add the cosmetics yet.

also i didn't want to have to keep going back to the roster to add each clone to it one at a time so that is why i was trying to set up the roster first for every clone than add each clones cosmetics after that.

I see. I've got a folder of characters myself for as of yet unreleased modules. I hope it goes to 100. I technically only have room for... 4 more if this is correct. I'd have 5 rows and a little bit on the 6th. I want it to be symmetrical though so that would bug me. I'd be more bothered by the symmetry then having less than 100 lol. But I know what you mean.

We'll see.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 23, 2014, 10:29:03 PM
I see. I've got a folder of characters myself for as of yet unreleased modules. I hope it goes to 100. I technically only have room for... 4 more if this is correct. I'd have 5 rows and a little bit on the 6th. I want it to be symmetrical though so that would bug me. I'd be more bothered by the symmetry then having less than 100 lol. But I know what you mean.

We'll see.

Did you add Sheik, ZSS and the Pokemon to your CSS? If not, then that can be used to add a few more to even it up a bit.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 10:37:46 PM
yes i know you can add the slot for zero suit samus and the ones for poke trainer's pokemon and sheiks slot too but that still does not make 100total by adding thoes slots it only is up to 77slots not 100 and i have added all thoes slots except sheik.

however i was thinking if we can find a way to use the bosses slots than we could get pretty close or even all the way up to 100 slots but so far each time i try to use one of the boss slots i choose it start a match and end up with a clone of mario.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 23, 2014, 10:41:37 PM
yes i know you can add the slot for zero suit samus and the ones for poke trainer's pokemon and sheiks slot too but that still does not make 100total by adding thoes slots it only is up to 77slots not 100 and i have added all thoes slots except sheik.

however i was thinking if we can find a way to use the bosses slots than we could get pretty close or even all the way up to 100 slots but so far each time i try to use one of the boss slots i choose it start a match and end up with a clone of mario.

The boss slots don't work. I think the alloys do, though.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 10:44:38 PM
one interesting thing i found out about the roster is after you add 9 characters they go left to right but once you get to number 10 it drops to the start of the next row so basicly all rows can only go 9 across. 10th character is always the start of the new row.

Post Merge: February 23, 2014, 10:49:27 PM
your right boss slots don't seem to work but they do seem to let us use a clone of mario so maybe we can use those slots for extra mario clones.

you say the alloy slots might work, if they do please tell me how to get them to work because even though i can add them to the roster anytime i try to put anything on their slot i end up having freeze when i start a match with any character i have on the alloy slot.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 23, 2014, 11:00:12 PM
one interesting thing i found out about the roster is after you add 9 characters they go left to right but once you get to number 10 it drops to the start of the next row so basicly all rows can only go 9 across. 10th character is always the start of the new row.

Post Merge: February 23, 2014, 10:49:27 PM
your right boss slots don't seem to work but they do seem to let us use a clone of mario so maybe we can use those slots for extra mario clones.

you say the alloy slots might work, if they do please tell me how to get them to work because even though i can add them to the roster anytime i try to put anything on their slot i end up having freeze when i start a match with any character i have on the alloy slot.
alloyslots are fo alloy costumes oly, i thi tiurus got em workig.


if u want to use the boss characters, you can
all u have to do is use special codes like i did with GIGAbowser, and u can play with some or all bosses, or you can swap their id with codes to use clones of other characters instead

i can make a full tutorial but dont have enough time at the moment
i also havent experimented with alloys, but will ask tiburus to make a small tutorial r something


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 23, 2014, 11:04:55 PM
I believe there are Alloy slot cosmetics now in the OP. Try using those.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 11:06:07 PM
i thought they wouldn't work with the code because i thought the clone engine made the alloy code incompatible but if it can work and you make tutorial for it later i will be looking forward to it because im not exactly sure how to get the alloys working.

Post Merge: February 23, 2014, 11:12:50 PM
i have tried using the alloy cosmetic's form the opening a number of times but i always seem to do something wrong when i try to add them because their is no read me included in the download about how to set it up so that is why i need someone to tell me how to add them.

also their is no module for the alloys in the download.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 23, 2014, 11:44:22 PM
i thought they wouldn't work with the code because i thought the clone engine made the alloy code incompatible but if it can work and you make tutorial for it later i will be looking forward to it because im not exactly sure how to get the alloys working.

Post Merge: February 23, 2014, 11:12:50 PM
i have tried using the alloy cosmetic's form the opening a number of times but i always seem to do something wrong when i try to add them because their is no read me included in the download about how to set it up so that is why i need someone to tell me how to add them.

also their is no module for the alloys in the download.

Don't see why you would need the module for the alloys as those would already be a part of the game. You're just using slots to access the Alloys, not clone them.

Either way, It's not a big thing for me. Not a fan of using the Alloys.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on February 23, 2014, 11:50:55 PM
i mainly just need them for their slots because that way at least i will be able to have 4 more slots.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 12:53:21 AM
Hey everyone - for anyone using Mega Man, Nebulon and I have made a version with his sounds over Petey Pirahna and with GFX fixes if anyone wants it. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350)

The only thing is that when Ness' soundbank is loaded, he still says PK Fire when shooting his blaster or Crash Bomb for some reason. Can't quite figure that out.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 24, 2014, 02:18:54 AM
@carnage

so in a way we can clone Sheik now, and Captain Falcon(because of Ridley)...

not really since those psas work becuase they dont use any articles of their original char, and every char that is mae out of pure codes works with a marth rel

anyone using the megaman on the vault you have to use this spidey files instead
http://www.mediafire.com/download/wnu1w6hcqccyj0d/Brawlex+Spider+Man+with+custom+robo+effect.rar (http://www.mediafire.com/download/wnu1w6hcqccyj0d/Brawlex+Spider+Man+with+custom+robo+effect.rar)

the other spider man used also barbara effect folder so they would conflit this one uses custom robo so no gfx glitches when facing megaman,  any sheik model works just rename them to whatever you call the spider man marth clone.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on February 24, 2014, 10:29:14 AM
i have a problem on dolphin everything works fine but on my wii nothing shows up only the normal roster and i am using usb loader gx with axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 24, 2014, 10:38:39 AM
Hey Nebulon, just letting you know that your BrawlEx pack looks great from just looking at the fighter folder here. I was wondering if I could make a suggestion. Could you add in Raichu?
http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name= (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=)*raichu*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-PSA*-*&TypeAlt=Character&characterType=PSA*&characterListing=*

I know that is an old PSA there but it might work if you balance it a bit because I feel that a few of the attacks are a bit too over powered compared to Pikachu. I believe Raichu should be stronger than Pikachu but he should have some sort of weakness. Maybe he is slower than Pikachu or something. Let me know what you think. Here is a link to an import model to go along with the PSA:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36283 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36283)

Hey everyone - for anyone using Mega Man, Nebulon and I have made a version with his sounds over Petey Pirahna and with GFX fixes if anyone wants it. [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350[/url])

The only thing is that when Ness' soundbank is loaded, he still says PK Fire when shooting his blaster or Crash Bomb for some reason. Can't quite figure that out.


I have to ask you something about this BrawlEx Megaman you made. When I compared the fighter config you gave to the fighterconfig of Lucas, I found that yours did not include the Result file. Does this mean you somehow were able to clone Ness? Is Ness clonable now? Did I miss an update? Or did you edit the Fighter config to only look for the necessary files and not the result file?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 24, 2014, 11:09:29 AM
Hey Nebulon, just letting you know that your BrawlEx pack looks great from just looking at the fighter folder here. I was wondering if I could make a suggestion. Could you add in Raichu?
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=[/url])*raichu*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-PSA*-*&TypeAlt=Character&characterType=PSA*&characterListing=*

I know that is an old PSA there but it might work if you balance it a bit because I feel that a few of the attacks are a bit too over powered compared to Pikachu. I believe Raichu should be stronger than Pikachu but he should have some sort of weakness. Maybe he is slower than Pikachu or something. Let me know what you think. Here is a link to an import model to go along with the PSA:

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36283[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36283[/url])

I have to ask you something about this BrawlEx Megaman you made. When I compared the fighter config you gave to the fighterconfig of Lucas, I found that yours did not include the Result file. Does this mean you somehow were able to clone Ness? Is Ness clonable now? Did I miss an update? Or did you edit the Fighter config to only look for the necessary files and not the result file?

you can modify fighters.data and just put no on the result data, and nope ness is not clonable at all


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 11:12:09 AM
you can modify fighters.data and just put no on the result data, and nope ness is not clonable at all
Ness can't be cloned, but some of his PSAs will work with a Lucas rel. Everything else is from Ness.  Mega Man and Avatar Ness both work with Lucas rels, possibly others but those are the only ones I tried.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 24, 2014, 11:30:23 AM
you can modify fighters.data and just put no on the result data, and nope ness is not clonable at all

Ness can't be cloned, but some of his PSAs will work with a Lucas rel. Everything else is from Ness.  Mega Man and Avatar Ness both work with Lucas rels, possibly others but those are the only ones I tried.
Okay thanks for the info.


Title: Re: The BrawlEx Clone Engine
Post by: zutox on February 24, 2014, 11:57:48 AM
Quick question: Say I have a few Lucas psas I want to use, can I still place a psa over the original Lucas, like say, Scott Pilgrim, so that I can have his no tether code active?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 12:00:05 PM
Quick question: Say I have a few Lucas psas I want to use, can I still place a psa over the original Lucas, like say, Scott Pilgrim, so that I can have his no tether code active?
You could, but you don't need the no tether code. In the fighter config when setting up the Clone, just set his 'CanZAir' property to False, and you won't have to have the code and you can still keep Lucas and have Scott as well.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 24, 2014, 01:33:33 PM
Is it normal for the random button to not choose any of the cloned characters? i mean ive played many matches with three CPU's on random and not one ever was chosen to be a clone


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 24, 2014, 01:35:08 PM
Is it normal for the random button to not choose any of the cloned characters? i mean ive played many matches with three CPU's on random and not one ever was chosen to be a clone
thats because you have to edit the random aswhell on the css.data or else clones wont ever be choosen


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 24, 2014, 02:34:45 PM
Ah and that would be the Random code i saw while back in this post huh
Okay thanks you greatly


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 24, 2014, 02:58:08 PM
Ah and that would be the Random code i saw while back in this post huh
Okay thanks you greatly

He means editing the CSSRoster.dat so that the Random includes those slots as well. You have to modify both by toggling between the buttons when you open it in the Config Editor thingy.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 24, 2014, 03:03:59 PM
Ness can't be cloned, but some of his PSAs will work with a Lucas rel. Everything else is from Ness.  Mega Man and Avatar Ness both work with Lucas rels, possibly others but those are the only ones I tried.

I even have to use Ness config templates right?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 03:08:26 PM
I even have to use Ness config templates right?
I don't know if you have to, but that's what I did so I would recommend it, yes.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 24, 2014, 03:30:37 PM
I don't know if you have to, but that's what I did so I would recommend it, yes.

I confirmed it, I used lucas templates, and all ness files, renaming them to lucasex of course, and lucas rel, and brawl ended freezing when it tried to load the match, so I think that Ness templates are needed -_-


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 24, 2014, 03:42:53 PM
I confirmed it, I used lucas templates, and all ness files, renaming them to lucasex of course, and lucas rel, and brawl ended freezing when it tried to load the match, so I think that Ness templates are needed -_-
nope they arent  when i putted megaman all the brawlex files were actualy lucas , since i was testing megaman over lucas clone scott pilgrim on nebulon pack, theres no ness file references needed.


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 24, 2014, 04:20:53 PM
I have flipped off everything not necessary to run this code. I have deleted every common# from my SD card. The only thing I think could possibly be the source of why ZSS, Shiek, and the Pokemon are showing up on my CSS is the "Minus Character Selection Screen" code. I've done step by step what he did while editing the GCT in the video on the Brawl- How to, and yet they're still there, the pokes and the expanded characters sitting as Random blocks. Can someone please take a look at this code and tell me what I've done or tell me otherwise what obvious thing I've screwed up? The only codes I have on are Character ID Fix 2.1, File Patch Code (In the BrawlEx readme), Disable Custom Stages, and this.
06674534 00000010
389C0000 38A00014
4B98FDFD 38000005
0667B790 00000018
00000002 00000004
00000000 00000001
00000003 00000000
0469D424 FC000040
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002A
00090D15 050C2507
1318085D 5E5C2320
10222726 120A1716
061F0B19 1121011A
02140E0F 2403043F
40290000 00000000
Edit: Addendum: I tried turning this code off and, yes, ZSS, Shiek, and Pokes disappeared, but obviously, so did the BrawlEx characters I was attempting to add.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 05:35:16 PM
I have flipped off everything not necessary to run this code. I have deleted every common# from my SD card. The only thing I think could possibly be the source of why ZSS, Shiek, and the Pokemon are showing up on my CSS is the "Minus Character Selection Screen" code. I've done step by step what he did while editing the GCT in the video on the Brawl- How to, and yet they're still there, the pokes and the expanded characters sitting as Random blocks. Can someone please take a look at this code and tell me what I've done or tell me otherwise what obvious thing I've screwed up? The only codes I have on are Character ID Fix 2.1, File Patch Code (In the BrawlEx readme), Disable Custom Stages, and this.
06674534 00000010
389C0000 38A00014
4B98FDFD 38000005
0667B790 00000018
00000002 00000004
00000000 00000001
00000003 00000000
0469D424 FC000040
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002A
00090D15 050C2507
1318085D 5E5C2320
10222726 120A1716
061F0B19 1121011A
02140E0F 2403043F
40290000 00000000
Edit: Addendum: I tried turning this code off and, yes, ZSS, Shiek, and Pokes disappeared, but obviously, so did the BrawlEx characters I was attempting to add.

Hello

Sorry if the code was a little confusing in my video. The character ID's for the pokemon are 5d 5e 5c in the minus gct. you will have to remove the characters id's and subtract the character count by 3 to remove the pokemon. i don't quite have the zelda and shiek codes on hand at the moment, but incidentally, you could just replace the minus CSS screen with the Default custom CSS.

you could also just use the CSS expansion for BrawlEx, in which case you don't need the CSS code at all. hope this helped a bit. there's a readme with brawlEx inside of the modules folder, and if you scroll down to the bottom, you will see the characters ID's. if you want to remove a character, you simply gotta find that ID in the CSS code and remove it, while subtracting the character count


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 24, 2014, 05:38:56 PM
According to the list in the OP ID 28 is used for nothing, so I'm going to see if it's possible to use.

Can anyone confirm that it's actually nothing? As in it's not a Warioman or a Giga or anything?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 24, 2014, 05:40:19 PM
According to the list in the OP ID 28 is used for nothing, so I'm going to see if it's possible to use.

Can anyone confirm that it's actually nothing? As in it's not a Warioman or a Giga or anything?

28's been what's used on the CSS Code as long as I've known. And in the CSSRoster it's definitely listed as nothing.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 24, 2014, 05:44:08 PM
Woah... if you put it in, it's a random icon you can't select. It doesn't freeze... it's literally nothing. Well slot 28 is worthless :/


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 24, 2014, 06:00:53 PM
Woah... if you put it in, it's a random icon you can't select. It doesn't freeze... it's literally nothing. Well slot 28 is worthless :/

Could that be due to the seemingly useless transparent textures having been removed from the character select screen file? I have noticed that a lot of them have been removed from the one for the BrawlEx Expansion one.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 24, 2014, 06:07:34 PM
Could that be due to the seemingly useless transparent textures having been removed from the character select screen file? I have noticed that a lot of them have been removed from the one for the BrawlEx Expansion one.

I don't know... I didn't add cosmetics, so it should have loaded the original character: Marth clone. I don't know what happened.

Must just BE that way... Well, I hope there's a work around for more characters soon.


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 24, 2014, 06:35:11 PM
Hello

Sorry if the code was a little confusing in my video. The character ID's for the pokemon are 5d 5e 5c in the minus gct. you will have to remove the characters id's and subtract the character count by 3 to remove the pokemon. i don't quite have the zelda and shiek codes on hand at the moment, but incidentally, you could just replace the minus CSS screen with the Default custom CSS.

you could also just use the CSS expansion for BrawlEx, in which case you don't need the CSS code at all. hope this helped a bit. there's a readme with brawlEx inside of the modules folder, and if you scroll down to the bottom, you will see the characters ID's. if you want to remove a character, you simply gotta find that ID in the CSS code and remove it, while subtracting the character count
Do I just copy that over and it automatically generates the CSS or something? Sorry if I'm not understanding it entirely


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 06:49:02 PM
Do I just copy that over and it automatically generates the CSS or something? Sorry if I'm not understanding it entirely

If your new to brawlEx, your best bet is to watch the tutorials very thoroughly. The OP has some explanation of how the CSS code works. if you want to add a new character, you have to add an ID that isn't already in the code and add 1 to the character count.

i know my video tutorials weren't the best in terms of clarity on the CSS code, but that's mainly because there are a lot of resources available here on the forums, and in the OP.

alternatively, Minus will eventually be including BrawlEx in the next update with open slots for you to add characters, so you could also wait until then. though that may be a while depending on when we get things finished


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 24, 2014, 07:03:20 PM
Id 28 is actually "blank"

It was used in the CSS code back in the days to push CSS icons or to seperate CSS icons from being to close or whatever
so
000102
would look like this in the CSS
000102
and
002828282801282828280228282802
would look like this
00              01               02


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 24, 2014, 07:06:05 PM
I just avoid using 28 for safety, anyways off subject comment

I had four cloned Peaches but Removed one using the remove option on the BrawlEx Tool Sammi made and deleted the module and folder with it but when i turned on the game that Peach was replaced with a freezable Mario. I made a clone Pit hoping it would overlap the glitch but all it did was move the Mario icon over and changed it to show an unselectable Pit. So as of right now its harmless, i was curious why it's there


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 24, 2014, 07:32:55 PM
it's not an error message. i just try to open it and it tells me "the publisher could not be verified. Are you sure you want to run this software?" and under publisher i see that it says "unknown publisher", but I hit "Run" ...this is exactly what shows up:

The publisher could not be verified. Are you sure you want to run this software?

Name: Module Editor 3.3.exe
Publisher: Unknown Publisher
Type: Application

[Run] [Cancel]


then the same exact window repeating the above comes up with the only differences being that the line that says "name" doesn't just have "module editor 3.3.exe", but this second window has details before it that say the file location (under "name")...
and the one other difference is that there's a new line of info in this window called "From", and it repeats the file location that name does:

The publisher could not be verified. Are you sure you want to run this software?

Name: ...rew\AppData\Local\Temp\wz1833\Module Editor 3.3.exe
Publisher: Unknown Publisher
Type: Application
From: C:\Users\Andrew\AppData\Local\Temp\wz1833\Module ...

[Run] [Cancel]

(yes there are spaces in the program name) and I hit run again, and it seems to be loading and the cursor changes to the wheel and cursor to show that something is loading, and then i wait and it stops and the wheel dissappears and nothing comes up... i waited a few minutes, in case it was taking a while, i tried to check the task manager, but no applications came up, and this laptop i'm using is new, and definitely not slow, and i tried to download and redownload the same program from your youtube link as well after i'd already downloaded the one here so many times, and i even tried to download the 3.2 version, but that one has a different error that says something like "unexpected error", like the error when you [censored] up in PSA or bralwbox...

can i please get a solution to this problem? x_x ..i wanna play brawl... i neeeeed it... T^T


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 24, 2014, 07:41:51 PM
If your new to brawlEx, your best bet is to watch the tutorials very thoroughly. The OP has some explanation of how the CSS code works. if you want to add a new character, you have to add an ID that isn't already in the code and add 1 to the character count.

i know my video tutorials weren't the best in terms of clarity on the CSS code, but that's mainly because there are a lot of resources available here on the forums, and in the OP.

alternatively, Minus will eventually be including BrawlEx in the next update with open slots for you to add characters, so you could also wait until then. though that may be a while depending on when we get things finished
I most certainly don't feel like waiting. I've learned to understand plenty of codes, it's just a case of getting that initial understanding down. I understood all the hard bits of the video, even to the point of "Wait, isn't the lucario rel supposed to be in the module folder." I just need to know the specific bits of either the CSS code, or that CSS Expansion
Edit: Do I also need some kirby hat .rel?


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 24, 2014, 08:04:54 PM
I JUST WANT A WORKING VERSION OF THE MODULE EDITOR! DX I don't know if it's because i have a bad version of windows, but my version is "windows 7 home premium", and i don't see why it just won't work T-T


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 08:36:31 PM
I most certainly don't feel like waiting. I've learned to understand plenty of codes, it's just a case of getting that initial understanding down. I understood all the hard bits of the video, even to the point of "Wait, isn't the lucario rel supposed to be in the module folder." I just need to know the specific bits of either the CSS code, or that CSS Expansion
Edit: Do I also need some kirby hat .rel?

Kirby hats need to be disabled in order for the game not to crash, so no .rel for kirby is necessary. The CSS code is explained in the OP. i've explained it a number of times...*sigh* if the thread didn't move so fast i would just tell you you look around, but here is how the CSS works.

Basically, look at this bit of code here:

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

That bit is the number of characters in the roster, and consequentally, the number of ID's listed below that number. There is a list of Character ID's in the BrawlEx download (inside the Exmodules folder) that you can use to setup this code.

The ID's and character counts are in hex, so i recomend using a hex calculator when adding +1 to the character count number that i highlighted above, as 29+1 actually = 2A not 30. Then, you can add the character ID's to the code. The format for the code looks like this:

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

each one of those i highlighted is a separate character ID. So, knowing that you can add an ID to this code, by just using a free ID. The first one that's free to use is ID 3F. then 40.  (3F+1 = 40). Here's the trick. when you run out of room at the end of the CSS code, you have to ADD a new line of 0's. like this:

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 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44290000 00000000

NOTE that i moved the 29 to the end of the clones in the previous line. when using the CSS code the 29 (random) has to be on the end of the characters, or it could cause crashes.

Hope this clears things up a bit.

I JUST WANT A WORKING VERSION OF THE MODULE EDITOR! DX I don't know if it's because i have a bad version of windows, but my version is "windows 7 home premium", and i don't see why it just won't work T-T

incidentally, you can just open the module in Brawlbox 0.71. it has a working module editor, and you can just right click on the section you want to change and click 'memory viewer'. then you can edit it that way.  :kdance:

EDIT: also, you should watch my newest tutorial that uses my tool, it makes things a ton easier but for NOW requires you to use CSSRoster.dat as you CSS screen. meaning the BrawlEx CSS expansion


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 24, 2014, 09:22:43 PM
Kirby hats need to be disabled in order for the game not to crash, so no .rel for kirby is necessary. The CSS code is explained in the OP. i've explained it a number of times...*sigh* if the thread didn't move so fast i would just tell you you look around, but here is how the CSS works.

Basically, look at this bit of code here:

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

That bit is the number of characters in the roster, and consequentally, the number of ID's listed below that number. There is a list of Character ID's in the BrawlEx download (inside the Exmodules folder) that you can use to setup this code.

The ID's and character counts are in hex, so i recomend using a hex calculator when adding +1 to the character count number that i highlighted above, as 29+1 actually = 2A not 30. Then, you can add the character ID's to the code. The format for the code looks like this:

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

each one of those i highlighted is a separate character ID. So, knowing that you can add an ID to this code, by just using a free ID. The first one that's free to use is ID 3F. then 40.  (3F+1 = 40). Here's the trick. when you run out of room at the end of the CSS code, you have to ADD a new line of 0's. like this:

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 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44290000 00000000

NOTE that i moved the 29 to the end of the clones in the previous line. when using the CSS code the 29 (random) has to be on the end of the characters, or it could cause crashes.

Hope this clears things up a bit.

incidentally, you can just open the module in Brawlbox 0.71. it has a working module editor, and you can just right click on the section you want to change and click 'memory viewer'. then you can edit it that way.  :kdance:

EDIT: also, you should watch my newest tutorial that uses my tool, it makes things a ton easier but for NOW requires you to use CSSRoster.dat as you CSS screen. meaning the BrawlEx CSS expansion

Heya Sammi, by chance will there be an update to allow us to put in characters beyond 63? Are there any safe IDs inbetween 0-3F?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 09:25:25 PM
Heya Sammi, by chance will there be an update to allow us to put in characters beyond 63? Are there any safe IDs inbetween 0-3F?

Sorry i don't follow, you mean an update to BrawlEx? ID 63 should be character 99 lol. ID's 0-3F are teh ones that came with brawl (mario, DK, link etc etc)


Title: Re: The BrawlEx Clone Engine
Post by: Lordshadow on February 24, 2014, 09:49:11 PM
Kirby hats need to be disabled in order for the game not to crash, so no .rel for kirby is
If I might pester one last time: Is there a code I should add for that? To disable kirby hats?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 09:50:31 PM
If I might pester one last time: Is there a code I should add for that? To disable kirby hats?
Just set the Kirby Hat data on the right side of the Fighter Config to None.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 24, 2014, 10:01:54 PM
Woah... if you put it in, it's a random icon you can't select. It doesn't freeze... it's literally nothing. Well slot 28 is worthless :/

CSSSlot 28 is a special id reserved for when the player marker specifically isn't hovering over any icon. this is why adding it to the CSS generates an icon that behaves exactly the same way as if no icon were there. Spunit262's original CSS code actually modifies the behavior of the CSS slightly so that including id 28 doesn't generate an icon and just leaves an empty space, but given that we can move the icons around freely using BrawlBox or the CSS Organizer, this feature isn't really required anymore.

If you're looking for free ids besides the ExSlots, all the ones marked with (empty) are available. This includes:

Fighters: 37 to 3E
CSS Slots: 2A, 2B, 2C, 3C, 3D, 3E
Cosmetics: 24, 3D, 3E

(The forbidden 7 Fighter Ids: 24, 26, 27, 28, 2B, 2D are also freely available)

The one that are lacking the most are the Character Slots to put your Fighters into. Without those, you can't use your extra Fighters at all. You could probably use the Boss slots (Slots: 33 to 3D), but I'm not entirely sure if these aren't already used by the game for the actual bosses themselves. The CSS Slots and Cosmetics for the bosses are also freely available as they were added as part of BrawlEx for consistency and are not used by the game.

Just remember that these slots don't normally have any associations, so to configure them, you'll have to set the config file's edit level to 1.

I JUST WANT A WORKING VERSION OF THE MODULE EDITOR! DX I don't know if it's because i have a bad version of windows, but my version is "windows 7 home premium", and i don't see why it just won't work T-T

From what I've read, it seems like Windows SmartScreen is messing with your ability to run the Module Editor. Right-click and go into properties for the .exe, you should be able to add an exception to SmartScreen for it.

Heya Sammi, by chance will there be an update to allow us to put in characters beyond 63? Are there any safe IDs inbetween 0-3F?

Adding more would require rebuilding a large majority of bx_fighter.rel. That's something I'm saving for when I start work on BrawlEx CE v2.



Also, I've updated the BrawlEx CE and CSS Expansion. The HRC bug has been fixed in the Clone Engine and I've added the modules for Jigglypuff, Metaknight and Ganondorf. Because the BrawlEx CE has reached fairly stable state, I've updated it to v1.2. The CSS Expansion just fixes the bug with the stock select vanishing in the Classic CSS.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 24, 2014, 10:29:28 PM
CSSSlot 28 is a special id reserved for when the player marker specifically isn't hovering over any icon. this is why adding it to the CSS generates an icon that behaves exactly the same way as if no icon were there. Spunit262's original CSS code actually modifies the behavior of the CSS slightly so that including id 28 doesn't generate an icon and just leaves an empty space, but given that we can move the icons around freely using BrawlBox or the CSS Organizer, this feature isn't really required anymore.

If you're looking for free ids besides the ExSlots, all the ones marked with (empty) are available. This includes:

Fighters: 37 to 3E
CSS Slots: 2A, 2B, 2C, 3C, 3D, 3E
Cosmetics: 24, 3D, 3E

(The forbidden 7 Fighter Ids: 24, 26, 27, 28, 2B, 2D are also freely available)

The one that are lacking the most are the Character Slots to put your Fighters into. Without those, you can't use your extra Fighters at all. You could probably use the Boss slots (Slots: 33 to 3D), but I'm not entirely sure if these aren't already used by the game for the actual bosses themselves. The CSS Slots and Cosmetics for the bosses are also freely available as they were added as part of BrawlEx for consistency and are not used by the game.

Just remember that these slots don't normally have any associations, so to configure them, you'll have to set the config file's edit level to 1.

From what I've read, it seems like Windows SmartScreen is messing with your ability to run the Module Editor. Right-click and go into properties for the .exe, you should be able to add an exception to SmartScreen for it.

Adding more would require rebuilding a large majority of bx_fighter.rel. That's something I'm saving for when I start work on BrawlEx CE v2.



Also, I've updated the BrawlEx CE and CSS Expansion. The HRC bug has been fixed in the Clone Engine and I've added the modules for Jigglypuff, Metaknight and Ganondorf. Because the BrawlEx CE has reached fairly stable state, I've updated it to v1.2. The CSS Expansion just fixes the bug with the stock select vanishing in the Classic CSS.

So I assume all the bug fixes are in the common2.pac and common3.pac files?

Anyways great to hear those bugs are now fixed and that we finally have a Ganondorf module! Also thank you for listing those other free IDs. Awesome work as usual PhantomWings.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 10:32:13 PM
So I assume all the bug fixes are in the common2.pac and common3.pac files?

Anyways great to hear those bugs are now fixed and that we finally have a Ganondorf module! Also thank you for listing those other free IDs. Awesome work as usual PhantomWings.
I thought they would have been in bx_fighter as well.

Also, really excited to be able to clone Ganon now! Time to find some awesome PSAs for him!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 10:32:56 PM
woot! update! Great work PhantomWings  :kdance: i only have a 1 question regarding the modules, and it's something pretty simple.

incidentally guys, i'm actually working on a ness module currently for you guys as well :P hopefully won't be too difficult. gotten just up to the point where im going to start patching the articles. Incidentally, i'll have an update for the tool by tomorrow fixing a few glitches and allowing you to set various sound related features in the config files.

Now that the update is out, i have a few things to take care of...but are there any other modules in particular you guys would like me to (try) to work on besides TL?



Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 24, 2014, 10:38:04 PM
Thing I'm wondering is, do the "Forbidden Fighters" have their own CSPs already programed. I know Mewtwo uses Pokemon Trainer's Csps but what about the others?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 24, 2014, 10:40:25 PM
woot! update! Great work PhantomWings  :kdance: i only have a 1 question regarding the modules, and it's something pretty simple.

incidentally guys, i'm actually working on a ness module currently for you guys as well :P hopefully won't be too difficult. gotten just up to the point where im going to start patching the articles. Incidentally, i'll have an update for the tool by tomorrow fixing a few glitches and allowing you to set various sound related features in the config files.

Now that the update is out, i have a few things to take care of...but are there any other modules in particular you guys would like me to (try) to work on besides TL?

Hmmm, there aren't very many more I'm waiting on. I think ROB has been mentioned a couple of times for the Megaman X and Geno PSAs, and I'd personally like Samus for the Dark Samus PSA (though I know that would be much more difficult since she transforms, so I'm not too worried about getting her any time soon.)

Thing I&#039;m wondering is, do the "Forbidden Fighters" have their own CSPs already programed. I know Mewtwo uses Pokemon Trainer&#039;s Csps but what about the others?

I think they may have cosmetic slots, but not actual CSPs.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 24, 2014, 10:43:31 PM
Id actually like bowser and captain F. just on the top of my head.

hopefully most if not all characters will be finished in the end but lets not get ahead of ourselves :p


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 24, 2014, 10:45:47 PM
woot! update! Great work PhantomWings  :kdance: i only have a 1 question regarding the modules, and it's something pretty simple.

incidentally guys, i'm actually working on a ness module currently for you guys as well :P hopefully won't be too difficult. gotten just up to the point where im going to start patching the articles. Incidentally, i'll have an update for the tool by tomorrow fixing a few glitches and allowing you to set various sound related features in the config files.

Now that the update is out, i have a few things to take care of...but are there any other modules in particular you guys would like me to (try) to work on besides TL?



Toon Link & Ganondorf were my top 2 must-have modules (and now we have Ganon's) so other than Toon Link perhaps R.O.B. (For Geno/Megaman X) or a transforming character like Sheik (For Spiderman) or Ivysaur (For Venusaur/Amaterasu) . Transforming would crash the game obviously but PSAs let you work around that. :P


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 24, 2014, 10:51:41 PM
Maybe it's possible to assign the unused set of CSPs under MiscData[41] for one of the Forbidden Fighters, And as for me with the modules there's none that I can think of except for of course Toon Link who will probally be the last to get a Module since he only has one PSA that actually makes him into a different character, and that's the Skull Kid PSA.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 24, 2014, 11:26:30 PM
actually, 3F would be 48 characters total, but in actuality, you can only play as the characters who's IDs equal:
0-10 (mario to iceclimbers);
13-1C (marth to diddy);
1E (charizard);
20 (squirtle);
22-2B (ivysaur-sonic)...
...
the characters i skipped (rather the characters that cannot be selected) are:
11 and 12 (popo solo and nana solo);
1D, 1F and 21 (poketrainer takes three slots)
2C-3D (giga bowser all the way to crazy hand)...
and 3E is Empty

i'm using the numbers from their Slot folder for HexDec references, but there are definitely in-game characters that are not able to be picked out because their CSS doesn't exist without coding, which also isn't compatible with the BrawlEx program...

that aside, Sammi Husky: I couldn't get brawl box to work with this computer either... it might be that my laptop's default antivirus is blocking it, and i do have a second antivirus prgoram that didn't do this with my last laptop, but i still have no way of knowing if that actually is what the problem is, and i'd rather not take the risk and end up deleting an antivirus that doesn't slow my computer down or annoy me too much...


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on February 24, 2014, 11:30:56 PM
Maybe it's possible to assign the unused set of CSPs under MiscData[41] for one of the Forbidden Fighters, And as for me with the modules there's none that I can think of except for of course Toon Link who will probally be the last to get a Module since he only has one PSA that actually makes him into a different character, and that's the Skull Kid PSA.

There's also a Black Knight PSA beta on Toon Link that was pretty cool.

Great update PW!


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 24, 2014, 11:32:25 PM
he only has one PSA that actually makes him into a different character, and that's the Skull Kid PSA.


There's more than one lol: http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name= (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=)*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-Import*PSA*-Toon+Link&TypeAlt=Character&characterType=Import*&characterType=PSA*&characterListing=Toon+Link


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 24, 2014, 11:34:02 PM
actually, 3F would be 48 characters total, but in actuality, you can only play as the characters who's IDs equal:
0-10 (mario to iceclimbers);
13-1C (marth to diddy);
1E (charizard);
20 (squirtle);
22-2B (ivysaur-sonic)...
...
the characters i skipped (rather the characters that cannot be selected) are:
11 and 12 (popo solo and nana solo);
1D, 1F and 21 (poketrainer takes three slots)
2C-3D (giga bowser all the way to crazy hand)...
and 3E is Empty

i'm using the numbers from their Slot folder for HexDec references, but there are definitely in-game characters that are not able to be picked out because their CSS doesn't exist without coding, which also isn't compatible with the BrawlEx program...

that aside, Sammi Husky: I couldn't get brawl box to work with this computer either... it might be that my laptop's default antivirus is blocking it, and i do have a second antivirus prgoram that didn't do this with my last laptop, but i still have no way of knowing if that actually is what the problem is, and i'd rather not take the risk and end up deleting an antivirus that doesn't slow my computer down or annoy me too much...

ID 63 translates into 99 in hex. meaning in the game (in addition to the games default roster, you can have up to 99 characters) iirc you can use any ID in the game that is hex and not already used. like 6A for example. you just can't have more then 99 characters as the character count


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 24, 2014, 11:37:00 PM
Sammi, is there a way to still add a Ganon clone without using your tool and keeping it passed 50 icons or do i needa wait till yourve added them to the create list?


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 24, 2014, 11:37:08 PM
After taking a look at what's available for Captain Falcon, A module for him would certainly be nice :D


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on February 24, 2014, 11:47:53 PM
Sammi, is there a way to still add a Ganon clone without using your tool and keeping it passed 50 icons or do i needa wait till yourve added them to the create list?

You don't have to use the tool to add clones. I do it manually all the time. Basically you set up and move the files over the same way you normally would in the original tutorial videos, then edit the CSSRoster.dat.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 25, 2014, 12:02:26 AM
Yeah i added the clones in without the tool till i got stuck on 50 icons, what i meant was will added a new one without the tool get me stuck again or what?

manually im guessing (to keep the tool up to date with my characters) id have to actually go in the roster.dat and add the id's and add the config files in the right folders. so the next time i reload Sammi's tool it counts the newly added ones.

Am i right? i mean id hate to mess something up and have to restart :p


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 25, 2014, 12:09:49 AM
ID 63 translates into 99 in hex. meaning in the game (in addition to the games default roster, you can have up to 99 characters) iirc you can use any ID in the game that is hex and not already used. like 6A for example. you just can't have more then 99 characters as the character count

The total count is actually 100 - you forgot to count id 0. :)

Also, the id that you use does matter. The config tables inside bx_fighter.rel only go up to 100 entries. So if you were configure an id such as 6A, you would be writing to invalid data. Incidentally, bx_fighter.rel does not load config files above id 63.

Anyways, I think if you were to add the regular CSS roster (36) plus the independent pokémon, Sheik, and Zero Suit Samus (5) plus the ExSlots (37) plus the Alloys, Gigabowser, and Warioman (6), you'd have a total of 84 characters (for a 14x6 CSS roster). You could probably mine an additional 12 by using the boss slots and MarioD for a total of 96 (12x8 CSS roster), but going beyond that will have to wait until the BrawlEx CE v2.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 12:18:28 AM
The total count is actually 100 - you forgot to count id 0. :)

Also, the id that you use does matter. The config tables inside bx_fighter.rel only go up to 100 entries. So if you were configure an id such as 6A, you would be writing to invalid data. Incidentally, bx_fighter.rel does not load config files above id 63.

Anyways, I think if you were to add the regular CSS roster (36) plus the independent pokémon, Sheik and Zero Suit Samus (5) plus the ExSlots (37) plus the Alloys, Gigabowser, and Warioman (6), you'd have a total of 84 characters (for a 14x6 CSS roster). Going beyond that will have to wait until the BrawlEx CE v2.

ohhh so the actual ID itself does matter? i knew the tables in bx_fighter only had enough entries for 100, but i had no idea that the actual id itself was factored into the tables. i thought the ID was stored in a variable somewhere after being loaded by BrawlEx :P

that makes sense though, since sometimes if you configure then wrong, in dolphin log you see 'bx_fighter3f.rel' as the name of the module it looks for. Regardless, a 14x6 roster is plenty lol. just a few months ago, we only had what brawl offered us, now we can have up to 100 characters. it's still quite amazing :)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 12:42:01 AM
Most of the psas are already on other characters. I don't count those kind. Like Scorpion Negative Zero and Simon Belmont are clearly made for Link if it mentions about the grab issue. Gohan Steve and Skull Kid are probally the only psas that're original for Toon Link.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 25, 2014, 12:46:39 AM
Most of the psas are already on other characters. I don't count those kind. Like Scorpion Negative Zero and Simon Belmont are clearly made for Link if it mentions about the grab issue. Gohan Steve and Skull Kid are probally the only psas that're original for Toon Link.
Simon was made for Toon Link.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 12:50:25 AM
It says so but I'm pretty sure it's using Link's bones.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 25, 2014, 12:56:45 AM
Or it could be a custom boneset.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 01:05:16 AM
If that's the case it still can't be used it's not complete in animations and final smash


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 25, 2014, 04:06:22 AM
yeah it would be interesting if in the future we could get transforming characters brawlex modules that worked without transforming psas like dark samus,groudon,petey piranha and so on but that will probably require a huge ammount of rebuild to separate the modules an still make them work sammy so far the bralwex modules that have more psas left to port are

CF
TL
ness

Ppl saying rob he only has 2  worthy psas imo.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 25, 2014, 05:32:41 AM
wait can we use the clones in subspace emissary mode


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 25, 2014, 05:42:41 AM
Surprised we haven't gotten luigi's module yet, considering he has a few interesting psas particularly that bomberman one, also the olimar ex module has some bugs where his down b causes pikmin to freeze and when they try to go from leaf to bud or flower they freeze the game.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 25, 2014, 05:52:36 AM
so, does anyone have the information about the CSSslot.dat on the 0x20 string? about what color is load from pac file? I know I have seen it but I cant find it again D:


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on February 25, 2014, 06:52:03 AM
I have a question about the recolors number, i saw how to add more than 6 recolors, but how do I edit the CSSConfig file on he editor to make the character have just 4 recolors? (I already edited the fighterconfig)


Title: Re: The BrawlEx Clone Engine
Post by: zutox on February 25, 2014, 07:11:26 AM
Surprised we haven't gotten luigi's module yet, considering he has a few interesting psas particularly that bomberman one, also the olimar ex module has some bugs where his down b causes pikmin to freeze and when they try to go from leaf to bud or flower they freeze the game.

The bomberman one  would have been interesting had it been completed. It's an unfinished psa unfortunately


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on February 25, 2014, 09:58:21 AM
How do you clone a character and have the character in the same slot as the clone?

Example: Mario/Dr.Mario [Project M3]


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 25, 2014, 10:53:01 AM
I have a question about the recolors number, i saw how to add more than 6 recolors, but how do I edit the CSSConfig file on he editor to make the character have just 4 recolors? (I already edited the fighterconfig)
You mean make the character have 4 costumes? You would open the CSSSlot Config in a hex editor and change the last two lines. Every set of two bits in those lines is a costume. The first bit determines Team Color. 00 means Red Team, 01 means Blue Team and 03 means Green Team. Any other bit would make it not a Team Color. The second bit determines the costume attached to it. 00 would be FitFighter00, for example. Then after all the costumes, you put 0C00 to end the line. So if you wanted one with four costumes (default + red, green and blue Team Colors) you could use these lines:

02000001 03020103 0C000000 00000000
00000000 00000000 00000000 00000000

How do you clone a character and have the character in the same slot as the clone?

Example: Mario/Dr.Mario [Project M3]

I don't believe you can do that. Dr. Mario in Project M wasn't a Clone, just an alternate costume.

Besides, the CSS has more than enough room for all our clones now.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 25, 2014, 10:53:10 AM
The bomberman one  would have been interesting had it been completed. It's an unfinished psa unfortunately


Meh, CaliKingz is nearly done (I think) with Bomberman over Link anyway, I found a video not too long ago from September and it looks like it's gonna be awesome: SSBB MODZ: BomberMan Over Link (http://www.youtube.com/watch?v=ta6GLF9Seyo#ws)

How do you clone a character and have the character in the same slot as the clone?

Example: Mario/Dr.Mario [Project M3]


I would like to know this sort of thing too, for later on (Make the CSS look proper (example: multiple Mario clones/movesets directed to specific CSPs) rather than have the CSS cluttered with multiple variations of the same character, that way, it wouldn't look bad having say, 5 different Marios).


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 25, 2014, 11:52:57 AM
Would making the clones playable in SSE/Tourney/Rotation just require encoding them to those rosters? SSE's roster is quite more complex than Tourney's/Rotation's so that'd be a bit more difficult.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 25, 2014, 12:49:51 PM
I hope we get a module for Samus. I don't think i'm the only one whose wanted to see a Samus versus Dark Samus. :) doesn't have to transform even, i don't think a lot of her PSAs do. If they do then i'm sure there's A tutorial that could be provided for how to disable it.

And ROB. Caliking's Megaman X is a treasure to behold and with an updated version just around the corner, people are gonna want him in Ex.

Toon Link and Falco have a PSA i enjoy as well, but the first two are what i check for every day :).


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 01:21:34 PM
We can actually clone Ganondorf now??

Time to dust out my old Clone Engine SD card and add Tabuu. ;D


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 25, 2014, 02:14:15 PM
We can actually clone Ganondorf now??

Time to dust out my old Clone Engine SD card and add Tabuu. ;D
you will need to update your clone engine then simce pw updated it like 3 times by now


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 02:16:33 PM
Ok, thanks for the heads up, Carn. :)

Gonna try it out for sure.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on February 25, 2014, 02:49:10 PM
Welp, I tried the Tabuu over ganondorf. It worked perfectly, even with ganon fighting him (though there were a few graphical glitches, not sure about ganon's own final smash). However, I did a team battle with 3 Mario clones vs Tabuu and BAM, crash as soon as it said "Go". Oh well, maybe I can find another ganondorf hack or something.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 03:10:52 PM
I get an error when trying to replace the model and animation in sc_selcharacter. (I put it in common5.pac) It gives me "index out of range".


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 03:24:01 PM
I get an error when trying to replace the model and animation in sc_selcharacter. (I put it in common5.pac) It gives me "index out of range".

I have a new video tut using the new expansion, and I'll probably make one showing how to replace those files. I ALSO programmed a tool for BrawlEx that is used in that tutorial. You should check it out. Its in the OP of this thread and in my sig


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on February 25, 2014, 03:49:42 PM
Just want to clarify: in the EX module when I'm cloning a character, if I don't change the module ID (not talking about the fighter ID in section 8 here) what possible errors could occur?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 03:51:11 PM
A few crashes and problems are possible. Mainly because two characters should not have same module Id. The game wouldn't know what is what


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on February 25, 2014, 04:00:05 PM
Hm...in that case, what would be good IDs to use? I already exhausted 91-9F, and I'm not sure about other module numbers like A4 (if I can even use that) or stage module numbers.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 04:02:56 PM
I personally haven't experimented with the module ID's but you could probably just keep going on addin 1 :P


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 25, 2014, 04:10:05 PM
A0 and after are usable, not sure if it's good to use them but I use them anyway~


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 25, 2014, 04:14:35 PM

From what I've read, it seems like Windows SmartScreen is messing with your ability to run the Module Editor. Right-click and go into properties for the .exe, you should be able to add an exception to SmartScreen for it.


see i tried to turn that off completely and i tried to use brawl box instead of module editor, but i just can't get it to work :/


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 25, 2014, 04:30:08 PM
i can't add puff or ganon, i can make a new link just fine but for some reason the puff and ganon aren't showing up on the CSS


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 04:47:29 PM
see i tried to turn that off completely and i tried to use brawl box instead of module editor, but i just can't get it to work :/

try temporarily disabling your antivirus..it may help. usually when i have a problem running a program and i REALLY trust the program, that's my first step


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 25, 2014, 05:21:08 PM
To coders I issue this one challenge:

A Kirby ExModule :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 25, 2014, 05:25:35 PM
To coders I issue this one challenge:

A Kirby ExModule :kdance:
why? kirby has one psa or two making a brawlex kirby module would be almost  pointless


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 05:26:54 PM
why? kirby has one psa or two making a brawlex kirby module would be almost  pointless

kirby would be the most difficult thing ever. he has access to A TON of articles. since he has all characters neutral b articles


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 25, 2014, 05:29:47 PM
why? kirby has one psa or two making a brawlex kirby module would be almost  pointless
Kirby's powers over Kirby of course. :P

Post Merge: February 25, 2014, 05:31:14 PM
kirby would be the most difficult thing ever. he has access to A TON of articles. since he has all characters neutral b articles
Give me some articles [webpages] on patching articles [projectiles, etc.] and I'll do one.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 05:51:32 PM
Okay, this has never happened before. :P

I get a totally empty CSS when I use this new clone engine. Everything is set up in its correct folders (excelt for RosterConfig, I have no idea where to put it. :P ) But anyway, no CSS icons are present.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 25, 2014, 05:52:42 PM
Okay, this has never happened before. :P

I get a totally empty CSS when I use this new clone engine. Everything is set up in its correct folders (excelt for RosterConfig, I have no idea where to put it. :P ) But anyway, no CSS icons are present.

Having no rosterconfig will do that, just add it in the brawlex folder and it will be good to go. :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 25, 2014, 05:54:36 PM
Okay, this has never happened before. :P

I get a totally empty CSS when I use this new clone engine. Everything is set up in its correct folders (excelt for RosterConfig, I have no idea where to put it. :P ) But anyway, no CSS icons are present.
you cant use CSS code like before and you the the css data on the brawlex folder


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 05:56:27 PM
Having no rosterconfig will do that, just add it in the brawlex folder and it will be good to go. :P

I put it in PF/BrawlEx, right?

Okay.... so what about the CSS code? Do I change/remove it?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 25, 2014, 06:05:16 PM
You get rid of the CSS code~


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 25, 2014, 06:08:23 PM
I put it in PF/BrawlEx, right?

Okay.... so what about the CSS code? Do I change/remove it?

Yes in pf/brawlex/

and remove the css code, the cssroster file replaces it.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 06:15:06 PM
Not saying I like the Clone Engine but I'm sad that it means that what brawl hacking originally was, Simply replacing characters with new ones and get to see the psas the way they originally were made for the original characters not clone characters using the original fighter's modules is ending.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 25, 2014, 06:18:54 PM
You get rid of the CSS code~

Very nice! That means no more fiddling with that darn code and remembering which ID you added last. :D


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 25, 2014, 06:22:13 PM
I'm having troubles with BrawlEx...It shows up as Random icon in CSS and freezes when hovering over it. I have all the config files as 3F and put it in the right folders, edited the rel put it in the right folder. Removed CSS code since it isn't compatible with this new BrawlEx, Gecko OS has the right hooktype... Help please?

If it helps, I edited the CSSRoster.dat and added the 3F slot. I also edited the Fighter3F.dat
to have it only 2 costume slots and took away the A? because IDK what that does lol (the hack I downloaded only had 00 and 01.) Kirby hat on None and Final as None (hack didn't include kirby hats final smash freezes). Does it need to have the original costume amount?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 25, 2014, 06:32:43 PM
I think unticking the 'A?' is bad, just recheck it and test again/


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 25, 2014, 06:38:02 PM
I think unticking the 'A?' is bad, just recheck it and test again/
I ticked it and it still has the Random icon up.  :(


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 25, 2014, 06:38:48 PM
I'm having troubles with BrawlEx...It shows up as Random icon in CSS and freezes when hovering over it. I have all the config files as 3F and put it in the right folders, edited the rel put it in the right folder. Removed CSS code since it isn't compatible with this new BrawlEx, Gecko OS has the right hooktype... Help please?

If it helps, I edited the CSSRoster.dat and added the 3F slot. I also edited the Fighter3F.dat
to have it only 2 costume slots and took away the A? because IDK what that does lol (the hack I downloaded only had 00 and 01.) Kirby hat on None and Final as None (hack didn't include kirby hats final smash freezes). Does it need to have the original costume amount?
:kirby: First off, you might want to edit the CSSConfig for your char to reflect the number of costumes you have.

Secondly, yeah don't uncheck the A box. Dunno what it's for, duncurr either.

Also, defragging your card helps. Small files like the Configs get easily fragmented.

edit~ oh, you posted again. Make sure hooktype is AXNextFrame. Only HT compatible with BX.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 25, 2014, 07:01:47 PM
Yeah i had trouble with BrawlEx loading off and on but changing the hooktype fixed that


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 25, 2014, 07:05:25 PM
:kirby: First off, you might want to edit the CSSConfig for your char to reflect the number of costumes you have.

Secondly, yeah don't uncheck the A box. Dunno what it's for, duncurr either.

Also, defragging your card helps. Small files like the Configs get easily fragmented.

edit~ oh, you posted again. Make sure hooktype is AXNextFrame. Only HT compatible with BX.
I did that and it created the 3F id and Fighter3FEx and I can't change the name.
My hooktype is AXNextFrame.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 25, 2014, 07:10:57 PM
Quick Question.
Will there be ever a tool that does all the BP's a CSS Icons and stuff like that.
I find it too much of my time to just do 1 character.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 25, 2014, 07:52:57 PM
Quick Question.
Will there be ever a tool that does all the BP's a CSS Icons and stuff like that.
I find it too much of my time to just do 1 character.


my tool will be able to do it once i program the bulk of stuff


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on February 25, 2014, 08:18:26 PM
I'm having troubles with BrawlEx...It shows up as Random icon in CSS and freezes when hovering over it. I have all the config files as 3F and put it in the right folders, edited the rel put it in the right folder. Removed CSS code since it isn't compatible with this new BrawlEx, Gecko OS has the right hooktype... Help please?

If it helps, I edited the CSSRoster.dat and added the 3F slot. I also edited the Fighter3F.dat
to have it only 2 costume slots and took away the A? because IDK what that does lol (the hack I downloaded only had 00 and 01.) Kirby hat on None and Final as None (hack didn't include kirby hats final smash freezes). Does it need to have the original costume amount?

Sounds like BrawlEx isn't loading properly.
Do you have bx_fighter.rel and common2.pac file from the BrawlEx download on your SD card?
You need to check. Don't make the same mistake I did when I first tried this.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 25, 2014, 08:21:23 PM
Not saying I like the Clone Engine but I'm sad that it means that what brawl hacking originally was, Simply replacing characters with new ones and get to see the psas the way they originally were made for the original characters not clone characters using the original fighter's modules is ending.
Are you talking about how there are graphical glitches in BrawlEx characters? Cuz that can be fixed  by using assist trophy graphics. Also, giving BrawlEx characters their own sound effects is possible. So I don't see how the characters would play any different if they were a replacement of a character.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 25, 2014, 08:25:25 PM
Okay i really need help, ive tried to fix it with stuff i thought might be the problem but im at a lose now.
it started when i tried to add Ganon and Puff, they didnt show up. so i thought well PW updated so ill delete the config files and fighter files and redo them just in case. after i finshed i added most the characters files i had before and entered their id's to the CSS Roster in the brawlEx folder. im not using a CSS code anymore because ive read i dont need it anymore. Common3 and 2 are in system and sc_selcharacter in menu2 with replaced resources from the CSS Expansion files downloaded from the OP.

im not getting any freezing, clear CSS, random icon, or many marios. its just not working as in no cloned characters and my hooktype is AXNextFrame. last i checked anyways


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 08:36:28 PM
Are you talking about how there are graphical glitches in BrawlEx characters? Cuz that can be fixed  by using assist trophy graphics. Also, giving BrawlEx characters their own sound effects is possible. So I don't see how the characters would play any different if they were a replacement of a character.
No I'm saying the old style for brawl hacks is pretty much dead with the clone engine and Project M around.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 25, 2014, 10:20:44 PM
No I'm saying the old style for brawl hacks is pretty much dead with the clone engine and Project M around.
You're talking about the method of brawl hacking right? You're not thinking that BrawlEx changes the physics or anything right?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 25, 2014, 10:32:25 PM
So I am experiencing a very rare and strange glitch, I recently added a few new clones (56-5A)

I haven't given any cosmetics to any of the new clones I added yet and all the clones work except 58 (Dark Link) it's not that he doesn't load it is that he freezes when i select him. I have never had this happen before, what causes this freeze?

I have remade his config files and module 3 times with no fixes, I don't know what I am missing.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 25, 2014, 10:33:09 PM
Yeah I'm meaning the way it was in 2012-2013


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 25, 2014, 11:00:30 PM
Could the problem be caused by something in my Common2 and or 3? do i have to go in there and do something as well?


Title: Re: The BrawlEx Clone Engine
Post by: Strange Matter on February 25, 2014, 11:42:49 PM
So I am experiencing a very rare and strange glitch, I recently added a few new clones (56-5A)

I haven't given any cosmetics to any of the new clones I added yet and all the clones work except 58 (Dark Link) it's not that he doesn't load it is that he freezes when i select him. I have never had this happen before, what causes this freeze?

I have remade his config files and module 3 times with no fixes, I don't know what I am missing.

Pretty sure someone mentioned  Dark Link not working earlier in the thread, so it seems to be unique to that particular PSA for some strange reason.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 25, 2014, 11:52:42 PM
Could the problem be caused by something in my Common2 and or 3? do i have to go in there and do something as well?

No you don't need to change those, but did you add PW's .mdl0 and .chr0 to your selcharacter.pac?

Pretty sure someone mentioned  Dark Link not working earlier in the thread, so it seems to be unique to that particular PSA for some strange reason.

I'll swap it out with a different PSA and see if that works, thank you for the information.


Title: Re: The BrawlEx Clone Engine
Post by: Chaos Phoenix on February 26, 2014, 12:02:27 AM
I have been having the same problems with slot 58 but just figured it wasn't useable. Has anyone actually gotten this slot to work?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 26, 2014, 12:11:35 AM
I have been having the same problems with slot 58 but just figured it wasn't useable. Has anyone actually gotten this slot to work?

I just tried regular Link's moveset over 58 and it still froze when i selected it.

It must be a glitch with BrawlEx, PhantomWings probably mis-patched something for slot 58 somewhere. 59 and 5A work on my part so I will just try Dark Link on 5B and see if that works.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 12:43:39 AM
No you don't need to change those, but did you add PW's .mdl0 and .chr0 to your selcharacter.pac?

Yeah, i looked for where they go and replaced them. should also note that when i saved it said something about being out of reach and aborted the save to which i saved it anyways


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 26, 2014, 01:04:35 AM
I just tried regular Link's moveset over 58 and it still froze when i selected it.

It must be a glitch with BrawlEx, PhantomWings probably mis-patched something for slot 58 somewhere. 59 and 5A work on my part so I will just try Dark Link on 5B and see if that works.
yeah slot 58 is bugged, nebulon also had to skipp slot 58 on his pac for some reason it doesnt work.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 26, 2014, 02:22:54 AM
So I am experiencing a very rare and strange glitch, I recently added a few new clones (56-5A)

I haven't given any cosmetics to any of the new clones I added yet and all the clones work except 58 (Dark Link) it's not that he doesn't load it is that he freezes when i select him. I have never had this happen before, what causes this freeze?

I have remade his config files and module 3 times with no fixes, I don't know what I am missing.

58 wouldn't work for me either. :/ I have no idea why mine didn't work, I just skipped it.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 02:48:02 AM
i can also confirm 58 not working. before my problems now i was in the 60's and the 58th one was basically a glitched mario. like when i hovered above the icon it moved me to another. but know that i know its actually doesnt work ill just skip it once i work my way back up the ladder


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 26, 2014, 02:51:06 AM
so either brawl has something hidden on the 58 slot or the brawlex codding has a bug when assigning the 58, only PW can respond to this tough.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 26, 2014, 06:34:29 AM
Yeah I'm meaning the way it was in 2012-2013

This is a pointless side discussion, which I hope I can end with this post after reading those awfully vague replies you put up.

That method can't and won't end. You still need the original characters files to make any Psa, texture or animation edits for the clone. Its always been that way, BrawlEx or not.

All BrawlEx is doing is aside from adding all those 100 characters is (in my case) making everything organized. Now I know that my Hector PSA is in a folder called "hector" and not "pikmin" and that my Roy is in a folder called "roy" not "diddy".

BrawlEx gives us the answer to the age old question: "What character can I keep?" by answering "Why not both?"

*insert trumpet fanfare*


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 26, 2014, 08:54:53 AM
a question, can we insert our own Victory Fanfare to our clones yet?

pretty much everything I have seen can be insert to customize it, but I havent seen it yet o.o


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 26, 2014, 09:21:42 AM
i'm also curious if and how we can change a clones crowd chant. Is it something to do with the characters sound bank id that's edited in the fighter config or or is it something that can be hex edited in one of their other config files.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 26, 2014, 09:34:43 AM
@Pikazz

It's in the Slot Config.

([url]http://i.imgur.com/qXstux8.png[/url])

Those four bits I circled. Again, they don't match the file names. However, Segtendo did create a list of the Hex IDs for music. [url]http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207[/url] ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207[/url])


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 26, 2014, 09:48:36 AM
This is a pointless side discussion, which I hope I can end with this post after reading those awfully vague replies you put up.

That method can't and won't end. You still need the original characters files to make any Psa, texture or animation edits for the clone. Its always been that way, BrawlEx or not.

All BrawlEx is doing is aside from adding all those 100 characters is (in my case) making everything organized. Now I know that my Hector PSA is in a folder called "hector" and not "pikmin" and that my Roy is in a folder called "roy" not "diddy".

BrawlEx gives us the answer to the age old question: "What character can I keep?" by answering "Why not both?"

*insert trumpet fanfare*

Thank you for clearing this up.

Also thanks Nebulon for pointing to previous post on how to change Victory themes. I'll keep it in mind.

To answer your question KidCraft, here is a quote from a different thread that I made about changing character's sound banks and replacing their sounds for boss ones.

If you want to change the Crowd Cheer, Death SFX, and other SFX that you can't edit with PSA, you'll need to download Tabuu (OpenSA3) and a Hex Editor.

Open up any Fighter.pac in Tabuu and navigate to data/misc/SoundData. Note down the off-sets then pop open the Fighter.pac in a Hex Editor and input your new IDs over the old ones.

This is not meant to be a tutorial, just pointing folks in the right direction as Dantarion noted.

Also, how's it goin' KidCraft? Remember me from Getamped2? We used to talk there. It's good to see you again.

Oh hey Nebulon. I tried out your pack and it is great, but why does Skyward Link freeze my game?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on February 26, 2014, 10:31:56 AM
Thanks for the help shock and it's been going pretty well since then, just released the public build of my brawl mod this morning should be here on KC:MM in the gernal hacking thread and on smashboards codeset thread, thanks to the clone engine it's come a long way from what i originally had planned for it.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 26, 2014, 11:23:38 AM
@Pikazz
already knew that, but what I ment is to add a new victory fanfare without have to replace any sound/Music at all


Title: Re: The BrawlEx Clone Engine
Post by: Shun_One on February 26, 2014, 11:29:41 AM
already knew that, but what I ment is to add a new victory fanfare without have to replace any sound/Music at all
Dantarion's Custom Sound Engine code let's you do this. Don't know if it plays nice with Brawl EX though.

Thread (http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/)


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 26, 2014, 11:49:22 AM
Sounds like BrawlEx isn't loading properly.
Do you have bx_fighter.rel and common2.pac file from the BrawlEx download on your SD card?
You need to check. Don't make the same mistake I did when I first tried this.
Awesome it worked thanks :D.
I added only the Brawl CSS Expansion files but I forgot to also use the BrawlEx Clone Engiene files XD.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 26, 2014, 11:53:35 AM
i'm also curious if and how we can change a clones crowd chant. Is it something to do with the characters sound bank id that's edited in the fighter config or or is it something that can be hex edited in one of their other config files.

you should open stuff up in Tabuu to find the crowd chants. Dantarion posted that in the BrawlEx Sound Thread a bit ago. but remember that tabuu is pretty advanced. like really


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on February 26, 2014, 11:58:33 AM
Dantarion's Custom Sound Engine code let's you do this. Don't know if it plays nice with Brawl EX though.

Thread ([url]http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/[/url])
I WAS curious about if it worked with that or not.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on February 26, 2014, 12:06:44 PM
Dantarion's Custom Sound Engine code let's you do this. Don't know if it plays nice with Brawl EX though.

Thread ([url]http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/[/url])
Apparently, that code is highly unstable.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 26, 2014, 12:28:18 PM
I have my thoughts, but does anyone know if gecko can use Sound_brawl file?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 26, 2014, 12:35:23 PM
Thank you for clearing this up.

Also thanks Nebulon for pointing to previous post on how to change Victory themes. I'll keep it in mind.

To answer your question KidCraft, here is a quote from a different thread that I made about changing character's sound banks and replacing their sounds for boss ones.

Also, how's it goin' KidCraft? Remember me from Getamped2? We used to talk there. It's good to see you again.

Oh hey Nebulon. I tried out your pack and it is great, but why does Skyward Link freeze my game?

He's fixed in the current DL. I'm gonna reupload soon though so it's probably better to wait. I'll PM you when i do.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 26, 2014, 01:06:04 PM
Is there a way to edit the CSS to switch icons? Example: Marth(brawlex) icon switched with another icon?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 26, 2014, 01:18:43 PM
Nevermind


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 26, 2014, 01:45:53 PM
I noticed that CSSRoster.dat does not include any changes to the CSS screen/character portraits that I make in common5.pac. I've replaced Samus's current costumes and corresponding portraits with her Other M designs and ZSS's graphics with Ridley's; however, when using CSSRoster.dat it alters those changes and converts them back to the default graphics. I've tried to resort to using a custom roster code instead (as was used in previous versions of BrawlEx) and renamed CSSRoster.dat to HAHno.dat to make sure that the game doesn't use it, but it seems to heavily rely on it seeing as there are no characters on the CSS. I don't want to downgrade either, as I rather like the new changes made to the actual engine itself.

Long story short, how can I make it so that the current version doesn't have to rely on CSSRoster.dat?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 26, 2014, 01:48:54 PM
I noticed that CSSRoster.dat does not include any changes to the CSS screen/character portraits that I make in common5.pac. I've replaced Samus's current costumes and corresponding portraits with her Other M designs and ZSS's graphics with Ridley's; however, when using CSSRoster.dat it alters those changes and converts them back to the default graphics. I've tried to resort to using a custom roster code instead (as was used in previous versions of BrawlEx) and renamed CSSRoster.dat to HAHno.dat to make sure that the game doesn't use it, but it seems to heavily rely on it seeing as there are no characters on the CSS. I don't want to downgrade either, as I rather like the new changes made to the actual engine itself.

Long story short, how can I make it so that the current version doesn't have to rely on CSSRoster.dat?

It's because you're using common5.pac. sc_selcharacter.pac overwrites it, so you need to make the changes in that instead.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 02:02:11 PM
I noticed that CSSRoster.dat does not include any changes to the CSS screen/character portraits that I make in common5.pac. I've replaced Samus's current costumes and corresponding portraits with her Other M designs and ZSS's graphics with Ridley's; however, when using CSSRoster.dat it alters those changes and converts them back to the default graphics. I've tried to resort to using a custom roster code instead (as was used in previous versions of BrawlEx) and renamed CSSRoster.dat to HAHno.dat to make sure that the game doesn't use it, but it seems to heavily rely on it seeing as there are no characters on the CSS. I don't want to downgrade either, as I rather like the new changes made to the actual engine itself.

Long story short, how can I make it so that the current version doesn't have to rely on CSSRoster.dat?

You're talking about actually replacing ones name plate and color portraits in Common5? i dont think the CSSRoster has anything to do with that and just tells what goes where. if you have sc_selcharacter in menu2 aswell you have to replace the portraits in there too. Probably because sc_selcharacter is in common5 so i guess it over rules it idk. Anyways, ive replaced Dedede with shadow and it shows up as shadow to.

But then again i don't know if thats what you're talking about lol


EDIT: Okay i have no idea what im doing wrong. When i use Sammi's tool everything got added but as soon as i stop using it to put in Ganon and Puff nothing works anymore. I've tried everything that comes to mind. I updated my brawlbox and replaced the two files that were in the CSS Expansion download i have everything where i think it should be and ive also been adding the id's to the CSSRoster and iv'e stopped using the Code. i dont understand what im doing wrong and its getting really frustrating. If anyone can help me with this ide be very greatful


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 26, 2014, 03:51:58 PM
I WAS curious about if it worked with that or not.

Custom Sound Engine works. I've heard that Individual Victory Themes conflicts, but I had a thought on that front: Changing victory themes for each character is possible through Slot Config files anyways. If we use CSE to add music, and then we can use the Slot Configs to assign that music as a victory fanfare, every character can have their own victory theme, Clones included. I tried it out, and it works wonderfully. We'll never need to replace music for victory themes again!

Even better, it's actually simpler than replacing the music. Just add CSE to your codes, name the file 00003000.brstm or a higher number and put it in sound/sfx, then assign that number to the Clone in their Slot Config and bam, instant victory theme with no replaced music.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 26, 2014, 04:04:22 PM
EDIT: Okay i have no idea what im doing wrong. When i use Sammi's tool everything got added but as soon as i stop using it to put in Ganon and Puff nothing works anymore. I've tried everything that comes to mind. I updated my brawlbox and replaced the two files that were in the CSS Expansion download i have everything where i think it should be and ive also been adding the id's to the CSSRoster and iv'e stopped using the Code. i dont understand what im doing wrong and its getting really frustrating. If anyone can help me with this ide be very greatful

can you give me a walkthough of exactly what you did? im having trouble following. from what i understand, you used my tool to add characters. but since the tool hasn't been updated to include ganon and jiggs, you had to do them manually. then you tried booting the game and it didn't work? or my tool didn't work after that?

since the tool isn't updated for the new clones, i cannot garuntee things to work right if you have clones setup that aren't setup by the tool. since any number of mistakes in the cloning process would break my tools functionality. BUT setups that are setup correctly should have no problem starting to use the tool after not using it for the earlier clones.

again, i don't know exactly what your problems are so far, so i can't tell what advice to give :P

The reason i haven't updated the tool yet is that i'm working on a Ness exmodule. i've only got a few more things to work out, then if it works, i'll put it up for download


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on February 26, 2014, 04:08:49 PM
I forgot to say that I will try to do a luigi module! but I have kinda much to do atm and not high on my prio list! but as soon I get time I will do it!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on February 26, 2014, 04:16:50 PM
So Toon Link, Ness and Luigi are in the works?
Wow XD
Can't wait to see how they all turn out!


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 05:10:50 PM
can you give me a walkthough of exactly what you did?

At first i found out about the BrawlEx Engine i read what i could and watched you videos and learned i needed the CSS codes and to move replace 29 with 3F and then just move 29 over and add 0's if needed to finish the code.

Everything was working fine till i hot the 50 cap and came back here to find out what was going on and came across your tool. I heard that the problem was that the icons are to big and saw your tool uses CSSRoster and the BrawlEx files. Using the tool i had sc_selcharacter in the menu2 and common2 in system. 

I downloaded the CSS Expansion file with the Common3 in it and put it. ive used brawlbox to replace the mdl0 and chr0. ive updated the CSSRoster using HxD, i am no longer using the CSS Codes because ive seen people say delete it. ive replace miscdata13 in common3 havent touched common2. my Fighter files and the others are names right and all have matching id's. I've gone in FighterXX and changed the name to whatever and removed "Kirby  Single" to "none" and i've went into the ft_Character.rel and changed the slot id to match the brawlEx files.

As far as i can see everything is right where it needs to be. The CSS Code is confusing me now because i dont know if i need it or not. Now when i use the Code it shows a black Character Select, again ive read removing the Code fixes that and that its not needed any longer.

I must be missing something i just dont know what it is. Im at a lose

Oh and this all started when Ganon and Puff came out. You're errors if Ganon had hes files so i stopped using it till it was updated. I was all like well adding ganon manually should be easy. just add the files and everything then loadup the Tools again and everything should be fine lol Nope! BrawEx slapped me in the face

in my SD i have:
private>wii>app>rsbe>pf>v

Module>v
bx_fighter
ft_kirby
(and the Customs)

system>v (i have two of each because.. well idk anymore)
Common2
Common2_en
Common3
Common3_en

menu2>sc_selcharacter
fighter>"Matching FighterXX and Module Name">FitName and so on
BrawlEx>v

CosmeticConfig
CSSSlotConfig
FighterConfig
SlotConfig
CSSRoster


Title: Re: The BrawlEx Clone Engine
Post by: Shiruzarto on February 26, 2014, 05:28:52 PM
I had fixed it myself roughly thirty minutes after posting, but had to leave before I could post my success, sorry.

You were right, ShinF; those were the files that had caused me such inconvenience. I decided to look at the files that had come with the CSS modifier, and tried to replace them with the default ones from the brawl data partition. For once, I was successful on the first try.

Sorry to cause you all your own brand of inconvenience, I suppose I should've taken the time to tell you all before you began to write self help novels for my aid.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 26, 2014, 07:34:59 PM
Custom Sound Engine works. I've heard that Individual Victory Themes conflicts, but I had a thought on that front: Changing victory themes for each character is possible through Slot Config files anyways. If we use CSE to add music, and then we can use the Slot Configs to assign that music as a victory fanfare, every character can have their own victory theme, Clones included. I tried it out, and it works wonderfully. We'll never need to replace music for victory themes again!

Even better, it's actually simpler than replacing the music. Just add CSE to your codes, name the file 00003000.brstm or a higher number and put it in sound/sfx, then assign that number to the Clone in their Slot Config and bam, instant victory theme with no replaced music.

You mean put the .brstm file in the sound/strm folder right?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 26, 2014, 07:36:34 PM
You mean put the .brstm file in the sound/strm folder right?

No, the Custom Sound Engine has you put it in sound/sfx. I'm not sure why, that's just where it goes. Normal music still goes to sound/strm, though.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 07:51:00 PM
I think my problem is that im not setting up the CSS Mod right. Doesn't that replace the Code? Thats the only thing i can thing of thats wrong if i have all the files in there places. Maybe i haven't set up the CSS Mod correctly?


EDIT: So i wanted to know the tool was doing something i wasn't so i plugged in my SD open Sammi's magic tool and it saw every character but Ganon and Puff as i already knew it would. anyways i added a new Mario and stuck it im my wii and the only clone character to show up was that Mario i just made.

I Don't know what i've missed

EDIT2: Oh no! i checked the CSSRoster and that new mario was created over my 3F clone D: Noooo


Title: Re: The BrawlEx Clone Engine
Post by: Shun_One on February 26, 2014, 08:55:02 PM
Custom Sound Engine works. I've heard that Individual Victory Themes conflicts, but I had a thought on that front: Changing victory themes for each character is possible through Slot Config files anyways. If we use CSE to add music, and then we can use the Slot Configs to assign that music as a victory fanfare, every character can have their own victory theme, Clones included. I tried it out, and it works wonderfully. We'll never need to replace music for victory themes again!

Even better, it's actually simpler than replacing the music. Just add CSE to your codes, name the file 00003000.brstm or a higher number and put it in sound/sfx, then assign that number to the Clone in their Slot Config and bam, instant victory theme with no replaced music.
This should work for the Brawl cast as well, right? I haven't actually tried it yet to verify though.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 26, 2014, 08:56:07 PM
This should work for the Brawl cast as well, right? I haven't actually tried it yet to verify though.

Yep. I've tested it for both default Brawl and Clone characters and it works for both.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 26, 2014, 09:23:26 PM
I think my problem is that im not setting up the CSS Mod right. Doesn't that replace the Code? Thats the only thing i can thing of thats wrong if i have all the files in there places. Maybe i haven't set up the CSS Mod correctly?


EDIT: So i wanted to know the tool was doing something i wasn't so i plugged in my SD open Sammi's magic tool and it saw every character but Ganon and Puff as i already knew it would. anyways i added a new Mario and stuck it im my wii and the only clone character to show up was that Mario i just made.

I Don't know what i've missed

EDIT2: Oh no! i checked the CSSRoster and that new mario was created over my 3F clone D: Noooo

Hey there, it's likely that when you edited the CSSRoster.dat, that something got messed up. How did you edit the file? if it was with a hex editor, that's where you could have messed up. If not, then i have no idea why that would be. anyways. my suggestion is to start from a stock CSSRoster.dat, and add the ID's you want to use to the roster using the config editor. Then everything should work fine.

incidentally, i found a few bugs with the program that i will be fixing with the next update, that will also have support for the new modules. for now, don't try opening a sc_selcharacter or common5 where the sc_selcharacter within it is set to extendedlz77. the program will give you an error. and, you really don't wanna have the .dat.bak files in the folders as well, as it will cause issues


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 09:41:42 PM
Hey there, it's likely that when you edited the CSSRoster.dat, that something got messed up. How did you edit the file? if it was with a hex editor, that's where you could have messed up. If not, then i have no idea why that would be. anyways. my suggestion is to start from a stock CSSRoster.dat, and add the ID's you want to use to the roster using the config editor. Then everything should work fine.

incidentally, i found a few bugs with the program that i will be fixing with the next update, that will also have support for the new modules. for now, don't try opening a sc_selcharacter or common5 where the sc_selcharacter within it is set to extendedlz77. the program will give you an error. and, you really don't wanna have the .dat.bak files in the folders as well, as it will cause issues

I used HxD hex editor to change the CSSRoster and when HxD saves it creates a .dat.bak but ive always deleted it cuz i was unsure, and now i know. I never thought about that the sc_selcharacter and the common5>sc_selcharacter being different formats.

When i edit the CSRoster i find the 29 random icon. You're tool always sets clones to the right instead of moving 29 over. anyways i go from there

3F 40 41 42 43 44 45 46 47 48 49 and then 4A to F

Oh and what do you mean a "stocked CSSRoster"? if nothing else works i think ill be dependent on you're Tool :p


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 26, 2014, 09:43:00 PM
I will admit I have been thinking of creating a psa and finding a model for it to go over Toon Link unfortunately I don't have 3ds max and I'm completely clueless on how to do movesets so I know it can't be done


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 26, 2014, 10:44:59 PM
i still can't fix this myself... .... T-T ....i'm just gonna wait until someone makes a good brawl ex hackpack and maybe replace a few characters...


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 26, 2014, 11:55:34 PM
Okay I Fixed it :D
Come all, become overjoyed at my success

The problem was that i was using HxD to edit the id's. I was doing it right per say just it wasn't being noticed by BrawlEx. I was able to fix the problem by opening Confih Tool then opening CSSRoster. Nothing i added from using HxD was in there, so i just put them in and testing it in the wii and all clones where there ^.^

If it wasn't for you Sammi suggesting to use Config instead i'd probably never fixed it :P
Thanks ^.^ ill probably go back to using your tool once it updated tho seeing as its kinda goes faster


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 12:07:08 AM
i still can't fix this myself... .... T-T ....i'm just gonna wait until someone makes a good brawl ex hackpack and maybe replace a few characters...

Feel free to download mine. It's in my sig.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 27, 2014, 12:10:51 AM
Custom Sound Engine works. I've heard that Individual Victory Themes conflicts, but I had a thought on that front: Changing victory themes for each character is possible through Slot Config files anyways. If we use CSE to add music, and then we can use the Slot Configs to assign that music as a victory fanfare, every character can have their own victory theme, Clones included. I tried it out, and it works wonderfully. We'll never need to replace music for victory themes again!

Even better, it's actually simpler than replacing the music. Just add CSE to your codes, name the file 00003000.brstm or a higher number and put it in sound/sfx, then assign that number to the Clone in their Slot Config and bam, instant victory theme with no replaced music.

I just tested it out, it works but once it hit past 6 seconds it started playing a very scratchy glitched mushroomy kingdom song for the remainder of my 15 second victory fanfare. Very strange glitch, any idea of why it does that?

Maybe my victory theme is too long.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 27, 2014, 12:15:08 AM
I just tested it out, it works but once it hit past 6 seconds it started playing a very scratchy glitched mushroomy kingdom song for the remainder of my 15 second victory fanfare. Very strange glitch, any idea of why it does that?

Maybe my victory theme is too long.
That's odd. Long victory themes shouldn't be an issue at all, I've got looping victory themes that are over a minute long working for me without issue. Granted, I haven't thoroughly tested every character, but the ones I did are working. Could your brstm be corrupted?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 27, 2014, 12:45:15 AM
Oh and what do you mean a "stocked CSSRoster"? if nothing else works i think ill be dependent on you're Tool :p

By stock roster, i mean a fresh one from the download. i'm glad you figured it out. your problem may indeed have stemmed from altering the CSSRoster.dat without knowing all of what needs to be changed, since there isn't any real explanation of the data points in the file.

 so i will outline them here, and maybe PhantomWings can put it in the OP :P

Code:
CSSRoster Config:

0x0 header
0x07 Filesize? always E0
0x0B Unknown. always 01
0x0D Roster Count
0x0F Random Roster Count

0x10 Roster Layout
0x78 Random Roster

That's probably not everything, but it's everything that matters when it comes to adding characters to it.


I just tested it out, it works but once it hit past 6 seconds it started playing a very scratchy glitched mushroomy kingdom song for the remainder of my 15 second victory fanfare. Very strange glitch, any idea of why it does that?

Maybe my victory theme is too long.

generally if it's all distorted and scratchy, it means that the sample rate isn't configured right for the game to load and play correctly, or it having something to do with mono vs stereo. if you had replaced sounds yourself, make sure to follow some of the guidelines for setting the sample rates, and track settings


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 27, 2014, 12:52:18 AM
By stock roster, i mean a fresh one from the download. i'm glad you figured it out. your problem may indeed have stemmed from altering the CSSRoster.dat without knowing all of what needs to be changed, since there isn't any real explanation of the data points in the file.

 so i will outline them here, and maybe PhantomWings can put it in the OP :P

Code:
CSSRoster Config:

0x0 header
0x07 Filesize? always E0
0x0B Unknown. always 01
0x0D Roster Count
0x0F Random Roster Count

0x10 Roster Layout
0x78 Random Roster

That's probably not everything, but it's everything that matters when it comes to adding characters to it.

Yeah i see what i probably did once i saw what the values meant, ive always add +1 per character to the Character Count on the CSS but i never did in the CSSRoster. It's silly how something so small made a huge mess V.V


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 27, 2014, 05:38:15 AM
does brawlex work for riivolution


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 27, 2014, 05:39:46 AM
does brawlex work for riivolution

It's been said a couple of times. No. I tried like a maniac and it would never work. And so have others.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on February 27, 2014, 05:49:45 AM
It's been said a couple of times. No. I tried like a maniac and it would never work. And so have others.
oh but how will I get sfx to work on gecko?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on February 27, 2014, 06:41:57 AM
oh but how will I get sfx to work on gecko?

I believe we can use the RSBE code to do that.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 27, 2014, 09:16:00 AM
@Nebulon

Please tell, is there any chance you could do a tutorial on how to make a GFX Fix?  ;D I've been desperate for a way to do it like forever  :(


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 27, 2014, 09:21:22 AM
@Nebulon

Please tell, is there any chance you could do a tutorial on how to make a GFX Fix?  ;D I've been desperate for a way to do it like forever  :(
if you know something of psa then its easy if you no nothing a tutorial wouldnt help you much either.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on February 27, 2014, 09:25:32 AM
if you know something of psa then its easy if you no nothing a tutorial wouldnt help you much either.
Well, I don't have a large amount of experience, but I'm sure I could find my way around in there, I'm gonna need to do PSA at some point anyway.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 10:57:07 AM
Does anyone know if a ROB module is in the works?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 27, 2014, 11:06:50 AM
That's odd. Long victory themes shouldn't be an issue at all, I've got looping victory themes that are over a minute long working for me without issue. Granted, I haven't thoroughly tested every character, but the ones I did are working. Could your brstm be corrupted?
Hmm, just now had a problem with this myself. Very odd, since it was working earlier without issue... It may be an issue with certain IDs or something. I'm going to go through every character that I've done and see which ones work and I'll put them and the IDs I used for their songs together and we'll see if there's any overlap between which ones messed up for us.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 27, 2014, 11:10:19 AM
if you know something of psa then its easy if you no nothing a tutorial wouldnt help you much either.

He is just asking for a tutorial, if he really wants to learn how to do GFX fix, then the eventually will learn  enough about PSA in order to to follow a GFX fix tutorial in a right manner, by the way, I am of the ones that want a GFX fix tutorial :P

EDIT: I am seriously thinking about learning how to do a GFX fix by myself, I am Just going to compare a GFX glitchy psa, with a fixed one, finding their respective differences, and learn how to do the enough changes  on a PSA in order to fix it, i mean, the "tutorial" itself is inside the GFX fixed PSAs.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 27, 2014, 11:16:36 AM
Does anyone know if a ROB module is in the works?
no one ever talked about rob, i heard ness,toon link and cf


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 27, 2014, 11:22:18 AM
Nebulon, i was stalking your Vault and i do very much enjoy you Knuckles and Megaman on there. I'm going to get them

That is all.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 11:25:38 AM
Nebulon, i was stalking your Vault and i do very much enjoy you Knuckles and Megaman on there. I'm going to get them

That is all.
Nebulon, i was stalking your Vault and i do very much enjoy you Knuckles and Megaman on there. I'm going to get them

That is all.
Nebulon, i was stalking your Vault and i do very much enjoy you Knuckles and Megaman on there. I'm going to get them

That is all.

The one in my pack works with Shadow as well. Might be worth looking into :)

Post Merge: February 27, 2014, 11:44:42 AM
As far as people asking about GFX fixes go, there are reasons i'm iffy on making a tutorial. You see there are two ways to fix gfx=

The easy way is to combine the ef_files for a character and their clone. This involves rerouting the gfxes used in a character's moveset to load the mdl data you would have taken from your clone's ef_file (which would now be imported to thw original character's ef_file) You would import the models into the new pack, create a new efls to read the model and then in the pack you'd have to Find ALL of the original IDs and replace the IDs with the new efls you input that corresponds to the intended mdl.

But it's not consistent. Not everything comes with a character, not everything can be combined, and there are file limits to consider and i wouldn't wantto make a tutorial that might just curther confuse people or make them think i'm the one wrong about it. It's a different process for every pack, you need to be a detective, che k the subactions, articles, terminate the gfx, make sure the original character is unaffected too, possibly change their gfx around etc.

The other way is to make your character load from an assist trophy ef_file, but only certain ones seem to work. The other issue is compatibility. My pack doesn't reuse assist ef_files, but if you put in a character into my pack that's using thw same ef_file as the one in my pack then there'll be glitches. :/ you would need to be determined to do this and accept that certain things can't be ported to certain ef_files.

Not to mention corrupted mdls.. That's a whole different ball game and plenty of popular psas have them.

This doesn't mean i will never make one, it just means i'd like to make one when i've mastered it.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 27, 2014, 12:00:04 PM
Hmm, just now had a problem with this myself. Very odd, since it was working earlier without issue... It may be an issue with certain IDs or something. I'm going to go through every character that I've done and see which ones work and I'll put them and the IDs I used for their songs together and we'll see if there's any overlap between which ones messed up for us.

Hmm, so far (of the ones I've done), only 00003043 has done this to me. The character was a Clone over slot 43 (Isaac). All of the others I've done have worked perfectly fine for both Brawl characters and Clones. Incidentally, switching over to 00003143 didn't make any difference. I'm going to try assigning him one of the ones that I know for sure works.

Edit: Alright, it looks like it's just this particular Clone that's causing it, because assigning him to the working ones I listed below didn't work, either.

00003000 - Mario
00003001 - Donkey Kong
00003002 - Link
00003009 - Luigi
0000300B - Ness
0000300C - Bowser
0000300D - Peach
0000300E - Zelda
0000300F - Sheik
00003010 - Ice Climbers
0000301B - Lucas
0000301D - Toon Link
00003041 - Cloud (Clone 41)
00003042 - Goku (Clone 42)
00003044 - Kid Buu (Clone 44)
00003046 - Scott Pilgrim (Clone 46)
00003047 - Kain (Clone 47)
00003049 - Wisp (Clone 48)
0000304D - Avatar Ness (Clone 4D)

^ All of those are ones that I've done and haven't had problems with. If I have trouble with any more, I'll be sure to bring it up.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 27, 2014, 01:24:10 PM
Nebulon, would this work with riivo?


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on February 27, 2014, 01:36:24 PM
Hey Nebulon; your brawl system is very elaborated and awsome
But I have a problem whenever I try to select an Ex character

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/t1/1796624_286489468175132_390663910_n.png)

as you can see, I use Dolphin, couldnt the problem be the way you ordered the lines on the codes? I see you wrote the lines on a single line on all of the codes (Even though I actually used the .gct you incluided in the pack


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 01:45:56 PM
Nebulon, would this work with riivo?

Well I use Brawl Ex and I BELIEVE it doesn't. A better person to ask would be PW and Sammi.

Hey Nebulon; your brawl system is very elaborated and awsome
But I have a problem whenever I try to select an Ex character

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/t1/1796624_286489468175132_390663910_n.png)

as you can see, I use Dolphin, couldnt the problem be the way you ordered the lines on the codes? I see you wrote the lines on a single line on all of the codes (Even though I actually used the .gct you incluided in the pack

I added them in with GCT edit. One code at a time. This requires that I smush the codes I put in (just not spaces), but that's done to every single code, not all at once.

I've never used Dolphin. I have a copy of all of the codes I use. Would you want me to send it to you?


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on February 27, 2014, 01:50:50 PM
Well I use Brawl Ex and I BELIEVE it doesn't. A better person to ask would be PW and Sammi.

I added them in with GCT edit. One code at a time. This requires that I smush the codes I put in (just not spaces), but that's done to every single code, not all at once.

I've never used Dolphin. I have a copy of all of the codes I use. Would you want me to send it to you?
Sure, maybe that can solve it


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 27, 2014, 01:53:57 PM
How do you edit the CSS for BrawlEx? Asked before but my question got buried...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 02:08:04 PM
How do you edit the CSS for BrawlEx? Asked before but my question got buried...

Open your CSSRoster.dat in BrawlEX with a data editing software (I use  HxD)
Starting from 00000010 on the left side is your Character Roster order. It should start with 00, which would be Mario, and from there the rest of the characters. Each is represented by an ID. For clones, the ID will be the same as the ID you put after their Fighter, Cosmetic, etc files. For original characters, you'll need to open up a spoiler tag in the OP for Spunit's custom CSS code. Don't use the code, but look at the list it comes with. It'll show you what every character 's ID is.

Then arrange them however you want :)


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 27, 2014, 02:42:03 PM
Hey how would i go about adding Giga Bowser to the Roster?
Like i want killable boss-type character you know? i was wondering it theres something i can do


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 27, 2014, 02:47:08 PM
i'd like killable boss characters in the game too, but as far as gigabowser goes, it would nerf bowser's final smash if you changed gigabowser :P ...but killable boss characters, either playable or somehow coded into stages, similar to spear pillar, would definitely be cool.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on February 27, 2014, 03:04:18 PM
Just a dumb question. Can you add the Bosses from the SE to the roster? Probably not, but I though I'd ask.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 03:06:08 PM
i'd like killable boss characters in the game too, but as far as gigabowser goes, it would nerf bowser's final smash if you changed gigabowser :P ...but killable boss characters, either playable or somehow coded into stages, similar to spear pillar, would definitely be cool.

I'm puttin Taboo in my pack to ight, and i've got a Giga Bowser PSA that i tweaked and size modded on my vault. When a Bowser moduke is made you'll have your killable Giga.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on February 27, 2014, 03:07:25 PM
ppl wanting bosses remenber they dont have animations to battle, they dont have the runs, the cliffs the atacks nothing so no its not possible to just slap them from SSE to brawl mode so unless you make a psa for their models then no.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on February 27, 2014, 03:40:55 PM
but you could give the moves they have certain inputs, so for instance trying to dash would just automatically make you go to another side of the screen... i mean when you see the way they fight in sse or boss battle, it's obvious the AI is controlling it by activating certain actions, so if we could make those actions depend on certain buttons, we might be able to have a boss battle mode for multiplayer, where the computer automatically is some boss.... but yeah, if we're talking about players using them, gameplay would either be really choppy and uncoordinated, or we'd need to make a new psa for them in the first place... i'd like to see it done either way, but i'd prefer to have them fixed to certain stages and cause hazards to prevent certain bosses from being unusable on stages like temple... :P anyway, that's my opinion, but i don't mind the game without bosses either


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on February 27, 2014, 04:33:26 PM
i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 04:47:01 PM
i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.
i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.
i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.

Redownload. It was fixed a few versions ago. :)


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on February 27, 2014, 04:54:30 PM
i didnt realize it was updated today. thanks. sorry for the trouble


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 27, 2014, 05:06:25 PM
Someone said something about Tabuu and a killable Giga bowser, i have Tabuu already but i didnt think id be able to get GKoopa if we didnt have a module for him. In the Vault theres a killable Giga bowser already, i wouldn't want someone to have to make another one if there was already one :p


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 06:30:45 PM
Someone said something about Tabuu and a killable Giga bowser, i have Tabuu already but i didnt think id be able to get GKoopa if we didnt have a module for him. In the Vault theres a killable Giga bowser already, i wouldn't want someone to have to make another one if there was already one :p

Making Giga Bowser killable ruins the Final Smash for Bowser by making that killable as well.

I have a Giga Bowser on my vault. If a module for Bowser comes out, then they can use this Giga Bowser. It isn't Bowser, it's just a big Giga Bowser you can kill complete with his own moves based on the FS, while the normal Bowser keeps his invincible FS.



Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 27, 2014, 06:33:35 PM
Hey Nebulon,can I get your code list?

I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on February 27, 2014, 07:32:05 PM
Hey Nebulon,can I get your code list?

I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.

that has actually happened to me before. how many times have you tried launching it? just once or more than once cause if its just once then try again. its weird i know but it does that to me at times and relaunching just fixes it


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on February 27, 2014, 07:38:01 PM
Tried 3 times same result...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on February 27, 2014, 08:10:57 PM
Would anyone know if this works with Almas Clone engine?
I mean for the characters that are not cloneable

It would be kinda useful since we can now customize the CSS to have extra characters as alternate versions


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 08:13:04 PM
Hey Nebulon,can I get your code list?

I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.
that has actually happened to me before. how many times have you tried launching it? just once or more than once cause if its just once then try again. its weird i know but it does that to me at times and relaunching just fixes it

Codes in a link in sig. Enjoy. :)


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on February 27, 2014, 08:25:38 PM
Hey Nebulon; your brawl system is very elaborated and awsome
But I have a problem whenever I try to select an Ex character


as you can see, I use Dolphin, couldnt the problem be the way you ordered the lines on the codes? I see you wrote the lines on a single line on all of the codes (Even though I actually used the .gct you incluided in the pack

Update your common3.pac. I'm fairly certain that Nebulon's pack uses an outdated version of the BrawlEx CSS Expansion. If you're using Dolphin, then you probably haven't unlocked any characters yet, so you're experiencing the crashing bug whenever you highlight any character that would normally have "new" over them.

does brawlex work for riivolution

While the general consensus is that it doesn't work with Riivolution, I have yet to see someone try it with Riivolution configured to specifically include bx_fighter.rel. If I recall correctly, Riivolution will refuse to load a file that's not normally on the disk unless specified otherwise. But that's just back when I was using it - things could have changed since then.

i still can't fix this myself... .... T-T ....i'm just gonna wait until someone makes a good brawl ex hackpack and maybe replace a few characters...

You can edit the modules by hand if you open them up in a hex editor and change the following values:

4 bytes at offset 0x0000: Module Id
4 bytes at offset in [0x8C]: Character Id
4 bytes at offset in [0x28] + 8: Module Id

It goes without saying that you should probably be careful with what you edit. You should only have to change 3 values with 2 of those values being the same.


Speaking of modifying things by hand, why is everyone encouraging modification of CSSRoster.dat by hand? I get that for some it's easier, but for newcomers, it's just asking for them to mess up configuration of their file. There's a reason why the BrawlEx Config Utility was developed in the first place - even if it doesn't support all the file types yet.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 08:38:36 PM
Update your common3.pac. I'm fairly certain that Nebulon's pack uses an outdated version of the BrawlEx CSS Expansion. If you're using Dolphin, then you probably haven't unlocked any characters yet, so you're experiencing the crashing bug whenever you highlight any character that would normally have "new" over them.

While the general consensus is that it doesn't work with Riivolution, I have yet to see someone try it with Riivolution configured to specifically include bx_fighter.rel. If I recall correctly, Riivolution will refuse to load a file that's not normally on the disk unless specified otherwise. But that's just back when I was using it - things could have changed since then.

You can edit the modules by hand if you open them up in a hex editor and change the following values:

4 bytes at offset 0x0000: Module Id
4 bytes at offset in [0x8C]: Character Id
4 bytes at offset in [0x28] + 8: Module Id

It goes without saying that you should probably be careful with what you edit. You should only have to change 3 values with 2 of those values being the same.


Speaking of modifying things by hand, why is everyone encouraging modification of CSSRoster.dat by hand? I get that for some it's easier, but for newcomers, it's just asking for them to mess up configuration of their file. There's a reason why the BrawlEx Config Utility was developed in the first place - even if it doesn't support all the file types yet.

I will update my common3 in the next update I make to my pack. Thanks for pointing that out :)

Post Merge: February 27, 2014, 08:47:18 PM
I downloaded the newest Clone engine to replace my system files with more stable ones, but I only see one for common2 with the same date as the one in my pack, and no common3.

Where is the common3 replacement? And is it just common 3?

Post Merge: February 27, 2014, 08:50:03 PM
Nvm, I figured it out. It was in the other DL for CSS.

For those who are asking tonight when I update the pack again it will include this more stable common3 :)


Title: Re: The BrawlEx Clone Engine
Post by: BlackJax96 on February 27, 2014, 09:11:15 PM
I'm gonna go ahead and pin this.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 27, 2014, 09:16:09 PM
Mind if I ask. Can I download the common3 file and just add it in the system folder or does it have edits that only Nebulon's Build currently has?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 09:49:21 PM
Mind if I ask. Can I download the common3 file and just add it in the system folder or does it have edits that only Nebulon's Build currently has?

You can download that, or download my update I'll be making in an hour :) It'll have the new one included.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 27, 2014, 09:54:41 PM
Thing is I already downloaded the 1.1 and I had an issue where I had to redownload it and waited almost an hour to get it so it may be easier just to get the common3 from the update on the cssroster than waiting a total of two hours one for you to update it, which I don't mind and another just to download the exact same thing except with a altered common3 file.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 10:18:20 PM
Thing is I already downloaded the 1.1 and I had an issue where I had to redownload it and waited almost an hour to get it so it may be easier just to get the common3 from the update on the cssroster than waiting a total of two hours one for you to update it, which I don't mind and another just to download the exact same thing except with a altered common3 file.

No it'll have glitch fixes and an extra character. I'm making it a part of my content update.

But hey, I won't stop you if you wanna download the common3 from the CSS DL in the OP. :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 27, 2014, 10:20:35 PM
No it'll have glitch fixes and an extra character. I'm making it a part of my content update.

But hey, I won't stop you if you wanna download the common3 from the CSS DL in the OP. :)

Tell me, how did you clone Spiderman?
There's no Sheik rel.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 10:24:41 PM
Tell me, how did you clone Spiderman?
There's no Sheik rel.

Oh, I didn't. Spiderman doesn't use any of Sheik's specials so anyone can put Spiderman on Marth.

But Carnage fixed some GFX errors. I downloaded his version.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 27, 2014, 10:29:01 PM
I just thought since it's a update that fixes some glitches and adds a character I can just download the parts that's actually got updated


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 27, 2014, 10:38:05 PM
I just saw a Megaman with fixes made by ShinF on the Vault.
But there´s no Ness rel!


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 27, 2014, 10:39:01 PM
Hey Nebulon, how exactly did you get Viewtiful Joe working? Did you port the C. Falcon PSA to Marth or something?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 27, 2014, 10:39:46 PM
I just saw a Megaman with fixes made by ShinF on the Vault.
But there´s no Ness rel!
It works with a Lucas rel.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 27, 2014, 10:40:18 PM
Oh, I didn't. Spiderman doesn't use any of Sheik's specials so anyone can put Spiderman on Marth. But Carnage fixed some GFX errors. I downloaded his version.

lol sneaky fellow right here :p


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 27, 2014, 10:42:06 PM
It works with a Lucas rel.

Sure?
I'll test it tomorrow after school.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 27, 2014, 10:42:54 PM
Sure?
I'll test it tomorrow after school.
Me and Nebulon both use it, so yes.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 10:59:36 PM
Me and Nebulon both use it, so yes.

We worked on it together. :)
Hey Nebulon, how exactly did you get Viewtiful Joe working? Did you port the C. Falcon PSA to Marth or something?
I used the VJ over Yoshi on a Marth clone. To get his GFX to work I built a CF PSA around him since VJ has corrupt mdls. My Ridley was also built around him, which is why they can all be in play. Make sure you give VJ CF's brf files though, otherwise CF's fire will be pink and pixilated. Or just download mine and put them altogether. Works already done for everyone :)


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 27, 2014, 11:23:20 PM
We worked on it together. :)I used the VJ over Yoshi on a Marth clone. To get his GFX to work I built a CF PSA around him since VJ has corrupt mdls. My Ridley was also built around him, which is why they can all be in play. Make sure you give VJ CF's brf files though, otherwise CF's fire will be pink and pixilated. Or just download mine and put them altogether. Works already done for everyone :)

Ah, I see. I am so tempted to switch to your pack now but my build took me like a month to make and I am at 71 characters. I will probably just make a composite using many elements of your pack.

Also I looked at your Result.pac and noticed it doesn't read new franchise icons, it reads a mystery symbol but you have franchise icons aligned for the clones. How did you get it to just read that mystery symbol texture? (I never got result franchise icons to work) :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 27, 2014, 11:53:31 PM
Ah, I see. I am so tempted to switch to your pack now but my build took me like a month to make and I am at 71 characters. I will probably just make a composite using many elements of your pack.

Also I looked at your Result.pac and noticed it doesn't read new franchise icons, it reads a mystery symbol but you have franchise icons aligned for the clones. How did you get it to just read that mystery symbol texture? (I never got result franchise icons to work) :P

Here's where I got lucky...

My back up generic files I had downloaded has the random icon. I have no idea how it happened. I did nothing. I'm serious. This isn't the first time I've been asked, I simply don't know what to say :/ Even when I was watching Sammi's tutorial I had a weird Green stock Icon in my pack that wasn't his, and a 21st emblem and all sorts of differences. I don't know who made it, I thought I downloaded it from the cache, but I don't know anymore. BUT I'm not complaining :)

By the way, I have 2 spots left for characters before I'll have to set up the CSSslot, Fighter, etc around the bosses slots and inbetween other bits of data. You wouldn't happen to have made one of those work, would you've?

Post Merge: February 28, 2014, 12:07:36 AM
Oh, and because people keep asking about my GCT, I remade it in Code Manager. Hope it helps people this way? People were asking about it, and having problems reading it. Also included a cod sheet inside of the cods folder... so I guess that other link can be axed in my sig. So yeah, enjoy.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on February 28, 2014, 12:15:49 AM
Uh there's a problem Nebulon the BrawlEx folder isn't there in the download


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 28, 2014, 05:53:54 AM
Uh there's a problem Nebulon the BrawlEx folder isn't there in the download
I'll check.

Drop box does this EVERY TIME :/


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on February 28, 2014, 09:49:18 AM
Nebulon is actually using a modified version of my STGRESULT :P


Last time I checked Sammi couldn't figure out the Franchise icons on the result screen on his video.
But that was long ago, If you still need help let me know. =]


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 28, 2014, 09:51:05 AM
Nebulon is actually using a modified version of my STGRESULT :P


Last time I checked Sammi couldn't figure out the Franchise icons on the result screen on his video.
But that was long ago, If you still need help let me know. =]

Nebulon is actually using a modified version of my STGRESULT :P


Last time I checked Sammi couldn't figure out the Franchise icons on the result screen on his video.
But that was long ago, If you still need help let me know. =]

Nebulon is actually using a modified version of my STGRESULT :P


Last time I checked Sammi couldn't figure out the Franchise icons on the result screen on his video.
But that was long ago, If you still need help let me know. =]


You mean with GFX? I'll keep that in mind. :)


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on February 28, 2014, 10:27:46 AM


Lol, yeah with anything.
You're actually on the right track with gfx. Only characters that would give trouble are the ones that used traces.





Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on February 28, 2014, 11:00:42 AM
A quick question, how would I go about adding custom announcer voices to my clones?


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on February 28, 2014, 11:52:03 AM
Open your CSSRoster.dat in BrawlEX with a data editing software (I use  HxD)
Starting from 00000010 on the left side is your Character Roster order. It should start with 00, which would be Mario, and from there the rest of the characters. Each is represented by an ID. For clones, the ID will be the same as the ID you put after their Fighter, Cosmetic, etc files. For original characters, you'll need to open up a spoiler tag in the OP for Spunit's custom CSS code. Don't use the code, but look at the list it comes with. It'll show you what every character 's ID is.

Then arrange them however you want :)
Alright, thanks!


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on February 28, 2014, 12:01:17 PM
A quick question, how would I go about adding custom announcer voices to my clones?


Here is what has been posted about this:

I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.

([url]http://i.imgur.com/v0g5Oei.png[/url])

202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 28, 2014, 12:03:36 PM
Here is what has been posted about this:


Incidentally, I now know that the ID that's needed there can be found in BrawlBox, in the properties under Misc there's one called InfoIndex. Converting that into hex gives you the number that goes into the Config file.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on February 28, 2014, 05:08:22 PM
I take it it's safe to assume that such a method cannot be done via Dolphin? I mean, I have a real Wii as well, it's just not hooked up at the moment


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 28, 2014, 05:25:16 PM
I take it it's safe to assume that such a method cannot be done via Dolphin? I mean, I have a real Wii as well, it's just not hooked up at the moment

I thought it could be done on Dolphin with the newest common3 file...

But hey, what do I know? I've only ever used my Wii.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on February 28, 2014, 05:38:08 PM
Here's where I got lucky...

My back up generic files I had downloaded has the random icon. I have no idea how it happened. I did nothing. I'm serious. This isn't the first time I've been asked, I simply don't know what to say :/ Even when I was watching Sammi's tutorial I had a weird Green stock Icon in my pack that wasn't his, and a 21st emblem and all sorts of differences. I don't know who made it, I thought I downloaded it from the cache, but I don't know anymore. BUT I'm not complaining :)

By the way, I have 2 spots left for characters before I'll have to set up the CSSslot, Fighter, etc around the bosses slots and inbetween other bits of data. You wouldn't happen to have made one of those work, would you've?

Post Merge: February 28, 2014, 12:07:36 AM
Oh, and because people keep asking about my GCT, I remade it in Code Manager. Hope it helps people this way? People were asking about it, and having problems reading it. Also included a cod sheet inside of the cods folder... so I guess that other link can be axed in my sig. So yeah, enjoy.

Strange. But I guess that eliminates having to mess with the result.pac much.

And I have yet to try to get the boss slots working, I think I will just wait for PhantomWing's CSS Expansion v2. Hopefully we will have a Toon Link rel by then too, there is a lot of clone potential there. :P


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on February 28, 2014, 05:47:09 PM
What boss slots? Are they empty fighter slots meant for the bosses before they switched them to "enemy" slots in the SSE?


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on February 28, 2014, 05:59:57 PM
I dont know, but if you try to use the "boss slots" on the brawl ex custom CSS, it will freeze, I tried it days ago lol


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 28, 2014, 06:37:10 PM
Can somebody please direct me to a GFX glitch fix tutorial please?
I want to make some fixes to some PSA's.
Like Tabuu.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 28, 2014, 06:40:08 PM
Can somebody please direct me to a GFX glitch fix tutorial please?
I want to make some fixes to some PSA's.
Like Tabuu.

Tabuu uses references. He's tough to fix which is why i'm going to make my ganon and ganon characters load their stuff from elsewhere. You're more than welcome to download that when i'm done with it.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on February 28, 2014, 07:01:12 PM
Tabuu uses references. He's tough to fix which is why i'm going to make my ganon and ganon characters load their stuff from elsewhere. You're more than welcome to download that when i'm done with it.

Ok.
BTW, good package you made.
But I think it is missing some stuff.
But what?
Let me edit it so it has that stuff.
I'm talking about 2 characters.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on February 28, 2014, 07:33:15 PM
lol well what 2?

Also, not to be the most narcistic person ever, but since a lot of the conversation on the last few pages of this thread was about my pack I was wondering if anyone thought I should make a thread devoted to my pack. This way anyone could just talk about it, it wouldn't have to be relevant to this thread. People who have contributions could also meet with me on my thread. It's just an idea, if the people who mainly contribute to this thread along with the users of my pack think this is a good idea, then I'll consider it. If no one cares, then I wont either lol

There is a thread solely for BrawlEx packs. It's in the General Hacking forum.

http://forums.kc-mm.com/index.php?topic=66246.0 (http://forums.kc-mm.com/index.php?topic=66246.0)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on February 28, 2014, 07:34:29 PM
There is a thread solely for BrawlEx packs. I think it's in the General Hacking forum.

Oh yeah, okay then. Maybe I'll add mine there.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on February 28, 2014, 07:54:34 PM
I still think the big packmakers should come together and make one general gigantic pack instead of many little ones.

(Which was also the objective of my pack - to make a community pack - now on hold due to errors.)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on February 28, 2014, 09:14:20 PM
Tabuu uses references. He's tough to fix which is why i'm going to make my ganon and ganon characters load their stuff from elsewhere. You're more than welcome to download that when i'm done with it.

Of course if tough to fix,.. all badass PSAs should be tough to fix! :P


Title: Re: The BrawlEx Clone Engine
Post by: duffmmann on February 28, 2014, 09:54:26 PM
Hi, I just tried this for the first time, I get to the point in the BrawlEx Clone Tool where you add the character and then the program crashes.  I load it again and select the pf folder again and it crashes again.  I'm running Windows 8.1 if that makes a difference, I don't think it would as I've tried running in compatibility mode for Windows 7


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 28, 2014, 10:49:03 PM
I require help once again, this time its about the a clones CSP and Icon

I've watched Sammi's videos and did everything thing he did im sure but i have glitches and a freeze from who knows where, which i why im asking for help :p

The icon works and so does it's name, they both show correctly. The thing is when i try and hover above the icon it freezes. I'm thinking it's the CSP of the clone maybe the pathing but im sure i did everything right? Another thing is the glitches

where "brawl" sits and "Team Brawl" sit both together. that button glitched. the "brawl" word isn't there and just looks like another circle is in there.

Where "player1" the name entry in the CSS. The left side is different from the rest of the circle. I mean the left side doesnt match the right.

Once the characters are picked and the words "start Match" or whatever it say (cant remember off the top of my head sadly) the start and select buttons shown on the right have this grey looking squires on them

Thats all i noticed right away, you know, beides the freezing :p
Did i somehow screw up the pathing to those glitches and why i the clones CSP freezing?
These are the questions i seek answers

Thanks in Advance

Post Merge: February 28, 2014, 10:50:25 PM
Hi, I just tried this for the first time, I get to the point in the BrawlEx Clone Tool where you add the character and then the program crashes.  I load it again and select the pf folder again and it crashes again.  I'm running Windows 8.1 if that makes a difference, I don't think it would as I've tried running in compatibility mode for Windows 7

If Sammi hasn't updated his tool and you have a Ganon and or Puff clone already made in the pf folder it will crash


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on February 28, 2014, 11:02:48 PM
Hi, I just tried this for the first time, I get to the point in the BrawlEx Clone Tool where you add the character and then the program crashes.  I load it again and select the pf folder again and it crashes again.  I'm running Windows 8.1 if that makes a difference, I don't think it would as I've tried running in compatibility mode for Windows 7

I'm working on updating the tool with alot of new features right now actually. hopefully i can have it up by tomorrow. Your problem may also be if you have the sc_selcharacter set to extended lz77. if so, just make sure to set it to lz77 before working with the tool.

There was an old bug as well where if you had neither common5 or sc_selcharacter it would crash. or if you had both of them as well. I'm positive i fixed those bugs in the last update, but you may want to check those things first.

I require help once again, this time its about the a clones CSP and Icon

I've watched Sammi's videos and did everything thing he did im sure but i have glitches and a freeze from who knows where, which i why im asking for help :p

The icon works and so does it's name, they both show correctly. The thing is when i try and hover above the icon it freezes. I'm thinking it's the CSP of the clone maybe the pathing but im sure i did everything right? Another thing is the glitches

where "brawl" sits and "Team Brawl" sit both together. that button glitched. the "brawl" word isn't there and just looks like another circle is in there.

Where "player1" the name entry in the CSS. The left side is different from the rest of the circle. I mean the left side doesnt match the right.

Once the characters are picked and the words "start Match" or whatever it say (cant remember off the top of my head sadly) the start and select buttons shown on the right have this grey looking squires on them

Thats all i noticed right away, you know, beides the freezing :p
Did i somehow screw up the pathing to those glitches and why i the clones CSP freezing?
These are the questions i seek answers

Thanks in Advance

Post Merge: February 28, 2014, 10:50:25 PM
If Sammi hasn't updated his tool and you have a Ganon and or Puff clone already made in the pf folder it will crash

uhhh i'll get back to you on that if i can, i don't have enough time to read through your post at the moment. just wanted to let you know that i'm not ignoring your post lol


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on February 28, 2014, 11:08:54 PM
uhhh i'll get back to you on that if i can, i don't have enough time to read through your post at the moment. just wanted to let you know that i'm not ignoring your post lol

Very thoughtful, sure take your time as i'm looking forward to your tool update ever more now. I found your part 1 and 2 videos pretty humorous btw


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on March 01, 2014, 04:04:20 AM
I don´t know what else to do.

My USB loader GX din´t read my codes or my files anymore.
I have not editet something  in the settings.
I use Nebulons pack, I tried his Codeset (the gct file) after that I tried mine with a few extra codes.
Everytime I start the game in USB loader Gx with on of the gct´s (tried both) it works but without something else.
So I haven´t all characters in my NTSC version of Brawl so when I start this it only shows the Characters that I have.
Can anybody help me?

I have a Wii U so I can´t use Gecko OS or is ther a version out for Wii U ?
Settings in USB loader GX:
Ocarina - on
hook type - asnextframe


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on March 01, 2014, 04:11:16 AM
Expect a new BrawlEx Module soon! Who? I dont tell you until release!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 04:15:41 AM
I don´t know what else to do.

My USB loader GX din´t read my codes or my files anymore.
I have not editet something  in the settings.
I use Nebulons pack, I tried his Codeset (the gct file) after that I tried mine with a few extra codes.
Everytime I start the game in USB loader Gx with on of the gct´s (tried both) it works but without something else.
So I haven´t all characters in my NTSC version of Brawl so when I start this it only shows the Characters that I have.
Can anybody help me?

I have a Wii U so I can´t use Gecko OS or is ther a version out for Wii U ?
Settings in USB loader GX:
Ocarina - on
hook type - asnextframe
remenber you cant have codes like CSS or any codes that mess up the css like giga bowser,independent pokemons and stuff like that if it works with nebulon gct in the codes folder then you are using codes that mess up with brawlex css


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on March 01, 2014, 05:01:47 AM
I don´t think so, I use the Codes which Nebulon use + Tags in Peplay, Replays longer then 3 minutes and colored Shields which worked earlyer (mid february) with his pack.
I will test it on my wii today with gecko I think atm that this is not my fault. :D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 06:24:01 AM
I don´t think so, I use the Codes which Nebulon use + Tags in Peplay, Replays longer then 3 minutes and colored Shields which worked earlyer (mid february) with his pack.
I will test it on my wii today with gecko I think atm that this is not my fault. :D

Ive added a few more codes since then. Perhaps something isn't compatible. I did include a text file for my codes this time in the cods folder of the most recent version. If you need me to rename them the specific things they are then I can now, I did the research. :)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 06:53:42 AM
I don´t think so, I use the Codes which Nebulon use + Tags in Peplay, Replays longer then 3 minutes and colored Shields which worked earlyer (mid february) with his pack.
I will test it on my wii today with gecko I think atm that this is not my fault. :D
make sure the nebulon pack version you got has every files like brawlex and such becuase sometimes dropbox doesnt seem to  upload the brawlex files and such acording to nebulon


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on March 01, 2014, 07:28:48 AM
So, thank you guys!
My fault was I had only copied the private folder from Nebulons Pack, so I haven´t had the gameconfig.txt on my card. It works now fine for me. :)


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 08:32:12 AM
Nebulon, didn't you say you had a Sonic PSA that Shadow over Sonic friendly? Cuz if you have one i'd like to have a cloned Sonic turned Shadow and still be able to play Sonic


Title: Re: The BrawlEx Clone Engine
Post by: ARandomNoob on March 01, 2014, 08:50:16 AM
Hello. I'm starting to get crashes when opening the slots for the other players, if that makes any sense. Player 1 opens just fine, but the game crashes when the other 3 are opened. It worked fine before...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 08:53:31 AM
Nebulon, didn't you say you had a Sonic PSA that Shadow over Sonic friendly? Cuz if you have one i'd like to have a cloned Sonic turned Shadow and still be able to play Sonic

I edited it a bit, I didn't make it. Either way, it's in my pack if you'd like it :) Along with a Ganon and Broly fix, Goku and Pit fix, Vegeta, Wolf, Wolverine, Raptor fix, and quite a few more.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 09:20:10 AM
I edited it a bit, I didn't make it. Either way, it's in my pack if you'd like it :) Along with a Ganon and Broly fix, Goku and Pit fix, Vegeta, Wolf, Wolverine, Raptor fix, and quite a few more.

Oh oh, please tell me you have a Goku/Pit that doesnt go MOVE OUT! MOVE OUT! MOVE OUT!

I really hate that crap :p and cuz hes pit that his favorite attack..


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 09:39:16 AM
I just found 3 bugs on Nebulon's pack. But some problems are on the PSA's.

1. Dragonite T-poses when using Neutral-B (maybe the PSA isn't finished)

2. When Raptor faces Wolf, if Wolf does his Final Smash and shot the game will freeze. Same effect happens if Raptor uses Neutral-B once Wolf's Landmaster is on the field.
IDK if the problem is in the PSA, or the game just doesn't like this.

3. Last (I discovered it is just a random freeze), the game freezes at CSS after some battles. Ignore this one, since it was just a random freeze (not talking about the icon, it works fine).

Post Merge: March 01, 2014, 09:41:07 AM
Hey Nebulon.
There is a FitGanon.pac in Ganon's folder.

What is it for?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 09:43:14 AM
Oh oh, please tell me you have a Goku/Pit that doesnt go MOVE OUT! MOVE OUT! MOVE OUT!

I really hate that crap :p and cuz hes pit that his favorite attack..

Oh, mine does do that.

I'm waiting for an SFX fix, so rather than disable his sounds (which would be easy) I'm waiting for an SFX fix to happen. It's easy to disable sounds though if you want to know...

Kamehameha is his B move, which in BB and PSA is SpecialN (For Special Neutral, since he's not using Special Side/Side B, Special Up/Up B, or Special Down/Down B.) an exception would be if it was renamed, although I don't think he is.

Also, you'd need to open hm in the proper software. Copy your .pac to be safe and try opening him in 68b. That's been the most reliable version for edits for me. You'll open up his MoveDef_FitPit box (There's 3 boxes when you open it up, the first just being the name of the .pac, the second being the moves and whatnot (We'll keep it simple), and the third being where the models and effects are. MoveDef_FitPit is  the second box). From there, open up "sections"/"Data"/ and then out of the many new options you'll pick "SubActions Scripts". In here is a long list of everything the character does, and they're all named accordingly. These folders contain information that adds things to normal actions (Which is why these are Subactions. You can think of them as the pizazz to an attack or animation.) scroll through until you find Special N. Then expand the folder (click the plus sign on the folder's right, or if you're using a keyboard just use the right key on the folder) and you'll see 4 more folders. Everything in here has these 4 folders. You're trying to edit a sound effect, so you'd go into the SFX folder. From there you could see a number of things depending on the character, but you're concerned with the SFX ID that it loads. So you'll then open up the box "Sound effect" and it will display a value in the window on the right in the top bar. In BB 68b these numbers are in normal numbers. In other versions you may encounter hexidecimal based numbers. You'll need to change the value in here to something else.

This is where you get to choose. In some cases you can delete the Sound effect, but sometimes that causes the .pac not to be able to save. You could also change the value to something neutral sounding. I normally go with "100". It's the sound the Shield makes when it's being activated. This is to let me know I've done the attack since I pay attention to sounds in video games. If you want no sound try just putting in 0. I don't normally do that, but it's worth a try.

Save and close. Make sure you hit file and save, not save and quit. Hitting file and save means you may have saved it, but sometimes .pacs are screwy. To test if they are, immediately after you hit save, attempt to close the .pac. If it closes then it should've saved. If it asks if you want to save changes, then it didn't save when you clicked save in the file drop down, and it WON'T save in that version of BB. So you'll need to pick another BB program, or PSA if it's compatible, and try again.

Hope that helps :)


Post Merge: March 01, 2014, 09:46:03 AM
I just found 3 bugs on Nebulon's pack. But some problems are on the PSA's.

1. Dragonite T-poses when using Neutral-B (maybe the PSA isn't finished)

2. When Raptor faces Wolf, if Wolf does his Final Smash and shot the game will freeze. Same effect happens if Raptor uses Neutral-B once Wolf's Landmaster is on the field.
IDK if the problem is in the PSA, or the game just doesn't like this.

3. Last (I discovered it is just a random freeze), the game freezes at CSS after some battles. Ignore this one, since it was just a random freeze (not talking about the icon, it works fine).

Post Merge: March 01, 2014, 09:41:07 AM
Hey Nebulon.
There is a FitGanon.pac in Ganon's folder.

What is it for?

FitGanon contains Broly files in it's ef_file. This allows them to coexist on the field. :)

Thank you for reporting errors. If you want to ensure I see them though, you may want to PM me next time. I wouldn't want to miss these because I didn't check this thread. :)

I'll look into the issues and come back with something.

Oh, and about the Dragonite, I've got numerous reports about this, BUT  I cannot duplicate the glitch. Please PM me and tell me what was going on when the character did this (Was he in the air, was it during a fall animation, etc)



Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 10:01:08 AM

FitGanon contains Broly files in it's ef_file. This allows them to coexist on the field. :)

What do you mean?
So if Ganon doesn't have the FitGanon.pac in the folder, the game freezes?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 10:12:18 AM
What do you mean?
So if Ganon doesn't have the FitGanon.pac in the folder, the game freezes?

Oh, no. If Ganon doesn't have this, then if you load Ganon, and then Broly for a match, then Broly won't get his graphics. But this Ganon pac includes Broly's effects.

Clone characters have GFX screw ups because if you load the default character first, and then the clone, it'll only load the ef_file of the character you picked first (in this scenario, then original character). If the original character doesn't have the clones gfx input into their ef_file then the clone will not get their GFX to show up.

But I made it so that Ganon does have a FitGanon.pac that has Broly's things too, so that if you picked Ganon first and then Broly it'll still load. And vice versa, if you pick Broly first and then Ganon, Ganon's stuff will load.

This isn't necessary for characters that are based on other modules. So Goku over Pit, Vegeta over Wolf, and Buu over Lucario, will never conflict with Broly, because they use an ef_file over Pit, Wolf, and Lucario respectively. for Ganon, or a character that is based on a Ganon module, you need to make sure there GFX are either shared in all of their ef_files, or that they don't lad from the same ef_file.

I'm gonna take a shot in the dark and ask, where you trying to give Ganon and different .pac file? Like Sword Ganon or something?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 10:30:26 AM
Oh, no. If Ganon doesn't have this, then if you load Ganon, and then Broly for a match, then Broly won't get his graphics. But this Ganon pac includes Broly's effects.

Clone characters have GFX screw ups because if you load the default character first, and then the clone, it'll only load the ef_file of the character you picked first (in this scenario, then original character). If the original character doesn't have the clones gfx input into their ef_file then the clone will not get their GFX to show up.

But I made it so that Ganon does have a FitGanon.pac that has Broly's things too, so that if you picked Ganon first and then Broly it'll still load. And vice versa, if you pick Broly first and then Ganon, Ganon's stuff will load.

This isn't necessary for characters that are based on other modules. So Goku over Pit, Vegeta over Wolf, and Buu over Lucario, will never conflict with Broly, because they use an ef_file over Pit, Wolf, and Lucario respectively. for Ganon, or a character that is based on a Ganon module, you need to make sure there GFX are either shared in all of their ef_files, or that they don't lad from the same ef_file.

I'm gonna take a shot in the dark and ask, where you trying to give Ganon and different .pac file? Like Sword Ganon or something?

Yes. I was going to use Eldiran's Sword Ganon.
Not over Ganon, but to make Arbiter use his sword.

I'm making an Arbiter clone (Ganon). But when I noticed the FitGanon, I sort of confused.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 10:45:38 AM
While we're on the subject. Nebulon, where would i stick a ef_Ganon.pac in? I'm not sure if you just said it or not i'm sorry if you did

I don;t know if i put it pf>effect or pf>fighter>ganon


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 10:47:36 AM
While we're on the subject. Nebulon, where would i stick a ef_Ganon.pac in? I'm not sure if you just said it or not i'm sorry if you did

I don;t know if i put it pf>effect or pf>fighter>ganon

Open up "FitGanon.pac" inside the Ganon folder. You'll see a box called "Ef_Ganon". Replace that one with the new one, but make sure you pick a good BB so that nothing gets messed up. BB 71 is good for transporting corrupted mdls I noticed.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 10:48:36 AM
While we're on the subject. Nebulon, where would i stick a ef_Ganon.pac in?

^this.

Post Merge: March 01, 2014, 11:49:38 AM
Well, I just replaced Sora with Master Chief and Mickey with the Arbiter.
Master Chief spawns normally but Arby doesn't load.
Game crashes when Arby is supposed to appear.
I checked everything, and everything is fine. Even the rel file is there.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 11:50:38 AM
Me and Pikazz are pulling the last stretch on an exmodule for you all. :P dunno if you seen him post that a few pages back


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 01, 2014, 11:52:01 AM
Who for?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 11:52:34 AM
Me and Pikazz are pulling the last stretch on an exmodule for you all. :P dunno if you seen him post that a few pages back
we saw but these 3 modules were meintioned  so i bet its one of these 3

ness
TL
CF

not sure what it could be tough


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 01, 2014, 11:53:52 AM
Me and Pikazz are pulling the last stretch on an exmodule for you all. :P dunno if you seen him post that a few pages back

You guys are doing some good work over here.

If you don't mind me asking, what else is left for your Clone Tool? Support for adding CSPs, stock icons, and the aesthetic stuff I'm assuming.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 01, 2014, 11:54:30 AM
we saw but these 3 modules were meintioned  so i bet its one of these 3

ness
TL
CF

not sure what it could be tough

Ness! Ness! Ness!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 11:57:18 AM
Me and Pikazz are pulling the last stretch on an exmodule for you all. :P dunno if you seen him post that a few pages back

Time to set the auto refresh. Can't wait :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 12:01:41 PM
A Captain Falcon rel will help to have Ryu with us.
A Ness rel will help to have Megaman and many others.
A Toon Link rel.... IDK.

I don't have any Toon Link PSA. XD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 12:01:41 PM
You guys are doing some good work over here.

If you don't mind me asking, what else is left for your Clone Tool? Support for adding CSPs, stock icons, and the aesthetic stuff I'm assuming.

Still getting a few core functions down (Changing clone ID's all at once, Changing clone names in all configs, Setting soundbanks, setting the cosmetic slots, setting announcer calls. etc etc)

Once i finish support for all of the core functions, i'll have to look into adding new Nodes to the sc_selcharacter. which might be a bit of a pain. and then look into editing the module files.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 12:09:57 PM
A Captain Falcon rel will help to have Ryu with us.
A Ness rel will help to have Megaman and many others.
A Toon Link rel.... IDK.

I don't have any Toon Link PSA. XD
you can already have megaman without the ness rel lol


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 12:17:35 PM
IDK if Ganon's rel has issues, or the game just can't load my Ganon clone.

It loads Broly (from Nebulon's pack), but doesn't load Arby for some reason.

Do I need to do something else besides just putting the files?


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 12:34:58 PM
I found the problem of my glitches btw Sammi, it was the Cosmetic i think. I one by one started replacing my files used in your video and the last one i replaced was the Cosmetic and the glitches were fixed. idk what i did wrong there tho. I did the 110 to 6E hex right and isn't there value the icon? If so i was correct and the problem was the other one i had to change. I guess i screwed up some pathways and caused bugs all over the place

Hex changing keeps slapping me in the face so hard


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 01:00:09 PM
If the rel is Ness I might dust off my old B(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)om PSA and work on her again.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 01, 2014, 01:22:33 PM
Ok...so apparently vbrawl isn't even working for me.

Does this mess up your save file?Also what could I do if this is the problem?Because I can't think of anything else that is wrong...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 01, 2014, 01:30:06 PM
Expect a new BrawlEx Module soon! Who? I dont tell you until release!
CAPTAIN FALCON

"Show me your moves"


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 01:40:22 PM
IDK if Ganon's rel has issues, or the game just can't load my Ganon clone.

It loads Broly (from Nebulon's pack), but doesn't load Arby for some reason.

Do I need to do something else besides just putting the files?
what do you mean? are you trying to creat a new clone? if so you need way more than the arbiter model you need all the ganon files renamed to that clone pac, motion, final, result and all that


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 02:36:05 PM
what do you mean? are you trying to creat a new clone? if so you need way more than the arbiter model you need all the ganon files renamed to that clone pac, motion, final, result and all that

I know that man. As I said before, EVERYTHING is where it should be.
But the game freezes just before he appears.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 02:42:45 PM
I know that man. As I said before, EVERYTHING is where it should be. But the game freezes just before he appears.

Something like that happened to me, i added clone manually and then tried to use Sammi's tool and it missmatched some id's around. If your starting a match and the other CPUs load and it freezes just before you're character joins the fight it could be the Fighter id doesnt match the module id. Like i said, its happened to me

it could be the texture or psa to tho. Just trying to help ^.^


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 02:48:44 PM
Something like that happened to me, i added clone manually and then tried to use Sammi's tool and it missmatched some id's around. If your starting a match and the other CPUs load and it freezes just before you're character joins the fight it could be the Fighter id doesnt match the module id. Like i said, its happened to me

it could be the texture or psa to tho. Just trying to help ^.^

Wierd, but everything matches.
And the Arbiter works perfectly when putting him over normal Ganondorf.

He is the Fighter51.
The rel file is well configurated and all the files are named and placed correctly.
It should work. But why not?


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 03:02:00 PM
Something i just thought about, it might be the bones in the model not matching the bones in the PSA


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 03:03:06 PM
Something i just thought about, it might be the bones in the model not matching the bones in the PSA

As I said, it works well on the original Ganondorf.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 03:03:49 PM
Wierd, but everything matches.
And the Arbiter works perfectly when putting him over normal Ganondorf.

He is the Fighter51.
The rel file is well configurated and all the files are named and placed correctly.
It should work. But why not?
:kirby: I found that using BrawlBox's module editor causes the module to break, making it invalid. Try editing the module in the Module Editor 3.3 instead.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 03:06:56 PM
As I said, it works well on the original Ganondorf.

Then that would mean Ganon's bone match, dont get fussy. These things happen


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 03:08:19 PM
:kirby: I found that using BrawlBox's module editor causes the module to break, making it invalid. Try editing the module in the Module Editor 3.3 instead.

I edited the rel file using Module Editor 3.3.
Like always.

Post Merge: March 01, 2014, 03:09:48 PM
Then that would mean Ganon's bone match, dont get fussy. These things happen

I just said it works over original Ganondorf, it can't be a bone.
Why doesn't it work as a clone?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 03:13:53 PM
Only two things I can think of now are to either start over from scratch or upload your Arbiter for me (or another user who knows what they're doing) to look at.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 03:20:34 PM
HELLO ALL. I hope you all are thankfull, me and Pikazz have finished the module! I think only one of you got it right :P it is indeed...captain falcon!

Incidentally, i had worked on this module a LONG time ago, and PW patched the articles for me in the beginning. But it had a few REALLY bad bugs. bugs that Pikazz figured out, and fixed. So, From us to you. enjoy this captain falcon module!

ft_captain BX  [Pikazz & Sammi-Husky]  (http://www.mediafire.com/download/h54jffli46xcm2b)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 03:22:56 PM
Only two things I can think of now are to either start over from scratch or upload your Arbiter for me (or another user who knows what they're doing) to look at.


I am using Nebulon's build and replaced Sora with Master Chief and Mickey with the Arbiter.
Master Chief was loaded when I tested him.
Arbiter didn't show up.
I even tried to make him face the original Ganon and Broly (another clone by Nebulon) but I had the same effect.

Do you want me to upload the whole pack or just the Arbiter files along with the BrawlEx config files and the REL?


Post Merge: March 01, 2014, 03:23:46 PM
HELLO ALL. I hope you all are thankfull, me and Pikazz have finished the module! I think only one of you got it right :P it is indeed...captain falcon!

Incidentally, i had worked on this module a LONG time ago, and PW patched the articles for me in the beginning. But it had a few REALLY bad bugs. bugs that Pikazz figured out, and fixed. So, From us to you. enjoy this captain falcon module!

ft_captain BX  [Pikazz & Sammi-Husky]  ([url]http://www.mediafire.com/download/h54jffli46xcm2b[/url])


That's it!
Bring Ryu to me!


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 03:25:28 PM
I am using Nebulon's build and replaced Sora with Master Chief and Mickey with the Arbiter.
Master Chief was loaded when I tested him.
Arbiter didn't show up.
I even tried to make him face the original Ganon and Broly (another clone by Nebulon) but I had the same effect.

Do you want me to upload the whole pack or just the Arbiter files along with the BrawlEx config files and the REL?


Post Merge: March 01, 2014, 03:23:46 PM
That's it!
Bring Ryu to me!

Just Arbiter is all I need.

Post Merge: March 01, 2014, 03:26:17 PM
merged:
FALCON REL!?! Chuck Norris confirmed!
But now it'll be a while till I find the possiblity of reviving B(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)om.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 01, 2014, 03:26:59 PM
Captain Falcon roster imminent!


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 01, 2014, 03:28:19 PM
So, you can't place any more fighters than past Fighter63?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 03:29:16 PM
So, you can't place any more fighters than past Fighter63?
So, you can't place any more fighters than past Fighter63?
Nope.

10char


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 01, 2014, 03:35:22 PM
Nope.

10char

Doh! Where did I get the thought from it could go up to 100? O..o


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 01, 2014, 03:38:26 PM
HELLO ALL. I hope you all are thankfull, me and Pikazz have finished the module! I think only one of you got it right :P it is indeed...captain falcon!

Incidentally, i had worked on this module a LONG time ago, and PW patched the articles for me in the beginning. But it had a few REALLY bad bugs. bugs that Pikazz figured out, and fixed. So, From us to you. enjoy this captain falcon module!

ft_captain BX  [Pikazz & Sammi-Husky]  ([url]http://www.mediafire.com/download/h54jffli46xcm2b[/url])


Excellent. I will proceed with Toony in due time, but not now.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 03:46:29 PM
i knew it would be betwen ness, CF or TL, well from the top of my head i see ryu  need to check CF psas now :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 03:47:50 PM
Doh! Where did I get the thought from it could go up to 100? O..o

BrawlEx increases the roster to a maximum of 100 charcacters. counting the vBrawl roster.

EDIT: also, i know i've been working on a ness module, but it's giving me problems. SO. im going to take a break from it, and work on rob :P which more then likely i will be able to do more easily


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 03:58:46 PM
BrawlEx increases the roster to a maximum of 100 charcacters. counting the vBrawl roster.

EDIT: also, i know i've been working on a ness module, but it's giving me problems. SO. im going to take a break from it, and work on rob :P which more then likely i will be able to do more easily

Doing R.O.B. is like doing Marth I believe.
Since they have similar IC's and ID's.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 04:04:01 PM
Doing R.O.B. is like doing Marth I believe.
Since they have similar IC's and ID's.
patching the aritcles is probably the hardest part and while marth has 0, rob has 3 or more probably more so its not that easy


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 04:17:00 PM
Woot, a new module :D
Sammi did in fact showed him his moves

and pikazz of course


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 04:20:27 PM
Just Arbiter is all I need.

All right.
PM sent.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 04:29:17 PM
All right.
PM sent.
Ok thanks. I'll look into it when I finish v0.9_inc-rev3


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 01, 2014, 04:39:17 PM
BrawlEx increases the roster to a maximum of 100 charcacters. counting the vBrawl roster.

EDIT: also, i know i've been working on a ness module, but it's giving me problems. SO. im going to take a break from it, and work on rob :P which more then likely i will be able to do more easily

You made my day working on R.O.B. :)


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on March 01, 2014, 04:42:54 PM
Awesome to see Falcon's done, and that new X psa on Rob will be pretty sweet if you get rob working.
Also Nebulon I just wanna say a thanks to you and your pack. I personally have my own setup that I run but your gfx fixed movesets are a major time saver and a life saver for me when trying to keep conflicts down.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 01, 2014, 05:09:51 PM
I hope no one minds me asking but how is the mod to allow the original fighters to use different models and movesets and portraits coming along? Ex: Having Dr. Mario's own fighter folder but read through Mario's Original CSS Slot


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 05:18:43 PM
I hope no one minds me asking but how is the mod to allow the original fighters to use different models and movesets and portraits coming along? Ex: Having Dr. Mario's own fighter folder but read through Mario's Original CSS Slot

To my knowledge its able to be done. Go to the OP and watch Sammi's videos to learn how to change the cloned characters Icon, IconName, CSP, CSPname, and so on


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 01, 2014, 05:40:46 PM
I'm meaning the mod where on the gamecube controller you'd press one of the shoulder triggers while the you have your fighter selected like Mario, and it would change to being Doctor Mario without having him take up a slot on the css.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 05:49:20 PM
Irrelevant couple announcements regarding BrawlExpanded:

Starting in v0.9-rev3, there will no longer be custom cosmetics until either after v1.0, or after 96 characters is reached - whichever comes last. This is so I will be able to focus on the character and stage content first and make sure that works before diverging into aesthetic stuff.

On another note, you will be able to know exactly which version-revision-build-requirement you have, both ingame and out-of-game. This is also for organization and the upmost compatibility with all scenarios. Because of that, the version number is significantly longer than in v0.8..... here's what I mean - this is an example of version information in the new system (this is also the version I happen to be running ;) )

Beta v0.9_inc-rev3-Wii_homebrew-SVNbuild[01032014_1518]

This tells you (and me) that you are running the cosmeticless version of Revision 3 of Version 0.9 on Wii Homebrew, and that I built this version an hour ago (1 March, 2014 15:18, or 3:18pm) This helps me to troubleshoot problems you may have with BrawlExpanded because now I know your setup. Here is the exact format of this version system:

Beta vN_flavor-rev#-setup_loader-SVNbuild[date]

vN - Version Number. This should be self-explanatory.
flavor (EMPTY, inc, or alpha) - Whether or not this build has cosmetics or not. Also determines if this is a development version
rev# - Revision number. Self-explanatory.
setup (Wii, WiiU, or Dolphin) - Determines what the build was optimized for. Technically the setups are interchangable, but not with loader.
loader (homebrew, hackless, sdhc, pmloader, or BLANK) - Determines the loading method for the setup. If the setup is Dolphin, this will always be BLANK; if it's WiiU, it will always be hackless.
build - This is the date I compiled the version. Sometimes I have multiple revisions built on different dates, mostly minor fixes. This will always be different between builds.

Sorry if that's a turn-off for anybody, and get ready for an upload. Also apologizing for the large wall of text. Linux-style documentation gets kinda wordy, y'know. :P


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on March 01, 2014, 05:59:43 PM
For some odd reason, I can't clone Sonic on slot 4B. I have all files, dats and the rel in the right places. D:


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 06:03:01 PM
For some odd reason, I can't clone Sonic on slot 4B. I have all files, dats and the rel in the right places. D:
I wouldn't know, sorry. :( I have Dr. Mario on 4B.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 01, 2014, 06:03:42 PM
There were posts earlier documenting the slots that are off limits for using.... don't remember where ITT... can someone compile the off limits slots and add them to the OP?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on March 01, 2014, 06:05:27 PM
I wouldn't know, sorry. :( I have Dr. Mario on 4B.

Ok. I'll port Shadow over another slot, and try someone else on 4B.

EDIT: Oh, doh! I think I forgot the rel. XDDD


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 06:17:56 PM
Ok. I'll port Shadow over another slot, and try someone else on 4B.

EDIT: Oh, doh! I think I forgot the rel. XDDD

I have a similar problem with a Ganon clone.
But everything is where it needs to be.
Rel, pacs, pcs, etc.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 06:23:48 PM
i remember that slot 58 is a no no


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 06:40:09 PM
as far as i know only slot 58 is bugged all the rest work


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 06:42:43 PM
as far as i know only slot 58 is bugged all the rest work

Slot 58 is bugged?
How? What happens?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 01, 2014, 07:02:45 PM
Slot 58 is bugged?
How? What happens?
everyone that tryed to put a fighter on 58 if you select it it freezes  several ppl already stated 58 not working it could be a brawlex codding error or the game itself has something that is hidden there doing something


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 01, 2014, 07:14:27 PM
That's why I don't see a 58 on Nebulon's pack. XD


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 07:23:39 PM
I present you with the update to BrawlExpanded you've been waiting for... but first, a few release notes:

> As I posted some time ago, no cosmetics in this version. See this post (http://forums.kc-mm.com/index.php?topic=65113.msg1233738#msg1233738) for more information.
> The downloads are optimized for a certain setup. See above note's post as well.

WARNING: Most problems are caused by an incorrect build used on your setup. Get the proper build for your specific setup. I cannot and will not help you if you don't do so.

And now, the downloads:
This link here (http://forums.kc-mm.com/index.php?topic=65113.msg1233738#msg1233738) is the main download. It's also the build for the Wii_homerew setup.

Other setups are located in this cloud folder (https://mega.co.nz/#F!5kwmDAhY!ItojyQBqQevvmoimfbRiug).
To apply a different setup, get the main download and the corresponding setup .7z file.
As of this post, there are hackless versions for Wii and Wii U, and a Dolphin-specific version; with SDHC-compatible and Project M loader-based versions soon.

With that, enjoy the lastest BrawlExpanded.


Title: Re: The BrawlEx Clone Engine
Post by: billyskater555 on March 01, 2014, 09:41:15 PM
the first download link is just sending me to your earlier post on this thread


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 01, 2014, 09:52:34 PM
the first download link is just sending me to your earlier post on this thread
That's not a download link. ;) Read the whole post.

edit: oh my, you're right! Use the link in-sig, that should work. The one labeled 'BrawlExpanded' with a long version number attached.


Title: Re: The BrawlEx Clone Engine
Post by: billyskater555 on March 01, 2014, 10:04:43 PM
lol k, thanks


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 10:15:24 PM
Whew. got that update out of the way now. I've confirmed that the bug where having neither of the cosmetic files (sc_selcharacter, common5) will not crash the tool anymore. woohoo for bug fixes.  :kdance:

New features:

-Soundbanks fully supported
-kirby Soundbanks fully supported
-announcer calls supported
-Jiggly puff added
-ganon added
-Can set characters to have cBliss. (fixed bug where property wouldn't update if it was already cBliss)

Current known bugs:

-changing ID doesn't update the File Layout tab, but does update the files nonetheless
-changing the cosmetic Slot doesn't update the clone icon
-cannot set clones to vBrawl from cBliss setting yet
-having both sc_selcharacter and common5 at the same time crashes the tool

The download is in the OP for both versions, as well as in my sig :P next up, roster editor.

EDIT: whoops. guess the bug where if you have both sc_selcharacter and common5 at the same time crashes the tool, is still there :( oh well.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 01, 2014, 10:52:35 PM
Ok...so apparently vbrawl isn't even working for me.

Does this mess up your save file?Also what could I do if this is the problem?Because I can't think of anything else that is wrong...

Just gonna requote this since I can't figure out what to do...Can't even play vbrawl :(


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 01, 2014, 10:55:50 PM
This shouldn't mess up your save file. If you want a more satisfying answer, we need more information what the problem is such as:

Can your Wii read the disc?
Where in the process of starting up the game do you crash?
How are you loading the game?


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 11:04:52 PM
Does anyone have a fresh Custom Random code? v.v


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on March 01, 2014, 11:14:35 PM
Whew. got that update out of the way now. I've confirmed that the bug where having neither of the cosmetic files (sc_selcharacter, common5) will not crash the tool anymore. woohoo for bug fixes.  :kdance:

New features:

-Soundbanks fully supported
-kirby Soundbanks fully supported
-announcer calls supported
-Jiggly puff added
-ganon added
-Can set characters to have cBliss. (fixed bug where property wouldn't update if it was already cBliss)

Current known bugs:

-changing ID doesn't update the File Layout tab, but does update the files nonetheless
-changing the cosmetic Slot doesn't update the clone icon
-cannot set clones to vBrawl from cBliss setting yet
-having both sc_selcharacter and common5 at the same time crashes the tool

The download is in the OP for both versions, as well as in my sig :P next up, roster editor.

EDIT: whoops. guess the bug where if you have both sc_selcharacter and common5 at the same time crashes the tool, is still there :( oh well.
>Soundbanks supported

I've never hacked sounds myself, but does this mean each clone can have their own sounds now?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 01, 2014, 11:18:32 PM
Does anyone have a fresh Custom Random code? v.v

don't need custom random if you use the expansion. inside of the CSSRoster.dat, just add the clone's ID to the random roster.

>Soundbanks supported

I've never hacked sounds myself, but does this mean each clone can have their own sounds now?

No unfotunately. that's still not a thing. not until someone takes a look at BBox's source and finishes it.

This just means that you can set the soundbank in the tool now.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 01, 2014, 11:31:27 PM
don't need custom random if you use the expansion. inside of the CSSRoster.dat, just add the clone's ID to the random roster.

Ooohhhhh so thats what that button does


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 02, 2014, 09:35:12 AM
@Sammi Husky

So I just downloaded the updated tool, but it doesn't seem to work... I continue to get this error message:
(http://i.imgur.com/2uTuHmk.png)

Your previous version works fine, but when I try to select the folder in the updated tool it does this.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 02, 2014, 10:02:19 AM
This shouldn't mess up your save file. If you want a more satisfying answer, we need more information what the problem is such as:

Can your Wii read the disc?
Where in the process of starting up the game do you crash?
How are you loading the game?

It can read it.
It does the now loading....when it is over the screen is completely black and doesn't go away,it stays like that you don't even see the intro or the music.
I even tried loading vbrawl normally from the wii menu and it didn't work,I'll see if I can get my friends game and see if it works.Might take a while though.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 02, 2014, 10:20:51 AM
Hey Sammi your Falcon ExRel works great... except final smash freezes :( Might want to look in to that.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 02, 2014, 10:45:13 AM
Hey Sammi your Falcon ExRel works great... except final smash freezes :( Might want to look in to that.
Didn't freeze for me. Maybe it's just your PSA? I'm using the Ryu one.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 02, 2014, 10:50:32 AM
Whew. got that update out of the way now. I've confirmed that the bug where having neither of the cosmetic files (sc_selcharacter, common5) will not crash the tool anymore. woohoo for bug fixes.  :kdance:

New features:

-Soundbanks fully supported
-kirby Soundbanks fully supported
-announcer calls supported
-Jiggly puff added
-ganon added
-Can set characters to have cBliss. (fixed bug where property wouldn't update if it was already cBliss)

Current known bugs:

-changing ID doesn't update the File Layout tab, but does update the files nonetheless
-changing the cosmetic Slot doesn't update the clone icon
-cannot set clones to vBrawl from cBliss setting yet
-having both sc_selcharacter and common5 at the same time crashes the tool

The download is in the OP for both versions, as well as in my sig :P next up, roster editor.

EDIT: whoops. guess the bug where if you have both sc_selcharacter and common5 at the same time crashes the tool, is still there :( oh well.
Will there be a new tutorial on the new Sound option? :D


Title: Re: The BrawlEx Clone Engine
Post by: stunt296 on March 02, 2014, 11:05:07 AM
First of all I want to say congrats on finally making this! Everything works great except for one thing! For some reason, EX characters can't use Final Smash?? I've only entered one EX character so far (Marth) and I don't have the original FitMarth files, so I just followed the steps in the tuorial and copied wtv I had in my marth folder, which is a Kratos Aurion PSA. Maybe the problem is I need to modify something in the DAT files?? All I modified was the FighterConfig one. Anyways, if anyone knows how to fix this, it would be great, because I would love for the Final Smashes to work. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 11:08:24 AM
First of all I want to say congrats on finally making this! Everything works great except for one thing! For some reason, EX characters can't use Final Smash?? I've only entered one EX character so far (Marth) and I don't have the original FitMarth files, so I just followed the steps in the tuorial and copied wtv I had in my marth folder, which is a Kratos Aurion PSA. Maybe the problem is I need to modify something in the DAT files?? All I modified was the FighterConfig one. Anyways, if anyone knows how to fix this, it would be great, because I would love for the Final Smashes to work. Thanks.

It sound like you're missing FitMarthFinal.pac. You need all of the default files, including ones not included in the PSA. You can get them from the data partition on the resources page. Or just go here.

https://drive.google.com/folderview?id=0B4vhNdf69qaSZ0N0MnBjOXFYMU0


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 02, 2014, 11:15:48 AM
Hey Sammi your Falcon ExRel works great... except final smash freezes :( Might want to look in to that.
sure you diodnt forget to include the fitcaptainfinal.pac renamed to your clone?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 02, 2014, 11:55:30 AM
sure you diodnt forget to include the fitcaptainfinal.pac renamed to your clone?

The game shouldn't freeze.
If you don't have the FitCaptainFinal.pac the character will just not do the Final Smash.
He/she will do his/her Neutral-B instead.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 02, 2014, 11:57:21 AM
Been gone for a couple of days. Besides the new Falcon module and Sammi's new clone tool, did I miss much?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 02, 2014, 11:58:46 AM
Been gone for a couple of days. Besides the new Falcon module and Sammi's new clone tool, did I miss much?
Nope. Nothing really.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 02, 2014, 12:00:30 PM
Been gone for a couple of days. Besides the new Falcon module and Sammi's new clone tool, did I miss much?

Ganon module.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 02, 2014, 12:04:39 PM
I knew that too :P


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 02, 2014, 12:18:28 PM
sure you diodnt forget to include the fitcaptainfinal.pac renamed to your clone?
I have everything, including the useless Dark and Spy files.

I'm using Max Onslaught Falcon with Chuck Norris skins.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 02, 2014, 12:29:12 PM
I have everything, including the useless Dark and Spy files.

I'm using Max Onslaught Falcon with Chuck Norris skins.

Is anybody else having him freeze at final smash? it works fine for me, but i use dolphin so i can't be sure. PW is the one who patched the articles really, so i can't imagine that there's one missing but i'll take a look.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 02, 2014, 12:43:16 PM
Is anybody else having him freeze at final smash? it works fine for me, but i use dolphin so i can't be sure. PW is the one who patched the articles really, so i can't imagine that there's one missing but i'll take a look.

I'm freezing using Master Chief, but not Viewtiful Joe. Seems to be a problem with the default Blue Falcon Final Smash, not Falcon Final Smashes in general.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 02, 2014, 12:49:20 PM
I'm freezing using Master Chief, but not Viewtiful Joe. Seems to be a problem with the Blue Falcon Final Smash, not Falcon Final Smashes in general.


Master Chief huh? Hmmmm...

http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name= (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=)*Blue+Falcon+30*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*

Perhaps one of these taking the place of the original might help?


Title: Re: The BrawlEx Clone Engine
Post by: stunt296 on March 02, 2014, 12:57:43 PM
It sound like you're missing FitMarthFinal.pac. You need all of the default files, including ones not included in the PSA. You can get them from the data partition on the resources page. Or just go here.

https://drive.google.com/folderview?id=0B4vhNdf69qaSZ0N0MnBjOXFYMU0

Thanks! That worked! Now how would I go about changing the EX character's icons and protraits?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 02, 2014, 01:04:39 PM
Master Chief huh? Hmmmm...

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=[/url])*Blue+Falcon+30*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*

Perhaps one of these taking the place of the original might help?


Nope, the model was replaced as it should be, but it still froze.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 01:06:25 PM
Thanks! That worked! Now how would I go about changing the EX character's icons and protraits?
Sammi-Husky made a video tutorial. Just follow that and you'll be good.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on March 02, 2014, 01:13:23 PM
Is anybody else having him freeze at final smash? it works fine for me, but i use dolphin so i can't be sure. PW is the one who patched the articles really, so i can't imagine that there's one missing but i'll take a look.
for me actually too o.o


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 02, 2014, 01:14:22 PM
so i guess the captain module cant use the CF FS but it can use any psa that doesnt use the car


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 02, 2014, 01:14:28 PM
I've been trying to add aesthetics to the CSS, but it keeps coming out like this:
(https://dl.dropboxusercontent.com/u/214148458/00000000-11.png)

Anyone know how to fix this?


Title: Re: The BrawlEx Clone Engine
Post by: stunt296 on March 02, 2014, 01:16:18 PM
Sammi-Husky made a video tutorial. Just follow that and you'll be good.

Do you have a link? :D


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 02, 2014, 01:16:45 PM
Do you have a link? :D
first post of this thread under tutorials


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 02, 2014, 01:20:57 PM
Okay, so does his Final Smash freeze immediatly on using it? or when the road is supposed to show up?

Basically does the car show up?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 02, 2014, 01:26:23 PM
Okay, so does his Final Smash freeze immediatly on using it? or when the road is supposed to show up?

Basically does the car show up?

"Come on, Blue Falcon!" happens and the opponent gets knocked into the air, but when the scene changes, it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 02, 2014, 01:53:14 PM
"Come on, Blue Falcon!" happens and the opponent gets knocked into the air, but when the scene changes, it freezes.

alright i found the problem. it has nothing to do with articles, the article is fine. it seems that one of the strange glitches falcon had that pikazz fixed, is affecting the opponent before they hit the roads floor. instead of hitting the floor, they just spin and tumble directly above it.

hopefully it's an easy fix. :P


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 02, 2014, 02:11:16 PM
Sort of confused.
How do I find out the slot of the announcer call in the BRSAR?
For example, using Sammi's clone tool, looking at my Shadow clone, the "announcer call" says "00001efc."


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 02:13:02 PM
Sort of confused.
How do I find out the slot of the announcer call in the BRSAR?
For example, using Sammi's clone tool, looking at my Shadow clone, the "announcer call" says "00001efc."
Open it in BrawlBox, find the sound and scroll to the bottom of its properties. Under Misc there is an entry called InfoIndex. Convert that into hex for the number.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 02, 2014, 02:36:30 PM
Open it in BrawlBox, find the sound and scroll to the bottom of its properties. Under Misc there is an entry called InfoIndex. Convert that into hex for the number.

So what config would one need to edit to accomplish this, and what exactly do I edit?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 02:43:03 PM
So what config would one need to edit to accomplish this, and what exactly do I edit?


Here's a PM I sent to someone about it. It should explain it all.

Announcer calls are pretty simple once you know how to do them. First off, it's best to have a clean .brsar file to replace the sounds. Then, open it up in BrawlBox and find the sound you want to replace. So far I've been using sounds under se -> Watch, which I think may be from the online spectate mode, though I'm not sure.

In any case, replace the sound you're wanting to use with the announcer call. You need to be sure not to use a call longer than the original sound effect, to avoid going over the file size limit. Then, scroll down to the bottom of the window with all the properties. Under Misc, you'll see a property called InfoIndex.

([url]http://i.imgur.com/MJxVurQ.png[/url])

Take note of that number.

Next, you should save the brsar and open it in Super Sawndz. Find the group that the sound was replaced in (for me, it was 220) and export it as a .sawnd file. That goes in pf/sfx.

Finally, in the Cosmetic Config, take the number from InfoIndex and use a calculator to convert it into hexadecimal. That number goes...

([url]http://i.imgur.com/vc9WLjh.png[/url])

^ There, where 202A is in the pic.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 02, 2014, 03:32:51 PM
What's the best BrawlBox to use to find the groups? I'm using .69, but I can't find the group numbers.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 03:34:43 PM
What's the best BrawlBox to use to find the groups? I'm using .69, but I can't find the group numbers.
I actually couldn't find the group number in BrawlBox. I had to open the brsar in Super Sawndz and search for the sound I replaced in that.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 02, 2014, 05:41:00 PM
I have a problem guys.
I followed Sammi's tutorial with the Clone Tool two times over yet this prob persists.
Whenever i start the game, i go into training. What i am greeted by is a blank CSS. The player one and CPU thingies are still there however their NO character whatsoever on the CSS. It's entirely blank.

Now i operate off of Riivolution, more particularly BeyondYou's Riivolution(The one that lets you set up all files just like you would with Gecko) And a Flash Drive(USB drive) formatted to FAT32. all of my hacks have been working, but i can't get BrawlEX to function.

Any help? Suggestions? 


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 02, 2014, 05:48:07 PM
I have a problem guys.
I followed Sammi's tutorial with the Clone Tool two times over yet this prob persists.
Whenever i start the game, i go into training. What i am greeted by is a blank CSS. The player one and CPU thingies are still there however their NO character whatsoever on the CSS. It's entirely blank.

Now i operate off of Riivolution, more particularly BeyondYou's Riivolution(The one that lets you set up all files just like you would with Gecko) And a Flash Drive(USB drive) formatted to FAT32. all of my hacks have been working, but i can't get BrawlEX to function.

Any help? Suggestions? 
Quote from: Doqtor Kirby
NO!

Was the response I gave to users asking if this works in Riivolution. No it doesn't work in Riivo, it might never work. Your best bet is to switch to Gecko/FPC. Sorry. \:


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 02, 2014, 05:57:46 PM
Was the response I gave to users asking if this works in Riivolution. No it doesn't work in Riivo, it might never work. Your best bet is to switch to Gecko/FPC. Sorry. \:

Really!?  :oshi:

Dang! My wii sticks don't work with Gecko. That sucks epicly.


Title: Re: The BrawlEx Clone Engine
Post by: GameAndWatcher on March 02, 2014, 06:29:40 PM
Really!?  :oshi:

Dang! My wii sticks don't work with Gecko. That sucks epicly.
You mean your Wiimotes?  Switch to a Gamecube controller.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 02, 2014, 07:23:27 PM
You mean your Wiimotes?  Switch to a Gamecube controller.
Can't, i have that fail of a new black wii. That version has no Gamecube component whatsoever.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 02, 2014, 07:24:43 PM
Can't, i have that fail of a new black wii. That version has no Gamecube component whatsoever.

Is it because you've got the new wiimotes that don't work with Gecko? You should still be able to use an older one to get it to work, if you have one or know a friend who does or something.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 02, 2014, 07:26:48 PM
Can't, i have that fail of a new black wii. That version has no Gamecube component whatsoever.
Off-topic but...
why.jpg


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 02, 2014, 07:30:51 PM
Can't, i have that fail of a new black wii. That version has no Gamecube component whatsoever.

:(

Try to get the Classic Controller Pro if you can.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 02, 2014, 07:38:51 PM
Off-topic but...
why.jpg

I got your back

(https://images.encyclopediadramatica.es/thumb/2/28/WHY.jpg/180px-WHY.jpg)

:(

Try to get the Classic Controller Pro if you can.

And this


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 02, 2014, 07:47:55 PM
Off-topic but...
why.jpg
I don't even know.
Is it because you've got the new wiimotes that don't work with Gecko? You should still be able to use an older one to get it to work, if you have one or know a friend who does or something.
Yeah, i guess i'll bug my friend for his, though he'll probably say no since my wii is like his, and he's on Project M everyday. I would use dolphin, but my CPU is so frickin slow sometimes.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 02, 2014, 07:50:18 PM
I've been trying to add aesthetics to the CSS, but it keeps coming out like this:
(https://dl.dropboxusercontent.com/u/214148458/00000000-11.png)

Anyone know how to fix this?
Anyone else getting this issue?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 02, 2014, 09:22:35 PM
I have never seen such a thing. Check your common5.pac and/or sc_selcharacter.pac.
There's a bone somewhere in there that controls the position and size of the character names.
Then check your codeset. If you're using the most recent BrawlEx revision, check your GCT and remove the custom CSS code. Also remove the Giga and Company/Zelda Sheik CSS Fix codes as well.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on March 03, 2014, 10:48:16 AM
NO!

Was the response I gave to users asking if this works in Riivolution. No it doesn't work in Riivo, it might never work. Your best bet is to switch to Gecko/FPC. Sorry. \:

Again, I will repeat: while previous attempts at using BrawlEx with Riivolution have failed, I have yet to see someone try using it with Riivolution configured to include foreign files. The fact that his CSS appears empty in the first place implies that the patched common2.pac/common3.pac files are indeed loading. But because CSSRoster.dat is a foreign file, it does not get loaded resulting in the CSS being empty. Similarly, even if the hook routine in common2.pac gets loaded, the BrawlEx core bx_fighter.rel will not be loaded because it is a foreign file.

Just because your attempts at using BrawlEx with Riivolution have failed does not guarantee that it is impossible. It just means that whatever you tried doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: placebooooo on March 03, 2014, 12:18:28 PM
I am astonished !
I have no idea completely on how to do this. I never used gecko or riivolution I feel like I have been living in a cave. Could someone kindly explain in noobish terms how I would go about doing this  :(


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 03, 2014, 12:49:10 PM
Again, I will repeat: while previous attempts at using BrawlEx with Riivolution have failed, I have yet to see someone try using it with Riivolution configured to include foreign files. The fact that his CSS appears empty in the first place implies that the patched common2.pac/common3.pac files are indeed loading. But because CSSRoster.dat is a foreign file, it does not get loaded resulting in the CSS being empty. Similarly, even if the hook routine in common2.pac gets loaded, the BrawlEx core bx_fighter.rel will not be loaded because it is a foreign file.

Just because your attempts at using BrawlEx with Riivolution have failed does not guarantee that it is impossible. It just means that whatever you tried doesn't work.
Technically, it is possible with the latest Riivo, it's just that people are afraid to edit the Riivo's XML in fear that Riivo might not work anymore. I'm totally open to write a BrawlEx XML for Riivo.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 03, 2014, 02:42:12 PM
https://www.dropbox.com/s/zym3cbd65j4ensy/sc_selcharacter_shuma.pac (https://www.dropbox.com/s/zym3cbd65j4ensy/sc_selcharacter_shuma.pac)

Here's my CSS in case anyone wants to take a look at it.

I tried editing the bones and nothing happened.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 03, 2014, 03:00:11 PM
https://www.dropbox.com/s/zym3cbd65j4ensy/sc_selcharacter_shuma.pac (https://www.dropbox.com/s/zym3cbd65j4ensy/sc_selcharacter_shuma.pac) Here's my CSS in case anyone wants to take a look at it. I tried editing the bones and nothing happened.

I probably cant help too much be when i messed up following Sammi's videos on adding CSPs and glitched my CSS when weird pictures i just got some fresh files. You are trying to add clones a CPS and iron right?


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 03, 2014, 03:02:01 PM
I'm totally open to write a BrawlEx XML for Riivo.
That would be YES.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 03, 2014, 03:17:13 PM
Btw can someone point me to info that'll help me get get Sheik on my CSS?
I forgot to do that when i had the chance


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 03, 2014, 03:19:00 PM
Btw can someone point me to info that'll help me get get Sheik on my CSS?
I forgot to do that when i had the chance
If you're using CSSRoster.dat, just add her ID to it. The txt file the Config Utility came with has all the IDs. Same with ZSS.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 03, 2014, 03:34:01 PM
I probably cant help too much be when i messed up following Sammi's videos on adding CSPs and glitched my CSS when weird pictures i just got some fresh files. You are trying to add clones a CPS and iron right?

Not really. I have the default CSS with the portrait data for my clones set up and it works fine. Right now, I'm trying to add the custom portrait data to a new CSS (the background is different) but it always comes out like that.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 03, 2014, 04:48:55 PM
If you're using CSSRoster.dat, just add her ID to it. The txt file the Config Utility came with has all the IDs. Same with ZSS.

Okay thanks, idk i didnt think of looking at that :p


Title: Re: The BrawlEx Clone Engine
Post by: Shun_One on March 03, 2014, 09:20:24 PM
This is probably a very strange question, but is it possible to setup the Indy Pokemon slots to load PT, but not the other Pokemon?

I'd imagine something like this could work with Brawl EX if nothing else.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 03, 2014, 09:25:35 PM
Started off the Riivolution project off with a frozen black screen. Then I realized I was missing the Riivo files.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 03, 2014, 09:42:15 PM
I've got a Megaman X GFX fix ready to go for that R.O.B. module whenever it's released :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 03, 2014, 09:46:07 PM
I've got a Megaman X GFX fix ready to go for that R.O.B. module whenever it's released :)

How do you fix the GFX?
I need to know it.
Also to change them, but that's other story.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 03, 2014, 10:02:10 PM
By the way, Nebulon, I've never downloaded your pack, but are all your characters set up so that their GFX don't conflict or turn invisible without reason?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 03, 2014, 10:08:59 PM
By the way, Nebulon, I've never downloaded your pack, but are all your characters set up so that their GFX don't conflict or turn invisible without reason?
Quote from: Nebulon's Sig
-No GFX glitches between any psa :)

No thanks needed. :)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 03, 2014, 10:14:40 PM
No thanks needed. :)

Oh crap. I never noticed the summary. XD


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 03, 2014, 10:28:58 PM
How do you fix the GFX?
I need to know it.
Also to change them, but that's other story.


-Open up the character in a BB that shows their MoveDef_FitXXXXX (The Xes being the character's name). Or open them in PSA. It's important to figure out which one they were made in since typically they'll only be able to save edits in the software they were made in. This can be the most frustrating part. BB .68B is reliable in this way.

=Open folder "Sections" and then "Data" and lastly "Sub Action scripts". In here you'll find everything the character does. All of these fodler contain the pizaz for everything a character does, ranging from SFX, GFX, Main, and Other. But you'll be concerned with GFX.

-Open up EVERY GFX folder and look inside for "External Graphic" (Everyone you see will potentially load a GFX from the ef_XXXX included in the pack (XXXX once again being the name) to find a list of things. The first thing you'll have selected should be Graphic, which has information pasted on the window to the right.  It should display the EFLS entry Index value (Or we could refer to them as IDs). The number there tells the action what GFX to load using an EFLs.

-EFLs are in a tab in your ef_XXXX. Open that tab as well and count the white boxes starting from 0. Count all the way down until you count to the number that was displayed in the EFLs entry Index. Inside this window it should display a BRRES ID. It should also read "true" at the top. If it doesn't then this GFX doesn't matter (normally). Anyway, the BRRES ID is the number for the models further down. Each model has a number. THIS is what dictates what GFX is loaded  during a move.

So to recap: Start with an action in the Subaction scripts>Go to GFX>If there is an external Graphic tab then open it>read the EFLSentryIndex value and memorize it (Let's say it's 9)> Go down to efls and count the white boxes inside starting from 0 to the number you just memorized (In this case 9)> From there you can see what mdl it's loading.

What you do here is kind of up to you. You could import more models (Remember to set them to model data and give them a number that isn't already being used) and add EFLS  to the EFLS tab (remember to change these EFLS boxes to true and give them the BRRES ID that you gave the model). Then export the ef_XXXX portion of the .pac and import it to someone else's pack and change their GFX>External Graphics>EFLS entry Index to read the EFLS that is associated with the model that you imported. :)

You could combine ef_XXXXXs this way, or you could take assist trophy or enemy's ef_XXXXXs and replace a character's ef_XXXXX and start adding their GFX in that one (Be sure to pick an assist trophy/enemy ef_XXXXX that has at least one example of what you're going to put inside of them, whether it be a Texture or a model. Also be sure to change the GFXFile ID in the Graphic window to the ID of the assist trophy. in BB68b, some of them have names. This makes it easy. :) In the case of PSA you'll need a cheat sheet. This is all of the IDS in Hex: http://opensa.dantarion.com/wiki/Effect.pac_IDs (http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs) . When using BB68b, you'll ned to convert these IDs to normal, or decimal as it's called in a a calculator.). In doing so your character will load from an ef_file of a different name. If I have ef_Lin in my Broly.pac, then then he won't conflict with ganondorf, because ganondorf loads his GFXs from ef_Ganon.

This is how you avoid GFX clashing.

Final tips:

MAKE SURE you import textures necessary for your GFX to show up. No textures means that they could show up as white boxes or eve invisible.

MAKE SURE you don't exceed a file size limit. How can you tell if you did? Silent freeze during a match loading. How do you prevent this? Trial and error, but typically below 530 KB seems safe. If you're just over and want to go down, compress some textures, or remove unnecessary ones altogether. After doing this, test the character to make sure what you compressed/deleted wasn't important.

NEVER just import an EFLS over an assist trophy and call is done. Importing that basically transforms it into the previous ef_file.

MAKE SURE you copy the .pac you're working on. Certain BBs or PSA can corrupt the file and make you start over. You want to make sure you save progress.

MAKE SURE to also check the "Other" and "Main" tabs to actions as well since they can also contain External Graphic tabs.

MAKE SURE you also modify Terminate Graphics. GFXs need to end. Terminate Graphic tabs do just that. Make sure they know what to terminate. They are normally found in the same folder as the "External Graphic". Not every GFX has one though so don't go insane if you can't find it.

MAKE SURE you also check the Articles in the "Data" folder (somewhere beneath the Subaction scripts folder). If a GFX STILL isn't fixed, you may need to fix it in there.

MAKE SURE that when doing this in PSA you rememeber that IDs are in hexidecimal. For more on that, use a search engine to explain. It's easy, it's like adding 6 more numerals to the numeric alphabet (except they're letters... we just treat the mas number temporarily).

PREPARE to get angry, confused, frustrated, warn out, maniacal, and insane, since there are plenty of things that could go wrong. The key is to be persistent.

AND LASTLY test frequently. If you did at least ONE thing right it'll show up in a test. This means you're on the right track. EVERY character is different, and the process can e tedious. Little victories will keep you going and give you hope :)

That's all I've got really, I'm not expert, I don't know too much else.

Good luck!

Post Merge: March 03, 2014, 10:32:14 PM
By the way, Nebulon, I've never downloaded your pack, but are all your characters set up so that their GFX don't conflict or turn invisible without reason?


They are :)

BUT FOR NOW I recommend that after every match you back out of the CSS and then go back in to continue playing. This will reset the ef_files loaded. Since some of my characters were fixed by sharing them, they are prone to be unloaded when a character using one was deselected. It's an easy thing to do and should only add a whooping 3-4 seconds of time inbetween matches. :) Before you download you may want to hold off. I've just got done fixing quite a few bugs and will update the pack very soon. It'd be a shame for you to download for a while and then have to redownload for the fixes. I can PM you when I reupload so that you'll know when it's okay to download. :)


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 03, 2014, 11:37:15 PM
your pack takes me like 7hrs to download :p

Okay maybe not THAT long but it does indeed take a while lol


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 04, 2014, 12:12:49 AM
They are :)

BUT FOR NOW I recommend that after every match you back out of the CSS and then go back in to continue playing. This will reset the ef_files loaded. Since some of my characters were fixed by sharing them, they are prone to be unloaded when a character using one was deselected. It's an easy thing to do and should only add a whooping 3-4 seconds of time inbetween matches. :) Before you download you may want to hold off. I've just got done fixing quite a few bugs and will update the pack very soon. It'd be a shame for you to download for a while and then have to redownload for the fixes. I can PM you when I reupload so that you'll know when it's okay to download. :)

Well, I'm not really looking to download your entire build. I grabbed your CSS to more easily add the cosmetics in and noticed my build and your build share a large amount of new characters. I wouldn't mind a PM to list any changes to them you've personally made. Also whether or not your Mewtwo is straight Project M Mewtwo(which I assume would have the Melee Dodge, which bugs the crap out of me) or the one I've been using(with normal dodge physics and problems with items).


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 04, 2014, 12:25:21 AM
Well, I'm not really looking to download your entire build. I grabbed your CSS to more easily add the cosmetics in and noticed my build and your build share a large amount of new characters. I wouldn't mind a PM to list any changes to them you've personally made. Also whether or not your Mewtwo is straight Project M Mewtwo(which I assume would have the Melee Dodge, which bugs the crap out of me) or the one I've been using(with normal dodge physics and problems with items).
The Project M's Melee dodge is a code, not part of the PSA~


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 04, 2014, 01:16:52 AM
The Project M's Melee dodge is a code, not part of the PSA~

That clears up so much confusion for me, thank you. Seriously, I figured the dodge physics had to be put in the PSA. I had seen PSAs before that listed "Melee dodge physics!" as a thing and that was throwing me.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 04, 2014, 01:55:19 AM
No offense but the Mewtwo in Nebulon's build can't use Items correctly. I picked up the hammer while using him on Great Bay, it didn't activate until I jumped which caused him to fail and die in the water. and some Items aren't even positioned correctly. that's something that bothers me


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 04, 2014, 02:00:10 AM
No offense but the Mewtwo in Nebulon's build can't use Items correctly. I picked up the hammer while using him on Great Bay, it didn't activate until I jumped which caused him to fail and die in the water. and some Items aren't even positioned correctly. that's something that bothers me

That seems to be the general problem with Mewtwo outside of Project M at the moment. I know someone was working on it, but for now Mewtwo seems to have problems with any large items, and Assist Trophies kinda stick to him rather than activating.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 04, 2014, 02:01:57 AM
I did a version where just about everything (Including the float!) aside from the Shadow Ball works if anyone wanted it... (Assuming I can find it, may have just given up and gotten rid of it)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 04, 2014, 02:09:17 AM
But it is kind of possible to get Mewtwo in brawl as a clone and able to handle items perfectly if it doesn't need the gfx fix in it's PSA. I've got sort of a recreation just without the PM/Lucario moves or a movable tail


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 04, 2014, 02:19:27 AM
Now that I think of it I could probably just give Mewtwo a new Neutral B...
Any suggestions?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 02:24:43 AM
Now that I think of it I could probably just give Mewtwo a new Neutral B...
Any suggestions?
why would anyone want a mewtwo without shadow ball that handles items well, instead of a mewtwo with shadow ball that doesnt handle some items?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 04, 2014, 02:26:50 AM
Totally just for the float!

You never know, there's a buyer for everything, as they say.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 04, 2014, 02:47:32 AM
i have a problem when i try to load brawlex on usb loader gx it shows a normal roster what am i doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on March 04, 2014, 05:50:53 AM
Theres a few possibilities if you have this problem.

Right codes? File replacement code? Do you have the gameconfig.txt in your SD root f the codes are too long? Maybe missing BrawlEX files or something?
Do you use a pack or something or an custom made Pack?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 04, 2014, 06:07:53 AM
Here's a mewtwo with working shadow ball (for the most part though the GFX conflicts with lucario's) can pickup items and and they look like how they should when he grabbed them (though air dodge  makes it look weird) and he can also pickup heavy items like crates and wario's bike. Also has his rapid A attack. This Mewtwo is the mewtwo featured in my brawl mod Brawl DX for those curious as to why he may feel different then PM mewto.

Mewtwo's .pac file
http://www.mediafire.com/download/k4hzecbgdax4iro/FitMewtwo.pac (http://www.mediafire.com/download/k4hzecbgdax4iro/FitMewtwo.pac)

Mewtwo's motionetc file
http://www.mediafire.com/download/0uata9neld9676s/FitMewtwoMotionEtc.pac (http://www.mediafire.com/download/0uata9neld9676s/FitMewtwoMotionEtc.pac)

If anyone's able to get Mewtwo's shadow ball working that doesn't involve it using lucario's GFX files as reference you can use what i did to make the rest of him. I've tested numerous times and unless i'm simply not doing this right Mewtwo's shadow ball model doesn't load when linked to another EF_file as the one from PM doesn't work initially either and that one references another EF file from the start. The best i had at one point was where he would have his own shadow ball but it would not grow in size as you charged. For some reason his Fthrow shadow ball loads when his neutral B ball doesn't, when they are both linked to the same EF id, so it has to be either, REL thing or something nested deeper inside lucario's.pac file that specifies where to load his Neutral B from. The only other solution i can possibly think of is trying to edit Lucario's EF file instead and see if you can change Lucario's EF to something else to avoid them conflicting with one another.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 04, 2014, 07:02:22 AM
This is probably a very strange question, but is it possible to setup the Indy Pokemon slots to load PT, but not the other Pokemon?

I'd imagine something like this could work with Brawl EX if nothing else.

No. Indy Pokemon do not load any PT assets meaning they will have no down B and no Final Smash.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 07:10:58 AM
Here's a mewtwo with working shadow ball (for the most part though the GFX conflicts with lucario's) can pickup items and and they look like how they should when he grabbed them (though air dodge  makes it look weird) and he can also pickup heavy items like crates and wario's bike. Also has his rapid A attack. This Mewtwo is the mewtwo featured in my brawl mod Brawl DX for those curious as to why he may feel different then PM mewto.

Mewtwo's .pac file
[url]http://www.mediafire.com/download/k4hzecbgdax4iro/FitMewtwo.pac[/url] ([url]http://www.mediafire.com/download/k4hzecbgdax4iro/FitMewtwo.pac[/url])

Mewtwo's motionetc file
[url]http://www.mediafire.com/download/0uata9neld9676s/FitMewtwoMotionEtc.pac[/url] ([url]http://www.mediafire.com/download/0uata9neld9676s/FitMewtwoMotionEtc.pac[/url])

If anyone's able to get Mewtwo's shadow ball working that doesn't involve it using lucario's GFX files as reference you can use what i did to make the rest of him. I've tested numerous times and unless i'm simply not doing this right Mewtwo's shadow ball model doesn't load when linked to another EF_file as the one from PM doesn't work initially either and that one references another EF file from the start. The best i had at one point was where he would have his own shadow ball but it would not grow in size as you charged. For some reason his Fthrow shadow ball loads when his neutral B ball doesn't, when they are both linked to the same EF id, so it has to be either, REL thing or something nested deeper inside lucario's.pac file that specifies where to load his Neutral B from. The only other solution i can possibly think of is trying to edit Lucario's EF file instead and see if you can change Lucario's EF to something else to avoid them conflicting with one another.

kid your items are still all with the wrong hitboxes and such i edited your mewtwo

http://www.mediafire.com/download/10fnkflbh3edgc0/mewtwo+fixed+items.rar (http://www.mediafire.com/download/10fnkflbh3edgc0/mewtwo+fixed+items.rar)

so i made all items work perfectly with the hitbox in place no more sliding the sword and your oponent doesnt get hit
hammers work when picked up
heavey items is perfect
the only item i couldnt get to work was the assit trophy he refuses to use it so dont pick it up

i made his pm atack100 to be a true attack 100 instead of the old code if A is pressed and such, all you need to do is to rename the Fighter3F to the number you have brawlex mewtwo on, and put it on the brawlex fighter folder,this fighter folder makes mewtwo have only 1 jab and a true atack 100 like CF and such


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 04, 2014, 07:24:39 AM
Theres a few possibilities if you have this problem.

Right codes? File replacement code? Do you have the gameconfig.txt in your SD root f the codes are too long? Maybe missing BrawlEX files or something?
Do you use a pack or something or an custom made Pack?
i have the file replacement code and the gameconfig is also on my sd


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 04, 2014, 07:36:11 AM
i have the file replacement code and the gameconfig is also on my sd
Change your frame hook in USB Loader to AX Next Frame.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on March 04, 2014, 08:04:39 AM
I have a question, regarding possible future BrawlEx rels...

Would it be possible to have BrawlEx rels for the individual Pokemon (so we'll be able to give them a Down Special and separate them from the Pokemon Trainer, thus increasing file size for them)?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on March 04, 2014, 08:11:18 AM
I have a question, regarding possible future BrawlEx rels...

Would it be possible to have BrawlEx rels for the individual Pokemon (so we'll be able to give them a Down Special and separate them from the Pokemon Trainer, thus increasing file size for them)?
i was thinking about this too. ASF1nk made it possible for zelda and sheik to have separate rels. so if he combined brawlex with what he did for that and make it for the pokemon, im thinking maybe it would work


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 04, 2014, 08:37:29 AM
Change your frame hook in USB Loader to AX Next Frame.
i did but it wont work


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 08:43:42 AM
i did but it wont work
download an entire pack and try it out becuase you might have outdated stuff like brawlex now cant have a CSS code in the gct and needs cssroster.data on the brawlex folder and the filepatch code is diferent, do this make a backup of your SD card on your pc and delete the entire pf folder, download a pack like Nebulon pack(its on his signature) add the pf folder,replace your gct and add those files like gameconfig and such to the root of your sd card and try it


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 04, 2014, 08:50:30 AM
i was thinking about this too. ASF1nk made it possible for zelda and sheik to have separate rels. so if he combined brawlex with what he did for that and make it for the pokemon, im thinking maybe it would work


He already made one for the Pokemon: http://forums.kc-mm.com/index.php?topic=61315.0 (http://forums.kc-mm.com/index.php?topic=61315.0)

Under "Somewhat Tested"

I haven't tested it myself, but it's worth a shot, I guess.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 09:29:25 AM
He already made one for the Pokemon: [url]http://forums.kc-mm.com/index.php?topic=61315.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=61315.0[/url])

Under "Somewhat Tested"

I haven't tested it myself, but it's worth a shot, I guess.

the thing its they are just codes not rels modified to be independant so ppl could make them brawlex


Title: Re: The BrawlEx Clone Engine
Post by: Shun_One on March 04, 2014, 09:42:18 AM
No. Indy Pokemon do not load any PT assets meaning they will have no down B and no Final Smash.
Thanks. Not really interested in a Down B nor Final Smash. It was purely a cosmetic idea I had, but it seems I'll need to think of another way to get it to work.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 04, 2014, 10:05:11 AM
Does anyone know a way to fix the issue with Olimar clones where when you die his pikmin freeze then just disappear? It only occurs when you get KO'd but killing the pikmin normally doesn't do that. Theres also an issue where if you desync your pikmin for too long and they attempt to change from leaf to bud or bud to flower it freezes the game.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 04, 2014, 10:21:50 AM
download an entire pack and try it out becuase you might have outdated stuff like brawlex now cant have a CSS code in the gct and needs cssroster.data on the brawlex folder and the filepatch code is diferent, do this make a backup of your SD card on your pc and delete the entire pf folder, download a pack like Nebulon pack(its on his signature) add the pf folder,replace your gct and add those files like gameconfig and such to the root of your sd card and try it
i tried it and again the normal roster what am i doing wrong maybe its usb loader gx
Edit: i tried it on cfg but when i start up the game my tv say's no signal


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 04, 2014, 10:36:45 AM
the thing its they are just codes not rels modified to be independant so ppl could make them brawlex

Oh, rels!

Whoops lol

Yeah, that's a different story :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 12:01:13 PM
i tried it and again the normal roster what am i doing wrong maybe its usb loader gx
Edit: i tried it on cfg but when i start up the game my tv say's no signal
are you sure you even have ocarina on? and your using a ntsc disc/iso right?

Does anyone know a way to fix the issue with Olimar clones where when you die his pikmin freeze then just disappear? It only occurs when you get KO'd but killing the pikmin normally doesn't do that. Theres also an issue where if you desync your pikmin for too long and they attempt to change from leaf to bud or bud to flower it freezes the game.
that is probably the article that is patched wrongly but since PW himself made that article patch then he probably is the only one able to see if he can fix it so my guess is you need to ask him or wait until he sees your message

Oh, rels!

Whoops lol

Yeah, that's a different story :P
that is the problem without independant rels theres nothing  sammy pikazz EY and such can do to make the rel brawlex compatible since all the pokes have  their entire info inside the same rel we need someone that makes separated rels that work by themselves



Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 04, 2014, 12:03:59 PM
that is the problem without independant rels theres nothing  sammy pikazz EY and such can do to make the rel brawlex compatible since all the pokes have  their entire info inside the same rel we need someone that makes separated rels that work by themselves

Completely agree with you...

Just matter of IF it can be done, I guess.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 04, 2014, 01:09:20 PM
Completely agree with you...

Just matter of IF it can be done, I guess.
Writing a module from scratch is really REALLY hard. Very few can do that. (Dantarion comes to mind)


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 04, 2014, 01:57:41 PM
are you sure you even have ocarina on? and your using a ntsc disc/iso right?
that is probably the article that is patched wrongly but since PW himself made that article patch then he probably is the only one able to see if he can fix it so my guess is you need to ask him or wait until he sees your message
that is the problem without independant rels theres nothing  sammy pikazz EY and such can do to make the rel brawlex compatible since all the pokes have  their entire info inside the same rel we need someone that makes separated rels that work by themselves


yeah i have ocarina on and it is a ntsc iso i dont know why but on dolphin everything works perfect


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 04, 2014, 02:03:02 PM
Writing a module from scratch is really REALLY hard. Very few can do that. (Dantarion comes to mind)

PW made the bx_fighter module completely from scratch. idk if Dant has wrote a module from scratch, or just rebuilt existing ones. Dunno so i couldn't say. But yea, seperating characters from each other would be incredibly difficult, and really not worth it unless it was specifically for transforming characters sake


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 04, 2014, 02:04:31 PM
Totally just for the float!

You never know, there's a buyer for everything, as they say.

Couldn't you just make shadow ball from scratch if you wanted to?

Something new does sound cool though.


Title: Re: The BrawlEx Clone Engine
Post by: pikazz on March 04, 2014, 02:14:42 PM
PW made the bx_fighter module completely from scratch. idk if Dant has wrote a module from scratch, or just rebuilt existing ones. Dunno so i couldn't say. But yea, seperating characters from each other would be incredibly difficult, and really not worth it unless it was specifically for transforming characters sake
porting transforming characters would not be hard actually! the only thing that need is giving both a ID thats new, but the slotconfig telling what is in that too! so making a module for Sheik only and a new module with Zelda Only seems actually plausable! I can be wrong however


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 04, 2014, 02:21:47 PM
Writing a module from scratch is really REALLY hard. Very few can do that. (Dantarion comes to mind)

I never said it was easy. I have no doubt in my mind that it's going to be difficult.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 04, 2014, 02:25:33 PM
-Open up the character in a BB that shows their MoveDef_FitXXXXX (The Xes being the character's name). Or open them in PSA. It's important to figure out which one they were made in since typically they'll only be able to save edits in the software they were made in. This can be the most frustrating part. BB .68B is reliable in this way.

=Open folder "Sections" and then "Data" and lastly "Sub Action scripts". In here you'll find everything the character does. All of these fodler contain the pizaz for everything a character does, ranging from SFX, GFX, Main, and Other. But you'll be concerned with GFX.

-Open up EVERY GFX folder and look inside for "External Graphic" (Everyone you see will potentially load a GFX from the ef_XXXX included in the pack (XXXX once again being the name) to find a list of things. The first thing you'll have selected should be Graphic, which has information pasted on the window to the right.  It should display the EFLS entry Index value (Or we could refer to them as IDs). The number there tells the action what GFX to load using an EFLs.

-EFLs are in a tab in your ef_XXXX. Open that tab as well and count the white boxes starting from 0. Count all the way down until you count to the number that was displayed in the EFLs entry Index. Inside this window it should display a BRRES ID. It should also read "true" at the top. If it doesn't then this GFX doesn't matter (normally). Anyway, the BRRES ID is the number for the models further down. Each model has a number. THIS is what dictates what GFX is loaded  during a move.

So to recap: Start with an action in the Subaction scripts>Go to GFX>If there is an external Graphic tab then open it>read the EFLSentryIndex value and memorize it (Let's say it's 9)> Go down to efls and count the white boxes inside starting from 0 to the number you just memorized (In this case 9)> From there you can see what mdl it's loading.

What you do here is kind of up to you. You could import more models (Remember to set them to model data and give them a number that isn't already being used) and add EFLS  to the EFLS tab (remember to change these EFLS boxes to true and give them the BRRES ID that you gave the model). Then export the ef_XXXX portion of the .pac and import it to someone else's pack and change their GFX>External Graphics>EFLS entry Index to read the EFLS that is associated with the model that you imported. :)

You could combine ef_XXXXXs this way, or you could take assist trophy or enemy's ef_XXXXXs and replace a character's ef_XXXXX and start adding their GFX in that one (Be sure to pick an assist trophy/enemy ef_XXXXX that has at least one example of what you're going to put inside of them, whether it be a Texture or a model. Also be sure to change the GFXFile ID in the Graphic window to the ID of the assist trophy. in BB68b, some of them have names. This makes it easy. :) In the case of PSA you'll need a cheat sheet. This is all of the IDS in Hex: [url]http://opensa.dantarion.com/wiki/Effect.pac_IDs[/url] ([url]http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs[/url]) . When using BB68b, you'll ned to convert these IDs to normal, or decimal as it's called in a a calculator.). In doing so your character will load from an ef_file of a different name. If I have ef_Lin in my Broly.pac, then then he won't conflict with ganondorf, because ganondorf loads his GFXs from ef_Ganon.

This is how you avoid GFX clashing.

Final tips:

MAKE SURE you import textures necessary for your GFX to show up. No textures means that they could show up as white boxes or eve invisible.

MAKE SURE you don't exceed a file size limit. How can you tell if you did? Silent freeze during a match loading. How do you prevent this? Trial and error, but typically below 530 KB seems safe. If you're just over and want to go down, compress some textures, or remove unnecessary ones altogether. After doing this, test the character to make sure what you compressed/deleted wasn't important.

NEVER just import an EFLS over an assist trophy and call is done. Importing that basically transforms it into the previous ef_file.

MAKE SURE you copy the .pac you're working on. Certain BBs or PSA can corrupt the file and make you start over. You want to make sure you save progress.

MAKE SURE to also check the "Other" and "Main" tabs to actions as well since they can also contain External Graphic tabs.

MAKE SURE you also modify Terminate Graphics. GFXs need to end. Terminate Graphic tabs do just that. Make sure they know what to terminate. They are normally found in the same folder as the "External Graphic". Not every GFX has one though so don't go insane if you can't find it.

MAKE SURE you also check the Articles in the "Data" folder (somewhere beneath the Subaction scripts folder). If a GFX STILL isn't fixed, you may need to fix it in there.

MAKE SURE that when doing this in PSA you rememeber that IDs are in hexidecimal. For more on that, use a search engine to explain. It's easy, it's like adding 6 more numerals to the numeric alphabet (except they're letters... we just treat the mas number temporarily).

PREPARE to get angry, confused, frustrated, warn out, maniacal, and insane, since there are plenty of things that could go wrong. The key is to be persistent.

AND LASTLY test frequently. If you did at least ONE thing right it'll show up in a test. This means you're on the right track. EVERY character is different, and the process can e tedious. Little victories will keep you going and give you hope :)

That's all I've got really, I'm not expert, I don't know too much else.

Good luck!

Post Merge: March 03, 2014, 10:32:14 PM
They are :)

BUT FOR NOW I recommend that after every match you back out of the CSS and then go back in to continue playing. This will reset the ef_files loaded. Since some of my characters were fixed by sharing them, they are prone to be unloaded when a character using one was deselected. It's an easy thing to do and should only add a whooping 3-4 seconds of time inbetween matches. :) Before you download you may want to hold off. I've just got done fixing quite a few bugs and will update the pack very soon. It'd be a shame for you to download for a while and then have to redownload for the fixes. I can PM you when I reupload so that you'll know when it's okay to download. :)


That's too much. O.O
A video tutorial would be better. :3


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 04, 2014, 02:27:56 PM
porting transforming characters would not be hard actually! the only thing that need is giving both a ID thats new, but the slotconfig telling what is in that too! so making a module for Sheik only and a new module with Zelda Only seems actually plausable! I can be wrong however
Oh, how I hope you are right!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 02:51:12 PM
yeah i have ocarina on and it is a ntsc iso i dont know why but on dolphin everything works perfect
if it works on dolphin but not on your wii do you have those gameconfigs and other misc files on the root of your sd card? becuase it seems your game isnt loading codes at all


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 04, 2014, 02:54:11 PM
porting transforming characters would not be hard actually! the only thing that need is giving both a ID thats new, but the slotconfig telling what is in that too! so making a module for Sheik only and a new module with Zelda Only seems actually plausable! I can be wrong however

Would a Samus Module be plausible? If so we could finally have Dark Samus versus Samus :) i'd spend all night fixing thise GFX just for that.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 04, 2014, 02:57:18 PM
@Nebulon/Dr Kirby:
i would like to be able to use neb's pack, since my computer can't support the ModuleEditor3.exe or Brawlbox.exe and i therefore can't make my own brawlex hacks anyway, but i have a 4GB sd card and i cannot use gecko because of this :P i've looked for the sdhc code, but i can't find it anywhere online, i keep getting results like converting 2GB sd cards into 4GB at the most, and i read something about Dr Kirby trying another riivo launcher..?

i'd like help someway to be able to actually play these hacks :P please? ^^;

Post Merge: March 04, 2014, 02:58:40 PM
Would a Samus Module be plausible? If so we could finally have Dark Samus versus Samus :) i'd spend all night fixing thise GFX just for that.

dark samus over a samus module and ridley over a zerosuit module... lol, they'd fit beside eachother, as long as they don't transform x3 haha


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on March 04, 2014, 03:03:05 PM
yeah i have ocarina on and it is a ntsc iso i dont know why but on dolphin everything works perfect

If you use USB Loader GX 3.0 you also can use the hook type OSSleepthread, just try it, works fine for me.
Sorry, for late posting was outside today.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 03:04:58 PM
@Nebulon/Dr Kirby:
i would like to be able to use neb's pack, since my computer can't support the ModuleEditor3.exe or Brawlbox.exe and i therefore can't make my own brawlex hacks anyway, but i have a 4GB sd card and i cannot use gecko because of this :P i've looked for the sdhc code, but i can't find it anywhere online, i keep getting results like converting 2GB sd cards into 4GB at the most, and i read something about Dr Kirby trying another riivo launcher..?

i'd like help someway to be able to actually play these hacks :P please? ^^;

Post Merge: March 04, 2014, 02:58:40 PM
dark samus over a samus module and ridley over a zerosuit module... lol, they'd fit beside eachother, as long as they don't transform x3 haha
Here's the SDHC code:
SDHC Extension
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
You need to use it and launch the game through the Project M Launcher.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 03:12:04 PM
guys has anyone got this to work on pm yet


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 04, 2014, 03:13:42 PM
Here&#039;s the SDHC code:
SDHC Extension
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
You need to use it and launch the game through the Project M Launcher.

Sorry, I'm dumb. But how do you use the launcher? I recently got an SDHC card that 8GB, and I really need to figure out how to use it.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 03:14:33 PM
guys has anyone got this to work on pm yet
No. And Dantarion (who did a lot of work on PM) said it will probably never be compatible with it.

Sorry, I&#039;m dumb. But how do you use the launcher? I recently got an SDHC card that 8GB, and I really need to figure out how to use it.
Just use it the exact same way you use Gecko.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 03:18:03 PM
also how do i run these hacks on an 8gb sdhc card


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 04, 2014, 03:21:51 PM
Again, sorry. But where do I put all the things included in the hackless launcher?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 03:23:39 PM
Again, sorry. But where do I put all the things included in the hackless launcher?
You're using the hackless launcher? Sorry, but I'm pretty sure the SDHC Expansion will only work via Homebrew method. I might be wrong, though.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 03:24:40 PM
im using homebrew method and an 8gb sdhc card


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 03:25:51 PM
im using homebrew method and an 8gb sdhc card
Just add the SDHC code to your gct and launch the game through the Project M Launcher.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 03:33:43 PM
i load it through cfg usb loader tho

Post Merge: March 04, 2014, 03:34:22 PM
im using iso file not actual dvd


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 04, 2014, 04:12:58 PM
i load it through cfg usb loader tho

Post Merge: March 04, 2014, 03:34:22 PM
im using iso file not actual dvd


Add the SDHC code to your GCT then load the iso with Ocarina codes on and the hook type set to AXNextFrame or whatever. It's how I have CFG USB Loader set up and it works for me. Also remember that your GCT goes in the cheats folder in the USB Loader folder on the SD Card rather than in the usual Gecko location. Though I think it loads the default location if there's no GCT in the USB Loader Cheats folder.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 04, 2014, 04:37:32 PM
If You Guys want a functioning Mewtwo try this version I edited together, https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip (https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip) it Makes use of AgFanProductions' Mewtwo Moveset edited to have the textures from Project M, It's not a clone of Lucario, It has a great model made by Alm5252, Items work perfectly, might cause some GFX Errors but I don't know how to fix them, Shadow Ball even works, and he can grab, and use his final smash with no problem atleast over Lucario it doesn't. You just have to rename the files to Mewtwo.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 04, 2014, 04:59:44 PM
Hey Nebulon, your last update freezes.
I can't even get to the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 04, 2014, 05:12:13 PM
If You Guys want a functioning Mewtwo try this version I edited together, https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip (https://www.dropbox.com/s/oadnw9dus2estlm/MewTwo%20Project%20M%20Style%20Texture%20Moveset.zip) it Makes use of AgFanProductions' Mewtwo Moveset edited to have the textures from Project M, It's not a clone of Lucario, It has a great model made by Alm5252, Items work perfectly, might cause some GFX Errors but I don't know how to fix them, Shadow Ball even works, and he can grab, and use his final smash with no problem atleast over Lucario it doesn't. You just have to rename the files to Mewtwo.
ppl want pm mewtwo becuase he has a custom model with taill bones added so the animations look much better, putting the pm texture on agfan mewtwo  doesnt make it PM mewtwo lol


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 04, 2014, 05:25:30 PM
The most help you can give is your current XML. For comparison purposes.
edit. oops forgot to quote

Post Merge: March 04, 2014, 05:43:41 PM
@Nebulon/Dr Kirby:
i would like to be able to use neb's pack, since my computer can't support the ModuleEditor3.exe or Brawlbox.exe and i therefore can't make my own brawlex hacks anyway, but i have a 4GB sd card and i cannot use gecko because of this :P i've looked for the sdhc code, but i can't find it anywhere online, i keep getting results like converting 2GB sd cards into 4GB at the most, and i read something about Dr Kirby trying another riivo launcher..?

i'd like help someway to be able to actually play these hacks :P please? ^^;

Post Merge: March 04, 2014, 02:58:40 PM
dark samus over a samus module and ridley over a zerosuit module... lol, they'd fit beside eachother, as long as they don't transform x3 haha


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 04, 2014, 05:51:50 PM
ppl want pm mewtwo becuase he has a custom model with taill bones added so the animations look much better, putting the pm texture on agfan mewtwo  doesnt make it PM mewtwo lol
Dude, the chance of getting PM Mewtwo working out of PM perfectly is real slim. Plus PM Mewtwo will feel like Melee there's people like me who like the feel of Brawl better.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 05:58:25 PM
Dude, the chance of getting PM Mewtwo working out of PM perfectly is real slim. Plus PM Mewtwo will feel like Melee there's people like me who like the feel of Brawl better.
He already is :/ The one in my build works very well, though I can't speak for items since I don't play with them.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 06:27:27 PM
Which Codes Conflict With Brawl Ex Here
Unrestricted Pause Camera
Triple Jump Glitch Fix
Default Setting Modifier
Tags in Replays
All players can be on the same team
Can start game with 1 player
Lone Zelda Icon
Css fixes for Giga Bowser
Independent Pokemon engine
No tripping


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 04, 2014, 06:35:35 PM
I think the Zelda icon one would, but definitely Css fixes for Giga Bowser and Independent Pokemon engine


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 04, 2014, 06:38:42 PM
k any other 1 just to be safe


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 04, 2014, 07:35:08 PM
Which Codes Conflict With Brawl Ex Here
Unrestricted Pause Camera
Triple Jump Glitch Fix
Default Setting Modifier
Tags in Replays
All players can be on the same team
Can start game with 1 player
Lone Zelda Icon
Css fixes for Giga Bowser
Independent Pokemon engine
No tripping

These 3 highlighted in magenta need to be removed to ensure BrawlEx compatibility.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 04, 2014, 08:28:40 PM
If it freezes for some people when match is about to start make sure you have infaceXXX


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 04, 2014, 09:06:09 PM
He already is :/ The one in my build works very well, though I can't speak for items since I don't play with them.

Your built uses PM mewtwo model? , Then I will download your build right now


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 04, 2014, 09:21:25 PM
Your built uses PM mewtwo model? , Then I will download your build right now

Yeah, it uses the one that was posted here by OmegaS3. It works just right, except that it doesn't have the hover. Everything else works fine as far as I've seen.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 04, 2014, 09:24:37 PM
ShinF, I've tried using your cBliss build but I always get freezes straight at the strap screen :(


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 04, 2014, 09:38:47 PM
Okay quick question here.

This may be a bit off topic but is crucial to me using BrawlEX.

Since riivo is currently out of the picture and i can't get my hands on something other than the wii motion plus wiimotes, could someone help me in recompiling my Gecko with the newest libogc(The one with new wiimote support), or perhaps link me to an already recompiled version.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 04, 2014, 10:26:28 PM
Okay quick question here.

This may be a bit off topic but is crucial to me using BrawlEX.

Since riivo is currently out of the picture and i can't get my hands on something other than the wii motion plus wiimotes, could someone help me in recompiling my Gecko with the newest libogc(The one with new wiimote support), or perhaps link me to an already recompiled version.
Find a Wiimote that came with a Wii. Mine has WM+ and it works in Gecko.

Or find a GC controller.

Or wait for me to write a valid Riivo XML.

Or.......... yeah just those three.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 04, 2014, 11:12:43 PM
Here's the SDHC code:
SDHC Extension
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
You need to use it and launch the game through the Project M Launcher.
thank you so much ShinF X3


Title: Re: The BrawlEx Clone Engine
Post by: GameAndWatcher on March 04, 2014, 11:52:35 PM
Find a Wiimote that came with a Wii. Mine has WM+ and it works in Gecko.

Or find a GC controller.

Or wait for me to write a valid Riivo XML.

Or.......... yeah just those three.

The person already mentioned that he has no GC ports due to him owning one of those newer Wiis that lack GC support.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 01:13:31 AM
Sooo... I made a BrawlEx compatible P:M Samus... But to do that I had to get rid of her jump and Screw Attack GFX (Luckily there's the item Screw Attack GFX though...), as well as the Zero Suit fully charged paralyzer shot GFX (It's still visible and has hitboxes, though)

Unfortunately, like Mewtwo her charge beam doesn't work.

If anyone wants it, here~
http://www.mediafire.com/download/2pzgtz2p6b87dpe/SamusPM.rar (http://www.mediafire.com/download/2pzgtz2p6b87dpe/SamusPM.rar)

Also includes an SFX file so her Screw Attack makes the right sound, and Fighter Config so she can morph ball crawl.

I might make a version with a new Neutral B later, but meh.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 05, 2014, 01:15:23 AM
Sooo... I made a BrawlEx compatible P:M Samus... But to do that I had to get rid of her jump and Screw Attack GFX (Luckily there's the item Screw Attack GFX though...), as well as the Zero Suit fully charged paralyzer shot GFX (It's still visible and has hitboxes, though)

Unfortunately, like Mewtwo her charge beam doesn't work.

If anyone wants it, here~
[url]http://www.mediafire.com/download/2pzgtz2p6b87dpe/SamusPM.rar[/url] ([url]http://www.mediafire.com/download/2pzgtz2p6b87dpe/SamusPM.rar[/url])

Also includes an SFX file so her Screw Attack makes the right sound, and Fighter Config so she can morph ball crawl.

I might make a version with a new Neutral B later, but meh.

I've been wanting a PM Samus with BrawlEx for a while :) I'll miss her Charge Beam, but I suspect it'll be worth it for the Ice Beam.

I don't suppose it's possible to copy/paste her vBrawl charge beam, is it?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 01:18:40 AM
It might be, but I'm kinda afraid it might go over the filesize.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 05, 2014, 01:35:44 AM
if it works on dolphin but not on your wii do you have those gameconfigs and other misc files on the root of your sd card? becuase it seems your game isnt loading codes at all
yes it is on the root i also tried osssleep didnt work the only code that works is the camera code. i tried project m and that works perfect also tried it with the gameconfig from project m didnt work maybe its something in my settings ocarina is on and it is on axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 05, 2014, 01:36:18 AM
It might be, but I'm kinda afraid it might go over the filesize.

I can't check right now, so i'm asking; is the Samus a module?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 05, 2014, 01:37:04 AM
I can't check right now, so i'm asking; is the Samus a module?
No, just her Project M moveset made to be compatible with vBrawl. Which is impressive to me since all I ever got was a freeze when trying to use it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 05, 2014, 01:52:13 AM
No, just her Project M moveset made to be compatible with vBrawl. Which is impressive to me since all I ever got was a freeze when trying to use it.

I'm sure it's quite the feat :)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 01:56:54 AM
I don't think it's too great unless the Charge Beam worked...


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 05, 2014, 03:16:49 AM
samus without a neutral special wont be samus:S


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 03:35:35 AM
Samus with missiles is still Samus~


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 05, 2014, 03:37:28 AM
is there somebody who gets it to work on usb loader gx


Title: Re: The BrawlEx Clone Engine
Post by: Tirus.Kasenji on March 05, 2014, 04:13:27 AM
I literally downloaded it the instant i saw this :|

I'd like to say it's awesome... but I don't understand how to get it working >_< I wish there was a youtube tutorial or print screens so I could see what to do. Or maybe you could explain it to me in simple minded sentences XD



Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 04:16:36 AM
Video Tutorials

Video tutorials by Sammi-huskyEx
Channel ([url]http://www.youtube.com/playlist?list=PL51H6MSHJ1l5gS5tZIHw_9LLbibLG72zq[/url])

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

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

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

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


Video tutorials were on the first post.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 05, 2014, 04:38:10 AM
Video tutorials were on the first post.
those are totaly outdated now anyone that follows those tutorials will get a nothing working since it uses CSS codes and no CSSrooster data tough


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 05, 2014, 04:42:33 AM
It also leads to his channel, which has the newest one~


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 05, 2014, 04:50:14 AM
It also leads to his channel, which has the newest one~
most ppl dont know that its best to just post the link to the newer one then, instead of posting the old videos and hopping ppl go into his channel looking for the newest one

an admin should edit PW post with the newer video imo.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 05, 2014, 09:41:58 AM
Thanks to PW and Sammi Husky. Finally got your tools and codes workin for myself. Now I plan to max out the roster soon. Someone should start a collab thread and have everyone vote on the best PSAs to put together.

I assume, it's a difficult process to override the other slots which bosses and other data occupies with other hex values.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 05, 2014, 10:28:20 AM
Thanks to PW and Sammi Husky. Finally got your tools and codes workin for myself. Now I plan to max out the roster soon. Someone should start a collab thread and have everyone vote on the best PSAs to put together.


http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 05, 2014, 01:52:46 PM
I'm slowly getting it to work, but there are still things I am trying to understand.

  • What exactly do we need for the bx_fighter module for? What exactly does it do?
  • Is it better to ditch the old Custom CSS code and stick to the method with the new program that edits the CSS?
  • What commonly used codes make this crash? As far as I know, apparently the independ pokemon engine needs to be removed, but is it true? There's any other code that should not be there as well?
.
I guess these would be enough for now... I'll be looking around to continue to figure out how every program, file and code work altogether.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 05, 2014, 02:02:37 PM
I'm slowly getting it to work, but there are still things I am trying to understand.

  • What exactly do we need for the bx_fighter module for? What exactly does it do?
  • Is it better to ditch the old Custom CSS code and stick to the method with the new program that edits the CSS?
  • What commonly used codes make this crash? As far as I know, apparently the independ pokemon engine needs to be removed, but is it true? There's any other code that should not be there as well?
I guess these would be enough for now... I'll be looking around to continue to figure out how every program, file and code work altogether.
1-bxfighter rel is essetial, it makes all other brawlex modules work, without this rel which you never should touch or modify everything freezes.

2-its ten times better to edit the new CSS.data file in the brawlex folder than have to mess with the gct every time, using the config utility we use to edit the fighter(number) files makes everything really easy.

3-Any code that messes with the CSS cant be there becuase it would interfere with brawlex codding so any independant pokemon,giga and company,zelda,sheik  and so on cant be there, you still can add those character by simply adding their number in the new CSS file


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 05, 2014, 02:18:51 PM
Thanks carnage. ya beat me to it.

My new tutorial uses my tool and the CSS expansion, and sets up the The entire engine in about 10 minutes.

Incidentally, a mod or PW should add my new tut to the OP. for organization sake, separating The 2 vides for the CSS code from the one that uses my tool and the expansion. 

I'll soon make a tutorial for custom sounds as well. and when i read through and experiment with Fixing gfx, i'll get to making a gfx tutorial as well. :P


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 05, 2014, 10:45:10 PM
is there somebody who gets it to work on usb loader gx

Whatcha talkin bout?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 12:08:17 AM
Whatcha talkin bout?
if there is somebody who gets brawlex on usb loader gx to work


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 06, 2014, 12:12:08 AM
if there is somebody who gets brawlex on usb loader gx to work
do any codes work for you?
like the camera code
maybe usb loader is not readng any codes for you
this happened to me once using usbloadergx
i had to write my codes in txt format and than convert them to gct using usbloadergx bfore it recognized my codes
u have to do some playing with it if this your case


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 06, 2014, 12:21:08 AM
Has anyone tried to use Luigi, Peach or DK's Final Smash with the newest BrawlEx? They don't play their music for me anymore. At first I thought it might have been the CSE code I was using, but removing it didn't help at all, nor did removing the Slot Configs I used to change their victory theme. Removing BrawlEx did fix it, though, so I think it might just be a bx_fighter, common2 or common3 bug.

Also, Carnage, I've been using your Sonic with the GFX fixes for Shadow and Knuckles, and I noticed he seems to freeze whenever his FS ends.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 06, 2014, 01:07:26 AM
Interesting. i did notice that vBrawl luigi doesn't play his FS music as well. Which is strange since i have no Configs relating to luigi at all, let alone vBrawl luigi


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 06, 2014, 01:54:04 AM
do any codes work for you? like the camera code maybe usb loader is not readng any codes for you this happened to me once using usbloadergx i had to write my codes in txt format and than convert them to gct using usbloadergx bfore it recognized my codes u have to do some playing with it if this your case

I use usb loader gx and never had a problem using codes and what not.
gct file goes in Codes
txt file goes in txtcodes
plug that sh*t in

What i always do tho is just edit the txt file adding the new codes or deleting whatever and on gx click on brawl open ocarina check whatever codes click create and BOOM

for more people reading this was just a waste of youre time :p


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 02:14:42 AM
Has anyone tried to use Luigi, Peach or DK's Final Smash with the newest BrawlEx? They don't play their music for me anymore. At first I thought it might have been the CSE code I was using, but removing it didn't help at all, nor did removing the Slot Configs I used to change their victory theme. Removing BrawlEx did fix it, though, so I think it might just be a bx_fighter, common2 or common3 bug.

Also, Carnage, I've been using your Sonic with the GFX fixes for Shadow and Knuckles, and I noticed he seems to freeze whenever his FS ends.
that was a glitch , if you want a fixed sonic,knuckles and shadow gfx fully working download the file that nebulon has on its pack, that has been fixed for awhile.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 03:04:16 AM
I use usb loader gx and never had a problem using codes and what not.
gct file goes in Codes
txt file goes in txtcodes
plug that sh*t in

What i always do tho is just edit the txt file adding the new codes or deleting whatever and on gx click on brawl open ocarina check whatever codes click create and BOOM

for more people reading this was just a waste of youre time :p
i tried it and again the normal roster maybe its my iso


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 06, 2014, 04:17:00 AM
Idk man it could be many things. Like the hook type or a CSS code you have on oooorrr if you've been adding characters manually and have forgotten to up the character count thing. Brawlex likes to be prefect. If anything isn't the way it wants you won't be getting that sandwich you've been looking forward to the entire time lol


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 04:33:43 AM
i tried it and again the normal roster maybe its my iso
is any code loading for you? i mean just put a texture hack over mario and see it it appears ingame because if it isnt loading anything you must have done something wrong


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 04:55:50 AM
is any code loading for you? i mean just put a texture hack over mario and see it it appears ingame because if it isnt loading anything you must have done something wrong
no not a mario texture the only code that works is the camera code


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 04:57:41 AM
no not a mario texture the only code that works is the camera code
what i mean his download a mario model from the vault and put it on mario then do a match to see if the model appears, if it isnt working then the filepatch isnt doing anything


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 05:00:06 AM
what i mean his download a mario model from the vault and put it on mario then do a match to see if the model appears, if it isnt working then the filepatch isnt doing anything
i did that but it was a normal mario


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 06, 2014, 06:53:43 AM
Has anyone tried to use Luigi, Peach or DK's Final Smash with the newest BrawlEx? They don't play their music for me anymore. At first I thought it might have been the CSE code I was using, but removing it didn't help at all, nor did removing the Slot Configs I used to change their victory theme. Removing BrawlEx did fix it, though, so I think it might just be a bx_fighter, common2 or common3 bug.

Also, Carnage, I've been using your Sonic with the GFX fixes for Shadow and Knuckles, and I noticed he seems to freeze whenever his FS ends.

In luigi, peach, and dk, change this on the respective Fighter configs:

Finalsmashmusicflag: from "false" to "true"


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 06, 2014, 07:02:01 AM
The freezes involving sonic's file smash is because i believe that that sonic.pac file was made in brawlbox and transforming final smashes such as landmaster, super sonic freeze when edited in brawl box. So a simple fix would be to remake the .pac file in Smash Attacks.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 07:47:22 AM
i did that but it was a normal mario
theb your not loading the filepatch code, either your setup on the sd card is worng or your filepatch is  wrong unless you upload your stuff we cant help you


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 08:39:55 AM
okay here is a link https://www.dropbox.com/s/tne1s5hd6tqcdsh/sd%20card.rar (https://www.dropbox.com/s/tne1s5hd6tqcdsh/sd%20card.rar)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 06, 2014, 10:09:43 AM
that was a glitch , if you want a fixed sonic,knuckles and shadow gfx fully working download the file that nebulon has on its pack, that has been fixed for awhile.

Ah, thanks.

In luigi, peach, and dk, change this on the respective Fighter configs:

Finalsmashmusicflag: from "false" to "true"

Didn't work, and the description says that it's set to false for characters with music. I'm going to try removing the config files, though, as that's something I hadn't thought of that might be causing it.

Edit: Also didn't work. Whatever it is, it's not in the Config files.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 06, 2014, 10:16:41 AM
Are we still not able to max out the roster to 100?
I know the CSS has been maxed out, but can we import enough clones to have 100?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on March 06, 2014, 10:21:27 AM
Are we still not able to max out the roster to 100?
I know the CSS has been maxed out, but can we import enough clones to have 100?

yes, we can have up to a total of 100 selectable characters. not 100 more characters, but a total of 100, including the original characters and the clones


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 10:26:29 AM
ppl forget when pw said 100 he was also counting with the 36 already ocupied slots it wasnt 100 new slots but 100 in total


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 06, 2014, 10:30:42 AM
Are we still not able to max out the roster to 100?
I know the CSS has been maxed out, but can we import enough clones to have 100?

Not yet actually, I believe the boss slots render several of those clone slots (around 20 I believe) unusable, you can add them to the roster but I don't believe they will work.

I am around 70 some characters myself.

PhantomWings did say in the next BrawlEX update he will make those usable by rerouting a lot of the coding in the bx_fighter.rel.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 10:44:38 AM
has somebody seen what i did wrong


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 10:46:16 AM
has somebody already saw what i did wrong
i sended you a PM read it


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on March 06, 2014, 10:46:56 AM
Not yet actually, I believe the boss slots render several of those clone slots (around 20 I believe) unusable, you can add them to the roster but I don't believe they will work.


I personally would love to see the bosses playable, has anyone tried giving them a CSS slot yet? I figure they wont work since many of seem to be highly stage based.

Also does the sandbag work as a character, I always had fun moveswapping with him in Melee.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 11:31:57 AM
is there a code that accept sd cards over the 2gb thats my problem thanks to carnage i know that


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 06, 2014, 11:56:07 AM
is there a code that accept sd cards over the 2gb thats my problem thanks to carnage i know that
http://forums.kc-mm.com/index.php?topic=65342.0 (http://forums.kc-mm.com/index.php?topic=65342.0)


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 06, 2014, 12:02:48 PM
Not yet actually, I believe the boss slots render several of those clone slots (around 20 I believe) unusable, you can add them to the roster but I don't believe they will work.

I am around 70 some characters myself.

PhantomWings did say in the next BrawlEX update he will make those usable by rerouting a lot of the coding in the bx_fighter.rel.
Okay cool, that's what I had heard. Do you have any idea when that next update may be?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 06, 2014, 12:14:09 PM
Okay cool, that's what I had heard. Do you have any idea when that next update may be?

I don't know, all i know is PhantomWings will come out of nowhere and post it blowing our minds again like he usually does. :P


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 06, 2014, 01:06:46 PM
I'm editing sound for Nebulon and I can't seem to open up the Cosmetic Config.dat file. I need to to replace the announcer sound. BrawExConfigUtility doesn't work with it. Anyone have any idea how I open it?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 01:08:11 PM
I'm editing sound for Nebulon and I can't seem to open up the Cosmetic Config.dat file. I need to to replace the announcer sound. BrawExConfigUtility doesn't work with it. Anyone have any idea how I open it?

You gotta edit that with a Hex Editor.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 06, 2014, 01:41:41 PM
Thank you guys for all the help i finally got it to work on my wii the problem was that i didnt had the sdhc code


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 01:45:17 PM
Thank you guys for all the help i finally got it to work on my wii the problem was that i didnt had the sdhc code
no problem thats what we are here for.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 02:03:14 PM
Hey guys, I've been working on my Brawlex Pack for quite some time now, it's on version 0.04, there is tons of characters, and my plan is to max the roster to 100.
But I was wondering if some of you can try out the pack, and tell me if there is anything I could improve. Any feedback is appreciated. :)


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 06, 2014, 02:03:51 PM
That SDHC code is a beauty. 2014 is off to a great start with this and that code.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 02:07:48 PM
brawlex to me was the best thing to happen to ssbb mod since psa and model importing.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 02:10:42 PM
^^ Agreed. I never thought brawl would ever have the ability to basically add any character to the game.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 06, 2014, 02:20:19 PM
Wait what code? I've been using a 2gb if i could use bigger that would be amazing
I wanna be in the loop too! :p


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 06, 2014, 02:23:24 PM
Wait what code? I've been using a 2gb if i could use bigger that would be amazing
I wanna be in the loop too! :p
[url]http://forums.kc-mm.com/index.php?topic=65342.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=65342.0[/url])
It HAS to be an SDHC card (to my knowledge).
I grabbed an 8GB SDHC card (http://www.amazon.com/gp/product/B004CZ0H1Q/ref=oh_details_o01_s00_i00?ie=UTF8&psc=1) on Amazon.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 02:25:38 PM
It HAS to be an SDHC card (to my knowledge).
I grabbed an 8GB SDHC card ([url]http://www.amazon.com/gp/product/B004CZ0H1Q/ref=oh_details_o01_s00_i00?ie=UTF8&psc=1[/url]) on Amazon.

Wait, do we HAVE to launch it from the Project M launcher?


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 06, 2014, 02:29:07 PM
Wait, do we HAVE to launch it from the Project M launcher?

Good question, i'd like to know to. Also would i even be able to still launch brawl even if i dont actually have a working disc anymore?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 02:32:52 PM
I've been using the SDHC code with an ISO myself. It works fine that way. The reason you need the Project M Launcher to use it with a disc is because Gecko doesn't support SDHC or something.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 02:35:52 PM
I've been using the SDHC code with an ISO myself. It works fine that way. The reason you need the Project M Launcher to use it with a disc is because Gecko doesn't support SDHC or something.
So all I have to do is use USBLoader GX?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 06, 2014, 02:41:38 PM
Hey guys, I've been working on my Brawlex Pack for quite some time now, it's on version 0.04, there is tons of characters, and my plan is to max the roster to 100.
But I was wondering if some of you can try out the pack, and tell me if there is anything I could improve. Any feedback is appreciated. :)
I'll be glad to try it out!


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on March 06, 2014, 02:46:39 PM
I was reading the topic some and it said no USB and that's what I have to use. So I'm guessing I just can't use the code and stuff?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 06, 2014, 02:53:26 PM
CFG USB Loader works fine with the code.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 02:54:15 PM
I'll be glad to try it out!
Thank you :)
And, it seems as if the SDHC expansion makes my game crash on the Wii after (now loading...)
I'm using a 4GB SDHC on CFG USB Loader, AXNEXTFRAME and I only have FPC code, Stage Expansion and the SDHC code (of course). I don't want to keep playing on Dolphin with my crappy PS2 controller xD Can anyone help?

Post Merge: March 06, 2014, 03:10:45 PM
Ok, before it was on SD:/codes now I moved it to SD:\usb-loader\codes
Now it still gives me a black screen, but no buzzing/screeching.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 03:39:08 PM
Thank you :)
And, it seems as if the SDHC expansion makes my game crash on the Wii after (now loading...)
I'm using a 4GB SDHC on CFG USB Loader, AXNEXTFRAME and I only have FPC code, Stage Expansion and the SDHC code (of course). I don't want to keep playing on Dolphin with my crappy PS2 controller xD Can anyone help?

Post Merge: March 06, 2014, 03:10:45 PM
Ok, before it was on SD:/codes now I moved it to SD:\usb-loader\codes
Now it still gives me a black screen, but no buzzing/screeching.

So with or without the codes the ISO freezes? That would be a bad ISO if that's the case.

In unrelated matters, is there some way to organize the Character Select Screen? I mean to pick where the icons are placed rather than the order of the characters, mind you. Getting a bit tired of my character select looking lopsided.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 03:44:42 PM
So with or without the codes the ISO freezes? That would be a bad ISO if that's the case.

In unrelated matters, is there some way to organize the Character Select Screen? I mean to pick where the icons are placed rather than the order of the characters, mind you. Getting a bit tired of my character select looking lopsided.
With the codes it freezes.
And for your problem, if you have BrawlEx installed, just go into CSSRoster.dat with the Config utility.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 03:54:26 PM
With the codes it freezes.
And for your problem, if you have BrawlEx installed, just go into CSSRoster.dat with the Config utility.

Well, I know that works for the order, but how would you use that to say... Center the last row?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 04:14:13 PM
Well, I know that works for the order, but how would you use that to say... Center the last row?
Not that I know of... Unless you add useless clones that will fill the rest of the bottom :\
In other words, do you think you can whip me up a GCT file with FPC SDHC expansion and Stage Expansion?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 06, 2014, 04:39:23 PM
Well, I know that works for the order, but how would you use that to say... Center the last row?

You can use the CSS organizer that PW made quite a long time ago. The game still loads it's positions from sc_selcharacter. All you have to do is order them in that then stick the sc_selcharacter in your menu2 or back into your common5. (i haven't tested it with the CSS expansion mind you)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 04:46:48 PM
Heyy, Sammi. Now that you're here. I wanted to tell you that your program crashes in Windows 8 when loading the PF folder.
And does anyone know a solution to my problem? :\


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 04:57:20 PM
You can use the CSS organizer that PW made quite a long time ago. The game still loads it's positions from sc_selcharacter. All you have to do is order them in that then stick the sc_selcharacter in your menu2 or back into your common5. (i haven't tested it with the CSS expansion mind you)

I'll be sure to look that up and try it later. As another question, does anyone happen to know how to get the alternate costumes for Bomberman from the Luigi version working with the Link version? Like Max and Bean for instance.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 06, 2014, 05:16:32 PM
Good question, i'd like to know to. Also would i even be able to still launch brawl even if i dont actually have a working disc anymore?
The reason why SDHC does not work with Gecko is the IOS used by it. Gecko loads the IOS specified with the game all the time, no if's and's or but's. Brawl uses IOS 36 by default. IOS 36, while it had SD support, it didn't have SDHC support. So by loading Brawl with a different IOS (pmloader uses IOS 58), and using the SDHC extension code, we can load cards bigger than two gigs.

Keep in mind the hackless method wouldn't work in this manner, as IOS 36 is loaded by the Disc Channel as well when Brawl is inserted.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 05:18:41 PM
So can anyone help me with my problem?
I only have FPC, SDHC code and Stage expansion. And after it says "Now loading.." There is a black screen and I con't do anything from there.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 06, 2014, 05:34:29 PM
So can anyone help me with my problem?
I only have FPC, SDHC code and Stage expansion. And after it says "Now loading.." There is a black screen and I con't do anything from there.
my best guess is delete every code except fpc and the sdhc code and if it still freezes then it isnt a gct problem but some file that is corrupted or over the limit


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 06:01:39 PM
my best guess is delete every code except fpc and the sdhc code and if it still freezes then it isnt a gct problem but some file that is corrupted or over the limit
Do you think you can take a look at my BrawlEx pack and tell me if there is anything in there that would be causing this crash? (It works perfectly on Dolphin)

Post Merge: March 06, 2014, 06:06:50 PM
Ya, I put only the FPC and SDHC support, still crashes. :\


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 06, 2014, 08:25:43 PM
Could someone help me with this, give me a briefing of what's wrong. I keep getting an error when trying to open in riivo.

<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="/BrawlEX" recursive="false" />
    <folder external="/BrawlEX" disc="/" />
  </patch>
</wiidisc>


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 08:43:39 PM
Could someone help me with this, give me a briefing of what's wrong. I keep getting an error when trying to open in riivo.

<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="/BrawlEX" recursive="false" />
    <folder external="/BrawlEX" disc="/" />
  </patch>
</wiidisc>
Brawlex doesn't work with Riivo.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 06, 2014, 08:48:07 PM
Brawlex doesn't work with Riivo.

Actually PW recently stated hat if someone could create a great xml(Which im trying to do but failing at) fro riivo, it might actually work.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 06, 2014, 09:14:04 PM
So I guess no one can help me with my problem. )':


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 06, 2014, 09:14:16 PM
Actually PW recently stated hat if someone could create a great xml(Which im trying to do but failing at) fro riivo, it might actually work.

in all actuality i always figured it was compatible, but i have no rivo experience, so i can't really help there


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on March 06, 2014, 09:28:27 PM
So I guess no one can help me with my problem. )':

We know that your problem isn't with the codes. Basically you're gonna have to add stuff mod by mod to pinpoint what exactly is presenting your freeze. Or you could try a pack that already works on the Wii like Nebulon's.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 06, 2014, 11:02:50 PM
We know that your problem isn't with the codes. Basically you're gonna have to add stuff mod by mod to pinpoint what exactly is presenting your freeze. Or you could try a pack that already works on the Wii like Nebulon's.

Just gave it an important but tiny tweak too. Feel free to snag it. Announcer calls are almost done for the next version update :)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 07, 2014, 01:08:18 AM
So I guess no one can help me with my problem. )':
or use a regular sd card and ditch the sdhc extension

why do u need a sdhc card anyways?
my limit has been around less than 650mb with lots of hacks
also remember to make sure not to have an info pac that has a big size limit
that file is very picky


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 07, 2014, 08:02:32 AM
Ah, thanks.

Didn't work, and the description says that it's set to false for characters with music. I'm going to try removing the config files, though, as that's something I hadn't thought of that might be causing it.

Edit: Also didn't work. Whatever it is, it's not in the Config files.

well.. this is an offcial glitch then -_-


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 07, 2014, 01:02:59 PM
Another reason people would use SDHC cards may also be because they would want more stuff on it than just brawl hacks. like they would have something like Wiii64, or VBAGX to play their roms on their Wii. they might get their original SD card overfilled with Brawl Hacks that they can't have any normal Homebrew stuff like Emulators and Roms. So that can be why people wants to use SDHC cards rather than just plain SD cards.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 01:11:43 PM
Making my way back, I find this neat little thing. Congratulations, Phantom. You've outdone yourself yet again, and always bringing us more reasons to stay in the scene! This is a great achievement, and I too want to try this thing out!

However, it does not come without issue, for I am one without a success for the Clone Engine.

I have the PF folder with these folders:
BrawlEx (And the four folders with a CSSRoster.dat),
System (With Common2, Common3),
Fighter (Currently, I just have a Lucas folder renamed Tails, and the files also renamed),
Module (I have the Bx_fighter, and the Ft_Kirby rel, along with the Ft_Tails.rel)
Menu2 (With the SC_Characterselect.pac. Do I have to edit that? I hope not lol)

I have a GCT file with two codes on currently, and that is the Newest File patch code, and the SDHC code. I am using Gecko v19 and have the Hook set to AXNextFrame, or something like that.

I used the Brawl Clone tool to place my files into the PF folder of my SD Card. I made a Lucas Clone and renamed him, "Tails," along with the files relative to him.

What is missing or what have I done wrong?

Also, HELLO EVERYBODY! :)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 07, 2014, 01:27:45 PM
Making my way back, I find this neat little thing. Congratulations, Phantom. You've outdone yourself yet again, and always bringing us more reasons to stay in the scene! This is a great achievement, and I too want to try this thing out!

However, it does not come without issue, for I am one without a success for the Clone Engine.

I have the PF folder with these folders:
BrawlEx (And the four folders with a CSSRoster.dat),
System (With Common2, Common3),
Fighter (Currently, I just have a Lucas folder renamed Tails, and the files also renamed),
Module (I have the Bx_fighter, and the Ft_Kirby rel, along with the Ft_Tails.rel)
Menu2 (With the SC_Characterselect.pac. Do I have to edit that? I hope not lol)

I have a GCT file with two codes on currently, and that is the Newest File patch code, and the SDHC code. I am using Gecko v19 and have the Hook set to AXNextFrame, or something like that.

I used the Brawl Clone tool to place my files into the PF folder of my SD Card. I made a Lucas Clone and renamed him, "Tails," along with the files relative to him.

What is missing or what have I done wrong?

Also, HELLO EVERYBODY! :)
does the clone appear in any way or just doesnt appear at all?
You are using the FPC that comes in the brawlex read me? you cant just use the latest one it needs to be the one that is on brawlex readme.

have you tryed ading a texture to lets say mario to see if its loading?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 01:36:15 PM
 The CSS in the game does not change at all. No additional slots are shown at all.
I am. The latest one. FPC 3.5.1b or something like that, right? :P
I have actually, and it didn't load it. I forgot to mention that I also included an Amazing Lucas code, just to see if other codes work, and that one does. So I know that the codes are in, just something else is wrong.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 01:44:22 PM
The CSS in the game does not change at all. No additional slots are shown at all.
I am. The latest one. FPC 3.5.1b or something like that, right? :P
I have actually, and it didn't load it. I forgot to mention that I also included an Amazing Lucas code, just to see if other codes work, and that one does. So I know that the codes are in, just something else is wrong.

The SDHC code only works when used through the Project M launcher, not Gecko. When used through Gecko, the game's standard cIOS is used and it can't read SDHC cards and thus won't patch any of the files. The Project M Launcher changes that, loading a different cIOS that can recognize SDHC. As far as I can tell, you seem to have done everything else correctly (or at least, you're not missing anything).


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 07, 2014, 01:47:12 PM
The CSS in the game does not change at all. No additional slots are shown at all.
I am. The latest one. FPC 3.5.1b or something like that, right? :P
I have actually, and it didn't load it. I forgot to mention that I also included an Amazing Lucas code, just to see if other codes work, and that one does. So I know that the codes are in, just something else is wrong. :o

if textures and such arent loading then the filepatch code isnt working so its a gct problem, the codes load because they arent affected by the filepatch code, so either re-check that you have the FPC in the new brawlex 1.1.4.0 folder on the reade me or

i would sugest you to get in touch with robintjuh because he was having the same problem and he solved it so ask him to see if he uploads his gct for you  wich has FPC from brawlex,SDHC,no tripping and unrestrited camera

The SDHC code only works when used through the Project M launcher, not Gecko. When used through Gecko, the game&#039;s standard iOS is used and it can&#039;t read SDHC cards and thus won&#039;t patch any of the files. The Project M Launcher changes that. As far as I can tell, you seem to have done everything else correctly.
not true it also works trough usbloader gx and the likes , but you may be right it doesnt work trough gecko directly, try to use usbloader with the same hooktype  Power marshal


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 01:50:15 PM
not true it also works trough usbloader gx and the likes , but you may be right it doesnt work trough gecko directly, try to use usbloader with the same hooktype  Power marshal
True, but I was speaking under the assumption he's using the retail disc since he didn't say he was using USB Loader, in which case it doesn't work through Gecko (I've tried).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 07, 2014, 01:57:33 PM
Hello. Glad to see your using my tool. Would you happen to have followed the video that went along with the tool? Its not in the OP as its fairly new, but it covers setting everything up with the new CSS expansion.

Your problem could be stemming from multiple things. Make sure you have the common3 from the download, as that dictates the CSS loading the new icons. Make sure you have the modified sc_selcharacter OR modify your sc_selcharacter with the resources included in download


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 02:12:09 PM
True, but I was speaking under the assumption he's using the retail disc since he didn't say he was using USB Loader, in which case it doesn't work through Gecko (I've tried).
Right. I am using the good ol' Brawl Disc haha. I tried the USB Loader GX and it still didn't work. Also, is there a Hooktype in that Launcher, I couldn't find it in the launcher/loader settings.

Hello. Glad to see your using my tool. Would you happen to have followed the video that went along with the tool? Its not in the OP as its fairly new, but it covers setting everything up with the new CSS expansion.

Your problem could be stemming from multiple things. Make sure you have the common3 from the download, as that dictates the CSS loading the new icons. Make sure you have the modified sc_selcharacter OR modify your sc_selcharacter with the resources included in download

Hey, it's you. I also commented on your video, which you replied to! But yes, I followed it line by line. I took the Common 3 from the Core files folder of the CSS Expansion folder, and the SC_Selcharacter also from the CSS folder. So I'm not sure what's wrong. Do I have to edit the SC_Selcharacter file each time I want to add a new clone, or is it automated?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 07, 2014, 03:11:13 PM
Right. I am using the good ol' Brawl Disc haha. I tried the USB Loader GX and it still didn't work. Also, is there a Hooktype in that Launcher, I couldn't find it in the launcher/loader settings.

Hey, it's you. I also commented on your video, which you replied to! But yes, I followed it line by line. I took the Common 3 from the Core files folder of the CSS Expansion folder, and the SC_Selcharacter also from the CSS folder. So I'm not sure what's wrong. Do I have to edit the SC_Selcharacter file each time I want to add a new clone, or is it automated?
usb loader does have a hooktype you have to search it well its there under loder setting or somehting and dont forget to put ocarina on ashwell on the setting for the disc, i think they are by default off if im not mistaken


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 03:49:16 PM
Right. I am using the good ol' Brawl Disc haha. I tried the USB Loader GX and it still didn't work. Also, is there a Hooktype in that Launcher, I couldn't find it in the launcher/loader settings.
USB Loader does, but the Project M Launcher does not. I've never had issues loading the game through it, though. It is worth noting I have a config.dat for Gecko with the hooktype set on my SD Card.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 03:52:10 PM
 I found it. However, it was already on AXNextFrame, or something like that. It still didn't load up the clone. Maybe I should change the IOS? By default, it's set to 249 for game and System IOS. Should I change that?


Btw, Thanks guys. I appreciate all the help I'm getting.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 03:55:04 PM
I found it. However, it was already on AXNextFrame, or something like that. It still didn't load up the clone. Maybe I should change the IOS? By default, it's set to 249 for game and System IOS. Should I change that?

Btw, Thanks guys. I appreciate all the help I'm getting.
Did you add the clone to the CSS using the Config Utility to add him to CSSRoster.dat?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 04:06:20 PM
Yes. I also just went in and opened the CSSRoster.dat in the Config Utility and saw FighterEx3F or something in the list. It was after Random, so I reversed the order, so now it was before Random in the list. I opened USB Loader GX and loaded the Disc with AXNextFrame, and Ocarina on. I went to the CSS in the game, no change.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 04:22:50 PM
Yes. I also just went in and opened the CSSRoster.dat in the Config Utility and saw FighterEx3F or something in the list. It was after Random, so I reversed the order, so now it was before Random in the list. I opened USB Loader GX and loaded the Disc with AXNextFrame, and Ocarina on. I went to the CSS in the game, no change.

Do any other mods show up properly in the game? Like, if you put a costume on Mario for instance, does it work? There are only two possibilities I can see here. Either BrawlEx is not loading, or the FPC isn't loading anything from the card because of the SDHC. This'll tell us which it is.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 04:32:10 PM
 Wow, no it doesn't even load textures on characters, or anything. I put a Toon link texture on, and loaded it, but it didn't show in game. Maybe it's the code?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 07, 2014, 04:33:57 PM
r u using dvd or iso
if ur using iso ur iso is probably bad


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 04:34:42 PM
Wow, no it doesn't even load textures on characters, or anything. I put a Toon link texture on, and loaded it, but it didn't show in game. Maybe it's the code?

Okay, that means that the game isn't loading anything from the SDHC card. It's not a BrawlEx issue, the game just isn't reading from the card because it doesn't recognize it. Try launching the game through the Project M Launcher, that's always let it work for me.

r u using dvd or iso
if ur using iso ur iso is probably bad

He said he's using the disc.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 04:38:43 PM
I did use Project M launcher before, and selected PLAY, and it gave me a black screen. Do I need something as well as the PM Launcher?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 04:39:50 PM
I did use Project M launcher before, and selected PLAY, and it gave me a black screen. Do I need something as well as the PM Launcher?

Hmmm, how long did you wait before you turned it off? Loading BrawlEx adds some extra loading time at the very beginning, usually about 10 to 20 seconds for me.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 04:41:05 PM
 I waited a pretty long time. Roughly an hour or two, and nothing happened.

I'm assuming it froze or crash, which I don't understand the reason for..


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 07, 2014, 04:47:52 PM
I waited a pretty long time. Roughly an hour or two, and nothing happened.

Can't say I've ever experienced that. I have an idea. I'll just upload the root of my SD Card (minus the codes and private folders, since I'm sure you want to set that up yourself - you just need FPC and SDHC Extension) and you can try to use setup I've got. I don't know if it'll change anything, but it's worth a shot. It's got both Gecko and Project M Launchers in it, but use the Project M one.

https://www.dropbox.com/sh/fguacvkufnxncka/i1JHTNbcDg (https://www.dropbox.com/sh/fguacvkufnxncka/i1JHTNbcDg)

Or if you want a pre-made build, Nebulon and I have ours in our signatures. (His has more characters, but mine has a cBliss effect). I'd try the setup above first, though.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 07, 2014, 04:54:20 PM
ive had issues with usbloader not recognizing codes
the only way to get it working is to have ur codes in txt format
and convert em to gct using usbloader'sgx internal converter


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 05:01:38 PM
 I put your files in place of mine of the SD Card. I launched Project M Launcher, I selected PLAY, it fade to Black. Nothing afterwards..

ive had issues with usbloader not recognizing codes
the only way to get it working is to have ur codes in txt format
and convert em to gct using usbloader'sgx internal converter
Where would that be?


Also, would it help if I said, that I'm still on v3.2U?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 07, 2014, 05:13:18 PM
I put your files in place of mine of the SD Card. I launched Project M Launcher, I selected PLAY, it fade to Black. Nothing afterwards..
 Where would that be?


Also, would it help if I said, that I'm still on v3.2U?

http://youtu.be/fEmeOyLNbBA (http://youtu.be/fEmeOyLNbBA)

http://youtu.be/5QdmoC9pahk (http://youtu.be/5QdmoC9pahk)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 07, 2014, 05:15:26 PM
check if ur sd card is locked or unlocked


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 07, 2014, 05:32:57 PM
Hey can someone brief over this to see what i did wrong, i keep getting an exception.

BrawlEX xml for riivo

<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="private/wii/app/RSBE/pf/BrawlEX" recursive="false" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CosmeticConfig" recursive="false" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CSSSlotConfig" recursive="false" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig" recursive="false" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig" recursive="false" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX" disc="/" />
  </patch>
</wiidisc>


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 07, 2014, 05:53:53 PM
I haven't used Riivo in ages, but I'm POSITIVE that when using Riivo with Stage Roster expansion, you have to type out every new file you add that doesn't exist on the disc. This meant a whole lot of typing out STGCUSTOM__.PAC and st___.rel and a lot more lines.

Maybe you have to do the same for ALL the BrawlEx Config files, the CSSRoster.dat, and all of the clone assets?

Edit: Found it!

Code:
Snipped...
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom01.rel" disc="/module/st_custom01.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom02.rel" disc="/module/st_custom02.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom03.rel" disc="/module/st_custom03.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom04.rel" disc="/module/st_custom04.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom05.rel" disc="/module/st_custom05.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom06.rel" disc="/module/st_custom06.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom07.rel" disc="/module/st_custom07.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom08.rel" disc="/module/st_custom08.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom09.rel" disc="/module/st_custom09.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0A.rel" disc="/module/st_custom0A.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0B.rel" disc="/module/st_custom0B.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0C.rel" disc="/module/st_custom0C.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0D.rel" disc="/module/st_custom0D.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0E.rel" disc="/module/st_custom0E.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0F.rel" disc="/module/st_custom0F.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom10.rel" disc="/module/st_custom10.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom11.rel" disc="/module/st_custom11.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom12.rel" disc="/module/st_custom12.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom13.rel" disc="/module/st_custom13.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom14.rel" disc="/module/st_custom14.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom15.rel" disc="/module/st_custom15.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom16.rel" disc="/module/st_custom16.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom17.rel" disc="/module/st_custom17.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom18.rel" disc="/module/st_custom18.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom19.rel" disc="/module/st_custom19.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1A.rel" disc="/module/st_custom1A.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1B.rel" disc="/module/st_custom1B.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1C.rel" disc="/module/st_custom1C.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1D.rel" disc="/module/st_custom1D.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1E.rel" disc="/module/st_custom1E.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1F.rel" disc="/module/st_custom1F.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom20.rel" disc="/module/st_custom20.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom21.rel" disc="/module/st_custom21.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom22.rel" disc="/module/st_custom22.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom23.rel" disc="/module/st_custom23.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom24.rel" disc="/module/st_custom24.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom25.rel" disc="/module/st_custom25.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM01.pac" disc="/stage/melee/STGCUSTOM01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM02.pac" disc="/stage/melee/STGCUSTOM02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM03.pac" disc="/stage/melee/STGCUSTOM03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM04.pac" disc="/stage/melee/STGCUSTOM04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM05.pac" disc="/stage/melee/STGCUSTOM05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM06.pac" disc="/stage/melee/STGCUSTOM06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM07.pac" disc="/stage/melee/STGCUSTOM07.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM08.pac" disc="/stage/melee/STGCUSTOM08.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM09.pac" disc="/stage/melee/STGCUSTOM09.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A.pac" disc="/stage/melee/STGCUSTOM0A.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_00.pac" disc="/stage/melee/STGCUSTOM0A_00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_01.pac" disc="/stage/melee/STGCUSTOM0A_01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_02.pac" disc="/stage/melee/STGCUSTOM0A_02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0B.pac" disc="/stage/melee/STGCUSTOM0B.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0C.pac" disc="/stage/melee/STGCUSTOM0C.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0D.pac" disc="/stage/melee/STGCUSTOM0D.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0E.pac" disc="/stage/melee/STGCUSTOM0E.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0F.pac" disc="/stage/melee/STGCUSTOM0F.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM10.pac" disc="/stage/melee/STGCUSTOM10.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM11.pac" disc="/stage/melee/STGCUSTOM11.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM12.pac" disc="/stage/melee/STGCUSTOM12.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM13.pac" disc="/stage/melee/STGCUSTOM13.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM14.pac" disc="/stage/melee/STGCUSTOM14.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM15.pac" disc="/stage/melee/STGCUSTOM15.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM16.pac" disc="/stage/melee/STGCUSTOM16.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM17.pac" disc="/stage/melee/STGCUSTOM17.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM18.pac" disc="/stage/melee/STGCUSTOM18.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM19.pac" disc="/stage/melee/STGCUSTOM19.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1A.pac" disc="/stage/melee/STGCUSTOM1A.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1B.pac" disc="/stage/melee/STGCUSTOM1B.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1C.pac" disc="/stage/melee/STGCUSTOM1C.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1D.pac" disc="/stage/melee/STGCUSTOM1D.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1E.pac" disc="/stage/melee/STGCUSTOM1E.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1F.pac" disc="/stage/melee/STGCUSTOM1F.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM20.pac" disc="/stage/melee/STGCUSTOM20.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM21.pac" disc="/stage/melee/STGCUSTOM21.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM22.pac" disc="/stage/melee/STGCUSTOM22.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM23.pac" disc="/stage/melee/STGCUSTOM23.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM24.pac" disc="/stage/melee/STGCUSTOM24.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM25.pac" disc="/stage/melee/STGCUSTOM25.pac" create="true" />
.......

Yes I had to type all of these in so that the expansion stage and module would load. Try doing something similar with ALL OF THE BRAWLEX ASSETS AND CONFIG FILES.

You will have a much better chance of success with Riivo if you do.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 07, 2014, 05:59:05 PM

Also, would it help if I said, that I'm still on v3.2U?

The wii originally did not support sdhc cards, a system updated added it at some point, but older games like Brawl were never programmed to support sdhc.

Nintendo added sdhc support to the wii in version 4.0, but if your wii version is before that, then it won't support sdhc at all regardless of the code. Does BrawlEx work without the sdhc code?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 07, 2014, 06:07:55 PM
Does BrawlEx work without the sdhc code?

Yes. I use a Micro-SD and it works flawlessly.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 07, 2014, 06:10:04 PM
I haven't used Riivo in ages, but I'm POSITIVE that when using Riivo with Stage Roster expansion, you have to type out every new file you add that doesn't exist on the disc. This meant a whole lot of typing out STGCUSTOM__.PAC and st___.rel and a lot more lines.

Maybe you have to do the same for ALL the BrawlEx Config files, the CSSRoster.dat, and all of the clone assets?

Edit: Found it!

Code:
Snipped...
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom01.rel" disc="/module/st_custom01.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom02.rel" disc="/module/st_custom02.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom03.rel" disc="/module/st_custom03.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom04.rel" disc="/module/st_custom04.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom05.rel" disc="/module/st_custom05.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom06.rel" disc="/module/st_custom06.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom07.rel" disc="/module/st_custom07.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom08.rel" disc="/module/st_custom08.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom09.rel" disc="/module/st_custom09.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0A.rel" disc="/module/st_custom0A.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0B.rel" disc="/module/st_custom0B.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0C.rel" disc="/module/st_custom0C.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0D.rel" disc="/module/st_custom0D.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0E.rel" disc="/module/st_custom0E.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom0F.rel" disc="/module/st_custom0F.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom10.rel" disc="/module/st_custom10.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom11.rel" disc="/module/st_custom11.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom12.rel" disc="/module/st_custom12.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom13.rel" disc="/module/st_custom13.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom14.rel" disc="/module/st_custom14.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom15.rel" disc="/module/st_custom15.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom16.rel" disc="/module/st_custom16.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom17.rel" disc="/module/st_custom17.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom18.rel" disc="/module/st_custom18.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom19.rel" disc="/module/st_custom19.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1A.rel" disc="/module/st_custom1A.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1B.rel" disc="/module/st_custom1B.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1C.rel" disc="/module/st_custom1C.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1D.rel" disc="/module/st_custom1D.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1E.rel" disc="/module/st_custom1E.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom1F.rel" disc="/module/st_custom1F.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom20.rel" disc="/module/st_custom20.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom21.rel" disc="/module/st_custom21.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom22.rel" disc="/module/st_custom22.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom23.rel" disc="/module/st_custom23.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom24.rel" disc="/module/st_custom24.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/st_custom25.rel" disc="/module/st_custom25.rel" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM01.pac" disc="/stage/melee/STGCUSTOM01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM02.pac" disc="/stage/melee/STGCUSTOM02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM03.pac" disc="/stage/melee/STGCUSTOM03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM04.pac" disc="/stage/melee/STGCUSTOM04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM05.pac" disc="/stage/melee/STGCUSTOM05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM06.pac" disc="/stage/melee/STGCUSTOM06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM07.pac" disc="/stage/melee/STGCUSTOM07.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM08.pac" disc="/stage/melee/STGCUSTOM08.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM09.pac" disc="/stage/melee/STGCUSTOM09.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A.pac" disc="/stage/melee/STGCUSTOM0A.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_00.pac" disc="/stage/melee/STGCUSTOM0A_00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_01.pac" disc="/stage/melee/STGCUSTOM0A_01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A_02.pac" disc="/stage/melee/STGCUSTOM0A_02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0B.pac" disc="/stage/melee/STGCUSTOM0B.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0C.pac" disc="/stage/melee/STGCUSTOM0C.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0D.pac" disc="/stage/melee/STGCUSTOM0D.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0E.pac" disc="/stage/melee/STGCUSTOM0E.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0F.pac" disc="/stage/melee/STGCUSTOM0F.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM10.pac" disc="/stage/melee/STGCUSTOM10.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM11.pac" disc="/stage/melee/STGCUSTOM11.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM12.pac" disc="/stage/melee/STGCUSTOM12.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM13.pac" disc="/stage/melee/STGCUSTOM13.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM14.pac" disc="/stage/melee/STGCUSTOM14.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM15.pac" disc="/stage/melee/STGCUSTOM15.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM16.pac" disc="/stage/melee/STGCUSTOM16.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM17.pac" disc="/stage/melee/STGCUSTOM17.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM18.pac" disc="/stage/melee/STGCUSTOM18.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM19.pac" disc="/stage/melee/STGCUSTOM19.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1A.pac" disc="/stage/melee/STGCUSTOM1A.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1B.pac" disc="/stage/melee/STGCUSTOM1B.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1C.pac" disc="/stage/melee/STGCUSTOM1C.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1D.pac" disc="/stage/melee/STGCUSTOM1D.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1E.pac" disc="/stage/melee/STGCUSTOM1E.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1F.pac" disc="/stage/melee/STGCUSTOM1F.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM20.pac" disc="/stage/melee/STGCUSTOM20.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM21.pac" disc="/stage/melee/STGCUSTOM21.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM22.pac" disc="/stage/melee/STGCUSTOM22.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM23.pac" disc="/stage/melee/STGCUSTOM23.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM24.pac" disc="/stage/melee/STGCUSTOM24.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM25.pac" disc="/stage/melee/STGCUSTOM25.pac" create="true" />
.......

Yes I had to type all of these in so that the expansion stage and module would load. Try doing something similar with ALL OF THE BRAWLEX ASSETS AND CONFIG FILES.

You will have a much better chance of success with Riivo if you do.

Yeah i was using the project m xml as a base, i'll use your idea and see if it works.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 07, 2014, 06:19:02 PM
Yeah i was using the project m xml as a base, i'll use your idea and see if it works.
I actually did this already. However the XML I have goes untested, because I can't seem to load Brawl no matter the XML.

You can test it if you want.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 07, 2014, 06:33:11 PM
Exception(DSI) occurred

<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="private/wii/app/RSBE/pf/BrawlEX" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CosmeticConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CSSSlotConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSRoster" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX" disc="/" />
    <folder external="private/wii/app/RSBE/pf/module" disc="/module/" create="true" />
    <folder external="private/wii/app/RSBE/pf/system" disc="/system/" create="true" />
  </patch>
</wiidisc>

I can't seem to get anything to work :'(   any other suggestions?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 07, 2014, 06:52:22 PM
Why are people so dedicated on getting BrawlEx on Riivo? With the SDHC code, the sound engine and the Project-M launcher you can save snapshots to the card, use sfx and have unlimited file size. The only thing Riivo has now that the Project-M launcher doesn't is THP support and more stability with the CSE.

On another not, I haven't tracked this thread too much for the past week, do we have any new BrawlEx modules?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 07, 2014, 07:01:09 PM
Why are people so dedicated on getting BrawlEx on Riivo? With the SDHC code, the sound engine and the Project-M launcher you can save snapshots to the card, use sfx and have unlimited file size. The only thing Riivo has now that the Project-M launcher doesn't is THP support and more stability with the CSE.

On another not, I haven't tracked this thread too much for the past week, do we have any new BrawlEx modules?

Captain Falcon and Ganondorf.

Recent talk on the thread suggests that R.O.B. and Ness are in the works.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 07, 2014, 07:07:03 PM
The wii originally did not support sdhc cards, a system updated added it at some point, but older games like Brawl were never programmed to support sdhc.

Nintendo added sdhc support to the wii in version 4.0, but if your wii version is before that, then it won't support sdhc at all regardless of the code. Does BrawlEx work without the sdhc code?
Oh, I hope my wii would work with it. Unfortunately, I only own SDHC Cards. I just tried it without the code, but it still did not work. Man, oh man, what is the issue here? Lol


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 07, 2014, 07:10:04 PM
Recent talk on the thread suggests that R.O.B. and Ness are in the works.
As well as Toon Link and I think Luigi.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 07, 2014, 07:15:29 PM
Captain Falcon and Ganondorf.

Recent talk on the thread suggests that R.O.B. and Ness are in the works.
is captain falcon's final smash glitch fixed?
also where are the download links
in someone's sig?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 07, 2014, 07:35:44 PM
Exception(DSI) occurred

<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="private/wii/app/RSBE/pf/BrawlEX" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CosmeticConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CSSSlotConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic3F" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSRoster" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX" disc="/" />
    <folder external="private/wii/app/RSBE/pf/module" disc="/module/" create="true" />
    <folder external="private/wii/app/RSBE/pf/system" disc="/system/" create="true" />
  </patch>
</wiidisc>

I can't seem to get anything to work :'(   any other suggestions?

Yes; You're doing it wrong. You need to type out the file extension for each file too. For example CSSRoster MUST be CSSRoster.dat.

Also you should consider putting in references to the other folders such as the system folder so that common2.pac and common3.pac can load.

You'll also need to reinsert references to the fighter folder AND the new EX characters as well so that
they wlil load.

BTW, you still need to type out the reference to the BrawlEx module despite the module folder being in there.
Edit: Blasted 503s


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 07, 2014, 07:37:41 PM
Captain Falcon and Ganondorf.

Recent talk on the thread suggests that R.O.B. and Ness are in the works.

Captain Falcon eh, I assume Pikazz or Sammi or EternalYoshi made it?

I remember PW posting Ganondorf's module awhile ago that one made me very happy.

is captain falcon's final smash glitch fixed?
also where are the download links
in someone's sig?

Ganondorf's module is included in the latest brawlex download, PW made it.


As well as Toon Link and I think Luigi.

A Toon Link BrawlEx module would be freaking awesome, he has some excellent PSAs. Hope we get it soon.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 07, 2014, 08:11:29 PM
I made this as a sample of what I THINK the XML Should look like shamlessly using Beyond's Riivo for Gecko users XML. Since I don't know what chars you have there, ***** = ExCharacter1 and ********** = ExCharacter2.

Remember that you have to use the original pf directory for this.

Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="BeyondYous Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Brawl w/ Codes">
<patch id="brawl" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="4">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="brawl">
<memory valuefile="/private/wii/app/RSBE/pf/RSBE01.gct" offset="0x00570000" />
<folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/info" disc="/info/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/info2" disc="/info2/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/menu" disc="/menu/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/menu2" disc="/menu2/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/module" disc="/module/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/stage" disc="/stage/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/sound/strm" disc="/sound/strm/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/sound" disc="/sound" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/movies" disc="/movie/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/BrawlEx" disc="/BrawlEx" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig" disc="/BrawlEx/CosmeticConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig" disc="/BrawlEx/CSSSlotConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig" disc="/BrawlEx/FighterConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig" disc="/BrawlEx/SlotConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/fighter/*****" disc="/fighter/*****" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/fighter/**********" disc="/fighter/**********" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CSSRoster.dat" disc="/BrawlEx/CSSRoster.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/sound/smashbros_sound.brsar" disc="/sound/smashbros_sound.brsar" />
    <file external="/private/wii/app/RSBE/pfmenu2/mu_menumain.pac" disc="/menu2/mu_menumain_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/info2/info.pac" disc="/info2/info_en.pac"/>
    <file external="/private/wii/app/RSBE/pfmenu2/sc_title.pac" disc="/menu2/sc_title_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/system/common4.pac" disc="/system/common4_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/system/common5.pac" disc="/system/common5_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/fighter/captain/FitCaptain01.pcs" disc="/fighter/captain/FitCaptain01_en.pcs"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGDXPSTADIUM.pac" disc="/stage/melee/STGDXPSTADIUM_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGGW.pac" disc="/stage/melee/STGGW_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGHOMERUN.pac" disc="/stage/melee/STGHOMERUN_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGMADEIN.pac" disc="/stage/melee/STGMADEIN_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK.pac" disc="/stage/melee/STGNEWPORK_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGPICTCHAT.pac" disc="/stage/melee/STGPICTCHAT_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGRESULT.pac" disc="/stage/melee/STGRESULT_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGSTADIUM.pac" disc="/stage/melee/STGSTADIUM_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_00.pac" disc="/stage/melee/STGVILLAGE_00_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_01.pac" disc="/stage/melee/STGVILLAGE_01_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_02.pac" disc="/stage/melee/STGVILLAGE_02_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_03.pac" disc="/stage/melee/STGVILLAGE_03_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_04.pac" disc="/stage/melee/STGVILLAGE_04_en.pac"/>
    <file external="/private/wii/app/RSBE/pf/stage/melee/STGDXONETT.pac" disc="/stage/melee/STGDXONETT_en.pac"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_A.pac" disc="/stage/melee/STGFINAL_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_B.pac" disc="/stage/melee/STGFINAL_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_C.pac" disc="/stage/melee/STGFINAL_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_D.pac" disc="/stage/melee/STGFINAL_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_A.pac" disc="/stage/melee/STGBATTLEFIELD_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_B.pac" disc="/stage/melee/STGBATTLEFIELD_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_C.pac" disc="/stage/melee/STGBATTLEFIELD_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_D.pac" disc="/stage/melee/STGBATTLEFIELD_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_A.pac" disc="/stage/melee/STGNEWPORK_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_B.pac" disc="/stage/melee/STGNEWPORK_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_C.pac" disc="/stage/melee/STGNEWPORK_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_D.pac" disc="/stage/melee/STGNEWPORK_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_A.pac" disc="/stage/melee/STGJUNGLE_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_B.pac" disc="/stage/melee/STGJUNGLE_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_C.pac" disc="/stage/melee/STGJUNGLE_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_D.pac" disc="/stage/melee/STGJUNGLE_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM01.pac" disc="/stage/melee/STGCUSTOM01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom01.rel" disc="/module/st_custom01.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM02.pac" disc="/stage/melee/STGCUSTOM02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom02.rel" disc="/module/st_custom02.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM03.pac" disc="/stage/melee/STGCUSTOM03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom03.rel" disc="/module/st_custom03.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM04.pac" disc="/stage/melee/STGCUSTOM04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom04.rel" disc="/module/st_custom04.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM05.pac" disc="/stage/melee/STGCUSTOM05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom05.rel" disc="/module/st_custom05.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM06.pac" disc="/stage/melee/STGCUSTOM06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom06.rel" disc="/module/st_custom06.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM07.pac" disc="/stage/melee/STGCUSTOM07.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom07.rel" disc="/module/st_custom07.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM08.pac" disc="/stage/melee/STGCUSTOM08.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom08.rel" disc="/module/st_custom08.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM09.pac" disc="/stage/melee/STGCUSTOM09.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom09.rel" disc="/module/st_custom09.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A.pac" disc="/stage/melee/STGCUSTOM0A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0A.rel" disc="/module/st_custom0A.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0B.pac" disc="/stage/melee/STGCUSTOM0B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0B.rel" disc="/module/st_custom0B.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0C.pac" disc="/stage/melee/STGCUSTOM0C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0C.rel" disc="/module/st_custom0C.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0D.pac" disc="/stage/melee/STGCUSTOM0D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0D.rel" disc="/module/st_custom0D.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0E.pac" disc="/stage/melee/STGCUSTOM0E.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0E.rel" disc="/module/st_custom0E.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0F.pac" disc="/stage/melee/STGCUSTOM0F.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0F.rel" disc="/module/st_custom0F.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM10.pac" disc="/stage/melee/STGCUSTOM10.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom10.rel" disc="/module/st_custom10.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM11.pac" disc="/stage/melee/STGCUSTOM11.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom11.rel" disc="/module/st_custom11.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM12.pac" disc="/stage/melee/STGCUSTOM12.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom12.rel" disc="/module/st_custom12.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM13.pac" disc="/stage/melee/STGCUSTOM13.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom13.rel" disc="/module/st_custom13.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM14.pac" disc="/stage/melee/STGCUSTOM14.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom14.rel" disc="/module/st_custom14.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM15.pac" disc="/stage/melee/STGCUSTOM15.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom15.rel" disc="/module/st_custom15.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM16.pac" disc="/stage/melee/STGCUSTOM16.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom16.rel" disc="/module/st_custom16.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM17.pac" disc="/stage/melee/STGCUSTOM17.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom17.rel" disc="/module/st_custom17.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM18.pac" disc="/stage/melee/STGCUSTOM18.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom18.rel" disc="/module/st_custom18.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM19.pac" disc="/stage/melee/STGCUSTOM19.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom19.rel" disc="/module/st_custom19.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1A.pac" disc="/stage/melee/STGCUSTOM1A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1A.rel" disc="/module/st_custom1A.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1B.pac" disc="/stage/melee/STGCUSTOM1B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1B.rel" disc="/module/st_custom1B.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1C.pac" disc="/stage/melee/STGCUSTOM1C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1C.rel" disc="/module/st_custom1C.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1D.pac" disc="/stage/melee/STGCUSTOM1D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1D.rel" disc="/module/st_custom1D.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1E.pac" disc="/stage/melee/STGCUSTOM1E.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1E.rel" disc="/module/st_custom1E.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1F.pac" disc="/stage/melee/STGCUSTOM1F.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1F.rel" disc="/module/st_custom1F.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM20.pac" disc="/stage/melee/STGCUSTOM20.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom20.rel" disc="/module/st_custom20.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM21.pac" disc="/stage/melee/STGCUSTOM21.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom21.rel" disc="/module/st_custom21.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM22.pac" disc="/stage/melee/STGCUSTOM22.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom22.rel" disc="/module/st_custom22.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM23.pac" disc="/stage/melee/STGCUSTOM23.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom23.rel" disc="/module/st_custom23.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM24.pac" disc="/stage/melee/STGCUSTOM24.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom24.rel" disc="/module/st_custom24.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM25.pac" disc="/stage/melee/STGCUSTOM25.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom25.rel" disc="/module/st_custom25.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/bx_fighter.rel" disc="/module/bx_fighter.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/ft_*****.rel" disc="/module/ft_*****.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****.pac" disc="/fighter/Fit*****.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Entry.pac" disc="/fighter/Fit*****Entry.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Result.pac" disc="/fighter/Fit*****Result.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Final.pac" disc="/fighter/Fit*****Final.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Spy.pac" disc="/fighter/Fit*****Spy.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Spy.pcs" disc="/fighter/Fit*****Spy.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****00.pac" disc="/fighter/Fit*****00.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****00.pcs" disc="/fighter/Fit*****00.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****01.pac" disc="/fighter/Fit*****01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****01.pcs" disc="/fighter/Fit*****01.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****02.pac" disc="/fighter/Fit*****02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****02.pcs" disc="/fighter/Fit*****02.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****03.pac" disc="/fighter/Fit*****03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****03.pcs" disc="/fighter/Fit*****03.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****04.pac" disc="/fighter/Fit*****04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****04.pcs" disc="/fighter/Fit*****04.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****05.pac" disc="/fighter/Fit*****05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****05.pcs" disc="/fighter/Fit*****05.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****06.pac" disc="/fighter/Fit*****06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****06.pcs" disc="/fighter/Fit*****06.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****MotionEtc.pac" disc="/fighter/Fit*****MotionEtc.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/ft_**********.rel" disc="/module/ft_**********.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Entry.pac" disc="/fighter/Fit**********Entry.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Result.pac" disc="/fighter/Fit**********Result.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Final.pac" disc="/fighter/Fit**********Final.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Spy.pac" disc="/fighter/Fit**********Spy.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Spy.pcs" disc="/fighter/Fit**********Spy.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********00.pac" disc="/fighter/Fit**********00.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********00.pcs" disc="/fighter/Fit**********00.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********01.pac" disc="/fighter/Fit**********01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********01.pcs" disc="/fighter/Fit**********01.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********02.pac" disc="/fighter/Fit**********02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********02.pcs" disc="/fighter/Fit**********02.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********03.pac" disc="/fighter/Fit**********03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********03.pcs" disc="/fighter/Fit**********03.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********04.pac" disc="/fighter/Fit**********04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********04.pcs" disc="/fighter/Fit**********04.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********05.pac" disc="/fighter/Fit**********05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********05.pcs" disc="/fighter/Fit**********05.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********06.pac" disc="/fighter/Fit**********06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********06.pcs" disc="/fighter/Fit**********06.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********MotionEtc.pac" disc="/fighter/Fit**********MotionEtc.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig/Cosmetic3F.dat" disc="/BrawlEx/CosmeticConfig/Cosmetic3F.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig/Cosmetic40.dat" disc="/BrawlEx/CosmeticConfig/Cosmetic40.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig/CSSSlot3F.dat" disc="/BrawlEx/CSSSlotConfig/CSSSlot3F.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig/CSSSlot40.dat" disc="/BrawlEx/CSSSlotConfig/CSSSlot40.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig/Fighter3F.dat" disc="/BrawlEx/FighterConfig/Fighter3F.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig/Fighter40.dat" disc="/BrawlEx/FighterConfig/Fighter40.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig/Slot3F.dat" disc="/BrawlEx/SlotConfig/Slot3F.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig/Slot40.dat" disc="/BrawlEx/SlotConfig/Slot40.dat" create= "true"/>
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>

<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>
This should bring you much closer to your goal. Good luck.

I cannot use Riivo on account of my lens failing me so if this doesn't work, then I cannot help you further. Sorry!


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 07, 2014, 08:41:28 PM
I made this as a sample of what I THINK the XML Should look like shamlessly using Beyond's Riivo for Gecko users XML. Since I don't know what chars you have there, ***** = ExCharacter1 and ********** = ExCharacter2.

Remember that you have to use the original pf directory for this.

Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="BeyondYous Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Brawl w/ Codes">
<patch id="brawl" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="4">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="brawl">
<memory valuefile="/private/wii/app/RSBE/pf/RSBE01.gct" offset="0x00570000" />
<folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/info" disc="/info/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/info2" disc="/info2/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/menu" disc="/menu/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/menu2" disc="/menu2/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/module" disc="/module/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/stage" disc="/stage/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/sound/strm" disc="/sound/strm/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/sound" disc="/sound" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/movies" disc="/movie/" recursive="true" resize="true" />
<folder external="/private/wii/app/RSBE/pf/BrawlEx" disc="/BrawlEx" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig" disc="/BrawlEx/CosmeticConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig" disc="/BrawlEx/CSSSlotConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig" disc="/BrawlEx/FighterConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig" disc="/BrawlEx/SlotConfig" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/fighter/*****" disc="/fighter/*****" create= "true"/>
<folder external="/private/wii/app/RSBE/pf/fighter/**********" disc="/fighter/**********" create= "true"/>
<file external="/private/wii/app/RSBE/pf/BrawlEx/CSSRoster.dat" disc="/BrawlEx/CSSRoster.dat" create= "true"/>
<file external="/private/wii/app/RSBE/pf/sound/smashbros_sound.brsar" disc="/sound/smashbros_sound.brsar" />
     <file external="/private/wii/app/RSBE/pfmenu2/mu_menumain.pac" disc="/menu2/mu_menumain_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/info2/info.pac" disc="/info2/info_en.pac"/>
     <file external="/private/wii/app/RSBE/pfmenu2/sc_title.pac" disc="/menu2/sc_title_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/system/common4.pac" disc="/system/common4_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/system/common5.pac" disc="/system/common5_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/fighter/captain/FitCaptain01.pcs" disc="/fighter/captain/FitCaptain01_en.pcs"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGDXPSTADIUM.pac" disc="/stage/melee/STGDXPSTADIUM_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGGW.pac" disc="/stage/melee/STGGW_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGHOMERUN.pac" disc="/stage/melee/STGHOMERUN_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGMADEIN.pac" disc="/stage/melee/STGMADEIN_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK.pac" disc="/stage/melee/STGNEWPORK_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGPICTCHAT.pac" disc="/stage/melee/STGPICTCHAT_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGRESULT.pac" disc="/stage/melee/STGRESULT_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGSTADIUM.pac" disc="/stage/melee/STGSTADIUM_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_00.pac" disc="/stage/melee/STGVILLAGE_00_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_01.pac" disc="/stage/melee/STGVILLAGE_01_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_02.pac" disc="/stage/melee/STGVILLAGE_02_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_03.pac" disc="/stage/melee/STGVILLAGE_03_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGVILLAGE_04.pac" disc="/stage/melee/STGVILLAGE_04_en.pac"/>
     <file external="/private/wii/app/RSBE/pf/stage/melee/STGDXONETT.pac" disc="/stage/melee/STGDXONETT_en.pac"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_A.pac" disc="/stage/melee/STGFINAL_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_B.pac" disc="/stage/melee/STGFINAL_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_C.pac" disc="/stage/melee/STGFINAL_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGFINAL_D.pac" disc="/stage/melee/STGFINAL_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_A.pac" disc="/stage/melee/STGBATTLEFIELD_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_B.pac" disc="/stage/melee/STGBATTLEFIELD_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_C.pac" disc="/stage/melee/STGBATTLEFIELD_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGBATTLEFIELD_D.pac" disc="/stage/melee/STGBATTLEFIELD_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_A.pac" disc="/stage/melee/STGNEWPORK_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_B.pac" disc="/stage/melee/STGNEWPORK_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_C.pac" disc="/stage/melee/STGNEWPORK_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGNEWPORK_D.pac" disc="/stage/melee/STGNEWPORK_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_A.pac" disc="/stage/melee/STGJUNGLE_A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_B.pac" disc="/stage/melee/STGJUNGLE_B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_C.pac" disc="/stage/melee/STGJUNGLE_C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGJUNGLE_D.pac" disc="/stage/melee/STGJUNGLE_D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM01.pac" disc="/stage/melee/STGCUSTOM01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom01.rel" disc="/module/st_custom01.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM02.pac" disc="/stage/melee/STGCUSTOM02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom02.rel" disc="/module/st_custom02.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM03.pac" disc="/stage/melee/STGCUSTOM03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom03.rel" disc="/module/st_custom03.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM04.pac" disc="/stage/melee/STGCUSTOM04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom04.rel" disc="/module/st_custom04.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM05.pac" disc="/stage/melee/STGCUSTOM05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom05.rel" disc="/module/st_custom05.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM06.pac" disc="/stage/melee/STGCUSTOM06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom06.rel" disc="/module/st_custom06.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM07.pac" disc="/stage/melee/STGCUSTOM07.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom07.rel" disc="/module/st_custom07.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM08.pac" disc="/stage/melee/STGCUSTOM08.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom08.rel" disc="/module/st_custom08.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM09.pac" disc="/stage/melee/STGCUSTOM09.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom09.rel" disc="/module/st_custom09.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0A.pac" disc="/stage/melee/STGCUSTOM0A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0A.rel" disc="/module/st_custom0A.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0B.pac" disc="/stage/melee/STGCUSTOM0B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0B.rel" disc="/module/st_custom0B.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0C.pac" disc="/stage/melee/STGCUSTOM0C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0C.rel" disc="/module/st_custom0C.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0D.pac" disc="/stage/melee/STGCUSTOM0D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0D.rel" disc="/module/st_custom0D.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0E.pac" disc="/stage/melee/STGCUSTOM0E.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0E.rel" disc="/module/st_custom0E.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM0F.pac" disc="/stage/melee/STGCUSTOM0F.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom0F.rel" disc="/module/st_custom0F.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM10.pac" disc="/stage/melee/STGCUSTOM10.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom10.rel" disc="/module/st_custom10.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM11.pac" disc="/stage/melee/STGCUSTOM11.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom11.rel" disc="/module/st_custom11.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM12.pac" disc="/stage/melee/STGCUSTOM12.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom12.rel" disc="/module/st_custom12.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM13.pac" disc="/stage/melee/STGCUSTOM13.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom13.rel" disc="/module/st_custom13.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM14.pac" disc="/stage/melee/STGCUSTOM14.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom14.rel" disc="/module/st_custom14.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM15.pac" disc="/stage/melee/STGCUSTOM15.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom15.rel" disc="/module/st_custom15.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM16.pac" disc="/stage/melee/STGCUSTOM16.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom16.rel" disc="/module/st_custom16.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM17.pac" disc="/stage/melee/STGCUSTOM17.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom17.rel" disc="/module/st_custom17.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM18.pac" disc="/stage/melee/STGCUSTOM18.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom18.rel" disc="/module/st_custom18.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM19.pac" disc="/stage/melee/STGCUSTOM19.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom19.rel" disc="/module/st_custom19.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1A.pac" disc="/stage/melee/STGCUSTOM1A.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1A.rel" disc="/module/st_custom1A.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1B.pac" disc="/stage/melee/STGCUSTOM1B.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1B.rel" disc="/module/st_custom1B.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1C.pac" disc="/stage/melee/STGCUSTOM1C.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1C.rel" disc="/module/st_custom1C.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1D.pac" disc="/stage/melee/STGCUSTOM1D.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1D.rel" disc="/module/st_custom1D.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1E.pac" disc="/stage/melee/STGCUSTOM1E.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1E.rel" disc="/module/st_custom1E.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM1F.pac" disc="/stage/melee/STGCUSTOM1F.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom1F.rel" disc="/module/st_custom1F.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM20.pac" disc="/stage/melee/STGCUSTOM20.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom20.rel" disc="/module/st_custom20.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM21.pac" disc="/stage/melee/STGCUSTOM21.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom21.rel" disc="/module/st_custom21.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM22.pac" disc="/stage/melee/STGCUSTOM22.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom22.rel" disc="/module/st_custom22.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM23.pac" disc="/stage/melee/STGCUSTOM23.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom23.rel" disc="/module/st_custom23.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM24.pac" disc="/stage/melee/STGCUSTOM24.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom24.rel" disc="/module/st_custom24.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/stage/melee/STGCUSTOM25.pac" disc="/stage/melee/STGCUSTOM25.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/st_custom25.rel" disc="/module/st_custom25.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/bx_fighter.rel" disc="/module/bx_fighter.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/ft_*****.rel" disc="/module/ft_*****.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****.pac" disc="/fighter/Fit*****.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Entry.pac" disc="/fighter/Fit*****Entry.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Result.pac" disc="/fighter/Fit*****Result.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Final.pac" disc="/fighter/Fit*****Final.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Spy.pac" disc="/fighter/Fit*****Spy.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****Spy.pcs" disc="/fighter/Fit*****Spy.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****00.pac" disc="/fighter/Fit*****00.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****00.pcs" disc="/fighter/Fit*****00.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****01.pac" disc="/fighter/Fit*****01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****01.pcs" disc="/fighter/Fit*****01.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****02.pac" disc="/fighter/Fit*****02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****02.pcs" disc="/fighter/Fit*****02.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****03.pac" disc="/fighter/Fit*****03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****03.pcs" disc="/fighter/Fit*****03.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****04.pac" disc="/fighter/Fit*****04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****04.pcs" disc="/fighter/Fit*****04.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****05.pac" disc="/fighter/Fit*****05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****05.pcs" disc="/fighter/Fit*****05.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****06.pac" disc="/fighter/Fit*****06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****06.pcs" disc="/fighter/Fit*****06.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit*****MotionEtc.pac" disc="/fighter/Fit*****MotionEtc.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/module/ft_**********.rel" disc="/module/ft_**********.rel" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Entry.pac" disc="/fighter/Fit**********Entry.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Result.pac" disc="/fighter/Fit**********Result.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Final.pac" disc="/fighter/Fit**********Final.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Spy.pac" disc="/fighter/Fit**********Spy.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********Spy.pcs" disc="/fighter/Fit**********Spy.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********00.pac" disc="/fighter/Fit**********00.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********00.pcs" disc="/fighter/Fit**********00.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********01.pac" disc="/fighter/Fit**********01.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********01.pcs" disc="/fighter/Fit**********01.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********02.pac" disc="/fighter/Fit**********02.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********02.pcs" disc="/fighter/Fit**********02.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********03.pac" disc="/fighter/Fit**********03.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********03.pcs" disc="/fighter/Fit**********03.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********04.pac" disc="/fighter/Fit**********04.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********04.pcs" disc="/fighter/Fit**********04.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********05.pac" disc="/fighter/Fit**********05.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********05.pcs" disc="/fighter/Fit**********05.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********06.pac" disc="/fighter/Fit**********06.pac" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********06.pcs" disc="/fighter/Fit**********06.pcs" create= "true"/>
<file external="/private/wii/app/RSBE/pf/fighter/Fit**********MotionEtc.pac" disc="/fighter/Fit**********MotionEtc.pac" create= "true"/>
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>

<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>
This should bring you much closer to your goal. Good luck.

I cannot use Riivo on account of my lens failing me so if this doesn't work, then I cannot help you further. Sorry!

it didn't work, thanks for the help though.

Well now, since i won't be using riivo, can anyone get me some help on loading brawlex through project m launcher(I'm using a flash drive but am still able to load P:M, BrawlEX is on my backup flash drive)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 07, 2014, 09:20:24 PM
it didn't work, thanks for the help though.

Well now, since i won't be using riivo, can anyone get me some help on loading brawlex through project m launcher(I'm using a flash drive but am still able to load P:M, BrawlEX is on my backup flash drive)
whoa
must have been tedious to rename all the fitbrawlexcharacter files that eternal yoshi gave u
as for the project m launcher
there are a lot of tips and help in the sdhc thread


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 07, 2014, 09:51:12 PM
got my module editor working and put scott p in, but it crashed when the battle ended :P i'm putting in the "result.pac" for him and stuff... if this works, this'll be my first character i imported without a pack into brawl! :D


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 07, 2014, 09:58:07 PM
whoa
must have been tedious to rename all the fitbrawlexcharacter files that eternal yoshi gave u
as for the project m launcher
there are a lot of tips and help in the sdhc thread

Yeah it was.

And all i see in the topic is stuff about sdhc(Of course) I don't see any one mentioning how to get it working for a flash drive
I use all my hacks with flash drives, even P:M 3.02, thx to the p:m xml.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 07, 2014, 10:00:07 PM
Yeah it was.

And all i see in the topic is stuff about sdhc(Of course) I don't see any one mentioning how to get it working for a flash drive
I use all my hacks with flash drives, even P:M 3.02, thx to the p:m xml.
Bulk Rename Utility. <4 Best program ever.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 07, 2014, 11:01:32 PM
got my module editor working and put scott p in, but it crashed when the battle ended :P i'm putting in the "result.pac" for him and stuff... if this works, this'll be my first character i imported without a pack into brawl! :D
My first successful character addition was Scott Pilgrim, actually.

After that, it was the Wisp PSA over Jigglypuff. I have a Lloyd PSA for a Wolf slot, but I'm missing some files, so I can't do anything with it right now.


Title: Re: The BrawlEx Clone Engine
Post by: shock44 on March 07, 2014, 11:51:02 PM
Hey Nebulon, I'm not sure what you mean at the end of your signature: "*Help Needed* I had a voice actor make anno" What does anno mean? I can help find a voice actor for you maybe, I know some people. It depends on the voice though.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 08, 2014, 12:26:40 AM
Bulk Rename Utility. <4 Best program ever.

My Mass renamer from my tool? was a pain in the arse to make. (now that i know more about c# i could probably go back and make it a million times cleaner, but i'm more focused on the other functions at the moment)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 08, 2014, 12:41:47 AM
Hey Nebulon, I'm not sure what you mean at the end of your signature: "*Help Needed* I had a voice actor make anno" What does anno mean? I can help find a voice actor for you maybe, I know some people. It depends on the voice though.

Oh oops. I just needed someone to put in my announcer calls since sawnds just doesn't like to work on my computer. I've got someone on it however. I already had a voice actor do the announcer calls :) just a matter of putting them in.

I do 't need too much more help. Some teplacement CSPs here and there, but that's it. I'm working on some things in the pack right now myself. At the same time you are always welcome to pm me with suggestions or things to contribute if you'd like. :)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 08, 2014, 02:34:22 AM
power marshal your problem is your sdhc code isnt working so the easiest way to fix it is to buy a 2gb SD card or try to update your wii system to the latest menu , mine is like on 4.3e it doesnt affect the homebrew channel at all


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 08, 2014, 04:18:49 AM
A Toon Link BrawlEx module would be freaking awesome, he has some excellent PSAs. Hope we get it soon.
This. I've always wanted to try out Skull Kid but I've never wanted to replace Toon Link cause he's one of my favorite characters to use.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 08, 2014, 06:44:10 AM
power marshal your problem is your sdhc code isnt working so the easiest way to fix it is to buy a 2gb SD card or try to update your wii system to the latest menu , mine is like on 4.3e it doesnt affect the homebrew channel at all
As I feared, though I hope a 2GB SD card will suffice for all data that I put into it. Now, before I do that, I want to make sure I have my PF Folder setup for the planned action I take. Is everything as good as it needs to be?
MY PF FOLDER (https://www.dropbox.com/sh/mmmgxy6oire3vtt/JCqC5xN17J)

All it has is a Lucas Clone, and its name is Tails, like I followed in Sammi's tutorial. However, It does not contain the Tails model or texture; it's just another Lucas. I just want to know if it shows up in the game's CSS at all. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 08, 2014, 07:14:01 AM
As I feared, though I hope a 2GB SD card will suffice for all data that I put into it. Now, before I do that, I want to make sure I have my PF Folder set up for the planned action I take. Is everything as good as it needs to be?
MY PF FOLDER (https://www.dropbox.com/sh/mmmgxy6oire3vtt/JCqC5xN17J)

All it has is a Lucas Clone, and its name is Tails, like I followed in Sammi's tutorial. However, It does not contain the Tails model or texture; it's just another Lucas. I just want to know if it shows up in the game's CSS at all. Thanks.
Yep, everything seems to be set up OK!


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 08, 2014, 07:56:26 AM
Unless, I do update to 4.0 or 4.1. If I do that, will I have SDHC Support, and won't have to buy a 2GB SD Card? They're pretty scarce tbh lol


If so, man, I've had 3.2U for the longest time. It's... It's like a friend, and I'd have to... to.... say goodbye and, and, and--
BUT YEAH, it'd be okay. Haha.... ha.... ha...haha......sigh..


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 08, 2014, 08:41:16 AM
I got 37 characters workin, but here's some freezes. i've doublechecked all the files and idk why these dont work, some of you might no sobme obvious reason or something.
 
lightning (final fantasy)-pikachu-soft freeze at stage selection (she's got the standard fit-pac, a couple of costumes and an animation file. I added the rest of pikachu's files to her directory)
sora(Kingdom hearts)-MARTH- Crash when selecting the stage
dante (DMC)-ike-instant crash when selecting

all the module files are up to date, with the correct character and hex


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 08, 2014, 08:42:50 AM
I got 37 characters workin, but here's some freezes. i've doublechecked all the files and idk why these dont work, some of you might no sobme obvious reason or something.
 
lightning (final fantasy)-pikachu-soft freeze at stage selection (she's got the standard fit-pac, a couple of costumes and an animation file. I added the rest of pikachu's files to her directory)
sora(Kingdom hearts)-MARTH- Crash when selecting the stage
dante (DMC)-ike-instant crash when selecting

all the module files are up to date, with the correct character and hex

Did you do anything with the cosmetic files yet?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 08, 2014, 08:44:59 AM
I got 37 characters workin, but here's some freezes. i've doublechecked all the files and idk why these dont work, some of you might no sobme obvious reason or something.
 
lightning (final fantasy)-pikachu-soft freeze at stage selection (she's got the standard fit-pac, a couple of costumes and an animation file. I added the rest of pikachu's files to her directory)
sora(Kingdom hearts)-MARTH- Crash when selecting the stage
dante (DMC)-ike-instant crash when selecting

all the module files are up to date, with the correct character and hex

58 is currently unusable. In case you hadn't heard.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 08, 2014, 10:29:35 AM
Can anyone confirm that the SDHC expansion works fine with USB Loader GX (without the P:M Launcher)? I don't want to buy an SDHC and in the end it fails to work >.<


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 08, 2014, 10:43:46 AM
Can anyone confirm that the SDHC expansion works fine with USB Loader GX (without the P:M Launcher)? I don't want to buy an SDHC and in the end it fails to work >.<
i use sdhc code on usb loader gx and it works perfect


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 08, 2014, 10:44:37 AM
Can someone help me on this?

I'm trying to use the P:M launcher to launch BrawlEx, i moved project m's pf folder onto my desktop and put my pf folder(BrawlEx) into the project m folder. Now when i go into the P:M launcher and click play, after a minute i am warped back to the wii menu. Any help(I'm using a 4gb flash drive. I've ran P:M off of it before)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 08, 2014, 10:49:43 AM
My Mass renamer from my tool? was a pain in the arse to make. (now that i know more about c# i could probably go back and make it a million times cleaner, but i'm more focused on the other functions at the moment)
Noooo. There is a 3rd party program called Bulk Rename Utility. It is more than enough to rename my clones.

Post Merge: March 08, 2014, 10:52:34 AM
Oh oops. I just needed someone to put in my announcer calls since sawnds just doesn't like to work on my computer. I've got someone on it however. I already had a voice actor do the announcer calls :) just a matter of putting them in.

I do 't need too much more help. Some teplacement CSPs here and there, but that's it. I'm working on some things in the pack right now myself. At the same time you are always welcome to pm me with suggestions or things to contribute if you'd like. :)
I do custom CSP poses if you're interested.

Post Merge: March 08, 2014, 10:55:05 AM
Unless, I do update to 4.0 or 4.1. If I do that, will I have SDHC Support, and won't have to buy a 2GB SD Card? They're pretty scarce tbh lol


If so, man, I've had 3.2U for the longest time. It's... It's like a friend, and I'd have to... to.... say goodbye and, and, and--
BUT YEAH, it'd be okay. Haha.... ha.... ha...haha......sigh..
As for you, I've had v4.3U for the longest time. I don't see the advantage of using an earlier version.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 08, 2014, 11:02:07 AM
i have a problem when i want to add clone 4E and edit the css roster he didnt show up does anybody know why?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 08, 2014, 11:03:22 AM
i have a problem when i want to add clone 4E and edit the css roster he didnt show up does anybody know why?
Did you remember to add 1 to the CSS count?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 08, 2014, 11:14:31 AM
Did you remember to add 1 to the CSS count?
yes i did it and it wont show up


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 08, 2014, 11:22:19 AM
Noooo. There is a 3rd party program called Bulk Rename Utility. It is more than enough to rename my clones.

ohhhhhh okay. Thought you were referin to mine, since mine renames all the files, but keeps the ending name (dark, spy, 00 01 etc etc)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 08, 2014, 11:28:20 AM
ohhhhhh okay. Thought you were referin to mine, since mine renames all the files, but keeps the ending name (dark, spy, 00 01 etc etc)
Mine provides more functionality to meet my standards. But it's all a matter of personal preference.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 08, 2014, 11:41:25 AM
i have a problem when i want to add clone 4E and edit the css roster he didnt show up does anybody know why?

just doublecheck that your CSSroster.has the fighter 4e maybe you didnt save?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 08, 2014, 11:43:11 AM
hey, the guy in this thread: http://forums.kc-mm.com/index.php?topic=66503.0 (http://forums.kc-mm.com/index.php?topic=66503.0)
said that he was able to add floating to mewtwo in BrawlEx (he did not litterally said it, but he said he can add it and he is obviously using brawlEx to load the extra characters on his mod), but the mewtwo in his mod does not have it, reason.. balancing purposes, could be that true D:?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 08, 2014, 11:44:48 AM
Mine provides more functionality to meet my standards. But it's all a matter of personal preference.

I coded mine pretty terribly back then anyways lol. it's really just to ease the pain of renaming like 10 files during cloning xD


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 08, 2014, 02:37:17 PM
When I open my roster file with the BrawlEx Config Utility, I can see the data, but I can't change anything. Is it a bug of some sort? Or am I supposed to modify it through another means?


Title: Re: The BrawlEx Clone Engine
Post by: Chaos Phoenix on March 08, 2014, 03:21:53 PM
When I open my roster file with the BrawlEx Config Utility, I can see the data, but I can't change anything. Is it a bug of some sort? Or am I supposed to modify it through another means?
The CSS roster is basically an easier way to setup your character selection screen without the need for css codes to  my knowledge. You should be able to modify the id's to choose the order. So if you want mario in the first slot on the character selection screen you would type in 00 in the id because 00 is his id number or say you would want pit it would be 17. On the first page their are tutorials on how to make the extra character slots you can add to the character selection screen so that it actually chooses a new character rather than it freezing. (I think their are newer videos somewhere on that persons channel that might be better)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 08, 2014, 03:32:25 PM
When I open my roster file with the BrawlEx Config Utility, I can see the data, but I can't change anything. Is it a bug of some sort? Or am I supposed to modify it through another means?
just click on the ids till u are able to change em


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 08, 2014, 04:13:20 PM
just click on the ids till u are able to change em

Everything looks gray'd out, meaning I can't click them. I am using the basic expanded roster, with one character added with sammi's tool.

Edit: I closed it and opened it again without closing the program and it worked just fine... strange...

Anyways, to modify the CSS can I still use the good old CSS Organizer?



Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 08, 2014, 05:21:42 PM
Everything looks gray'd out, meaning I can't click them. I am using the basic expanded roster, with one character added with sammi's tool.

Edit: I closed it and opened it again without closing the program and it worked just fine... strange...

Anyways, to modify the CSS can I still use the good old CSS Organizer?


No, as the CSS Organizer modifies the CSS code, not the CSSRoster.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 08, 2014, 05:34:16 PM
Oh, hey Don Jon BravoEX, how is the alternate sound back engine code going? I remember you saying you working on an update in the tutorial to give EX characters sounds.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 08, 2014, 05:52:00 PM
No, as the CSS Organizer modifies the CSS code, not the CSSRoster.


Actually, you're mistaken... The CSS Organizer modifies the bone animations within the sc_selcharacter PAC file, allowing for a custom positioning of the icons, and that's why I've been wondering that...

Here's an example of what you can do with the CSS organizer (including changing the order of the roster, even if in this case I used Sputnik's code):

(http://i.imgur.com/YX1BkQz.jpg) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33850)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 08, 2014, 06:52:43 PM
Hey I just had an amazing idea on the transforming modules/psas. could it be possible to have a Link clone like Majora's Mask Young Link being able to transform into another Link Clone, but as Fierce Deity Link?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 08, 2014, 08:26:03 PM
Oh, hey Don Jon BravoEX, how is the alternate sound back engine code going? I remember you saying you working on an update in the tutorial to give EX characters sounds.
ive been busy partying hard since im on vacation
but ill get to it when i can


Post Merge: March 08, 2014, 08:27:52 PM


Anyways, to modify the CSS can I still use the good old CSS Organizer?[/color]



yes



Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 08, 2014, 09:04:18 PM
Exception! Exception!! EXCEPTION!!!!

Code:
<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="private/wii/app/RSBE/pf/BrawlEX" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CosmeticConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CSSSlotConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig" recursive="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/info" disc="/info/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/info2" disc="/info2/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/menu" disc="/menu/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/menu2" disc="/menu2/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/module" disc="/module/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/stage" disc="/stage/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/sound/strm" disc="/sound/strm/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/sound" disc="/sound" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/movies" disc="/movie/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx" disc="/BrawlEx" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig" disc="/BrawlEx/CosmeticConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig" disc="/BrawlEx/CSSSlotConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig" disc="/BrawlEx/FighterConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig" disc="/BrawlEx/SlotConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter/Lucina" disc="/fighter/Lucina" create="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter/Naruto" disc="/fighter/Naruto" create="true" />
    <file external="/private/wii/app/RSBE/pf/BrawlEx/CSSRoster.dat" disc="/BrawlEx/CSSRoster.dat" create="true" />
    <file external="/private/wii/app/RSBE/pf/sound/smashbros_sound.brsar" disc="/sound/smashbros_sound.brsar" />
    <file external="/private/wii/app/RSBE/pfmenu2/mu_menumain.pac" disc="/menu2/mu_menumain_en.pac" />
    <file external="/private/wii/app/RSBE/pf/info2/info.pac" disc="/info2/info_en.pac" />
    <file external="/private/wii/app/RSBE/pfmenu2/sc_title.pac" disc="/menu2/sc_title_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common4.pac" disc="/system/common4_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common5.pac" disc="/system/common5_en.pac" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/fighter/Lucina" recursive="true" />
    <file external="private/wii/app/RSBE/pf/fighter/Naruto" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSRoster.dat" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX" disc="/" />
    <folder external="private/wii/app/RSBE/pf/module" disc="/module/" create="true" />
    <folder external="private/wii/app/RSBE/pf/fighter" disc="/fighter/" create="true" />
    <folder external="private/wii/app/RSBE/pf/system" disc="/system/" create="true" />
    <file external="private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3.pac" create="true" />
    <file external="private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2.pac" create="true" />
    <file external="private/wii/app/RSBE/pf/module/ft_naruto.rel" disc="/" create="true" />
    <file external="private/wii/app/RSBE/pf/module/ft_lucina" disc="/" create="true" />
    <file external="private/wii/app/RSBE/pf/module/bx_fighter" disc="/" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina.pac" disc="/fighter/Fit*****.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaEntry.pac" disc="/fighter/FitLucinaEntry.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucinaResult.pac" disc="/fighter/FitLucinaResult.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaFinal.pac" disc="/fighter/FitLucinaFinal.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaSpy.pac" disc="/fighter/FitLucinaSpy.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucinaSpy.pcs" disc="/fighter/FitLucinaSpy.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina00.pac" disc="/fighter/FitLucina00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina00.pcs" disc="/fighter/FitLucina00.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina01.pac" disc="/fighter/FitLucina01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina01.pcs" disc="/fighter/FitLucina01.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina02.pac" disc="/fighter/FitLucina02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina02.pcs" disc="/fighter/FitLucina02.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina03.pac" disc="/fighter/FitLucina03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina03.pcs" disc="/fighter/FitLucina03.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina04.pac" disc="/fighter/FitLucina04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucina04.pcs" disc="/fighter/FitLucina04.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina05.pac" disc="/fighter/FitLucina05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina05.pcs" disc="/fighter/FitLucina05.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina06.pac" disc="/fighter/FitLucina06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina06.pcs" disc="/fighter/FitLucina06.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaMotionEtc.pac" disc="/fighter/Fit*****MotionEtc.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoEntry.pac" disc="/fighter/FitNarutoEntry.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoResult.pac" disc="/fighter/FitNarutoResult.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitNarutoFinal.pac" disc="/fighter/FitNarutoFinal.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoSpy.pac" disc="/fighter/FitNarutoSpy.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoSpy.pcs" disc="/fighter/FitNarutoSpy.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto00.pac" disc="/fighter/FitNaruto00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto00.pcs" disc="/fighter/FitNaruto00.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto01.pac" disc="/fighter/FitNaruto01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto01.pcs" disc="/fighter/FitNaruto01.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto02.pac" disc="/fighter/FitNaruto02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto02.pcs" disc="/fighter/FitNaruto02.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto03.pac" disc="/fighter/FitNaruto03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto03.pcs" disc="/fighter/FitNaruto03.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto04.pac" disc="/fighter/FitNaruto04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitNaruto04.pcs" disc="/fighter/FitNaruto04.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto05.pac" disc="/fighter/FitNaruto05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto05.pcs" disc="/fighter/FitNaruto05.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto06.pac" disc="/fighter/FitNaruto06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto06.pcs" disc="/fighter/FitNaruto06.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitNarutoMotionEtc.pac" disc="/fighter/FitNarutoMotionEtc.pac" create="true" />
  </patch>
</wiidisc>

I think i'll just give up with using BrawlEx with riivo, and since its my only way of using Brawl Hacks(Until Gecko is recompiled, since i don't know how to do it myself), i have to give up on BrawlEx completely for now.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 08, 2014, 09:22:58 PM
You should put that in the "code" tag.
Code:
like this
It'll scroll.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 08, 2014, 09:25:18 PM
Actually, you're mistaken... The CSS Organizer modifies the bone animations within the sc_selcharacter PAC file, allowing for a custom positioning of the icons, and that's why I've been wondering that...
CSS Organizer gave me a negative index error when i tried opening my sc_selcharacter, if that's of any use.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 08, 2014, 09:54:06 PM
I think i'll just give up with using BrawlEx with riivo, and since its my only way of using Brawl Hacks(Until Gecko is recompiled, since i don't know how to do it myself), i have to give up on BrawlEx completely for now.

C'mon man. Gecko OS is the easiest hack loader to use.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 08, 2014, 09:59:24 PM
C'mon man. Gecko OS is the easiest hack loader to use.

I know but i have those new wiimotes(Not compatible with Gecko) and my friend won't let me borrow his wiimote. I also have the new wii so no gamecube ports.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 08, 2014, 10:03:45 PM
My first time using BrawlEx and when I got to the CSS, there were no icons. Can someone help?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 08, 2014, 10:05:41 PM
My first time using BrawlEx and when I got to the CSS, there were no icons. Can someone help?


If no icons show up, it means that CSSRoster.dat wasn't read. Make sure you don't have any CSS related codes in your GCT and that you have CSSRoster.dat in the BrawlEx directory


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 08, 2014, 10:09:34 PM
If no icons show up, it means that CSSRoster.dat wasn't read. Make sure you don't have any CSS related codes in your GCT and that you have CSSRoster.dat in the BrawlEx directory

All I have in my GCT is the file patch code and Spunit262's Custom CSS Code. The CSSRoster.dat is in the BrawlEx directory.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 08, 2014, 10:10:53 PM
All I have in my GCT is the file patch code and Spunit262's Custom CSS Code. The CSSRoster.dat is in the BrawlEx directory.

The Custom CSS Code needs to go. The CSSRoster.dat file replaces it.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 08, 2014, 10:16:08 PM
The Custom CSS Code needs to go. The CSSRoster.dat file replaces it.

That worked, but the clone isn't there and it freezes when I scroll over Lucas.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 08, 2014, 10:19:25 PM
That worked, but the clone isn't there and it freezes when I scroll over Lucas.

Did you edit CSSRoster to add the clone using the Config Utility?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 08, 2014, 10:19:53 PM
Did you edit CSSRoster to add the clone using the Config Utility?

Yes I did.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 08, 2014, 10:26:39 PM
Can I get like... a small lil' tut on how to add announcer calls?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 08, 2014, 10:39:48 PM
Can I get like... a small lil' tut on how to add announcer calls?
http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041 (http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041)
Although I would like something more elaborate and explain, if possible, and easy way to find the sound that wants to be replaced.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 08, 2014, 10:46:11 PM
[url]http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041[/url] ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041[/url])
Although I would like something more elaborate and explain, if possible, and easy way to find the sound that wants to be replaced.

I think I get the main idea, find a sound file that won't be used. Replace it with the announcer call, convert the infoindex number into hex, then put it in your cosmetic config.
I think...
 

Post Merge: March 08, 2014, 10:59:28 PM
Wait, what file is ShinF using on that example?

Post Merge: March 08, 2014, 11:15:54 PM
Nevermind, I got sounds working! That was easier than expected.

Post Merge: March 08, 2014, 11:30:33 PM
Only problem is, it doesn't seem like smashbros_sound isn't loading from the SD, so I have to replace the sound file in the iso :\


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 08, 2014, 11:49:49 PM
u mean the specific sawnd file?
or the whole smashbros brsar?
are u using IE's sound code?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 12:01:40 AM
Only File Patch code.
Now the game crashes whenever sound starts xD So I'm just regetting the sawd file, I probably went over the file size limit.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 09, 2014, 12:19:20 AM
Is your sound in stereo? I've had that happened when it freezes when I accidentally put that sound in stereo. If so, it's gotta be mono.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 09, 2014, 01:31:32 AM
i dont need help anymore i forget to edit the sc_selcharacter with the css expension files :>.>palm:


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 09, 2014, 08:54:29 AM
I fixed my problem, but is it possible to get random back?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 09, 2014, 09:18:51 AM
I fixed my problem, but is it possible to get random back?
random has the id of 29 so you should add the 29 after the last characterr you added


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 10:51:50 AM
u mean the specific sawnd file?
or the whole smashbros brsar?
are u using IE's sound code?

How do you guys make that code work flawlessly?
I can't.
Whenever I include a sawnd file, many other SFX get messed up and sound either horrible, like a fart, or do not sound at all but freeze the game.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 09, 2014, 11:01:54 AM
How do you guys make that code work flawlessly?
I can't.
Whenever I include a sawnd file, many other SFX get messed up and sound either horrible, like a fart, or do not sound at all but freeze the game.
It's over filesize limit. Remember that most character-sounds have a sample rate of either 22050 of 32000. That makes a big difference in filesize.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 11:06:04 AM
It's over filesize limit. Remember that most character-sounds have a sample rate of either 22050 of 32000. That makes a big difference in filesize.

I'm talking about OTHER SFX in the game (not yet hacked).
The hacked ones work perfectly.
But others are messed up.

Ex: I want to have Shadow or Master Chief SFX. When I include the sawnd file, the Announcer SFX become messed up.
And I haven't hacked the Announcer SFX yet.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 09, 2014, 11:10:28 AM
I'm talking about OTHER SFX in the game (not yet hacked).
The hacked ones work perfectly.
But others are messed up.

Ex: I want to have Shadow or Master Chief SFX. When I include the sawnd file, the Announcer SFX become messed up.
And I haven't hacked the Announcer SFX yet.
It shouldn't modify other parts of the BRSAR unless the .sawnd is suppoded to modify that part. Are you naming them correctly? [ By Group ID, i.e. Mario's is 8 and Fox's is 17 ]


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 09, 2014, 11:12:20 AM
CSS Organizer gave me a negative index error when i tried opening my sc_selcharacter, if that's of any use.

I can confirm this. Now to figure out how to position it through the CHR0 animation...


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 09, 2014, 11:18:40 AM
Hey, I'm following the video tutorial link and it told me to go into BrawlEx -> ExModules and not all the characters show up. Only Ike, Kirby copy, Link, Lucario, Lucas, Mario, Marth, Peach, Pikachu, Pikmin, Pit, Snake, Sonic, and Wolf. I tried re-downloading the file and the same few characters popped up.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 11:20:24 AM
It shouldn't modify other parts of the BRSAR unless the .sawnd is suppoded to modify that part. Are you naming them correctly? [ By Group ID, i.e. Mario's is 8 and Fox's is 17 ]

Yes.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 09, 2014, 11:33:55 AM
Hey, I'm following the video tutorial link and it told me to go into BrawlEx -> ExModules and not all the characters show up. Only Ike, Kirby copy, Link, Lucario, Lucas, Mario, Marth, Peach, Pikachu, Pikmin, Pit, Snake, Sonic, and Wolf. I tried re-downloading the file and the same few characters popped up.

Only some characters have ExModules they are still being worked on.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 09, 2014, 11:37:11 AM
Only some characters have ExModules they are still being worked on.
So can I still clone other characters, or just these?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 09, 2014, 11:39:11 AM
So can I still clone other characters, or just these?

Just the ones in the download. There's also a Captain Falcon module in the thread somewhere, and some Ness PSAs will work with a Lucas ExModule (In particular, Mega Man and Avatar Ness are known to work.)


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 09, 2014, 11:49:30 AM
Just the ones in the download. There's also a Captain Falcon module in the thread somewhere, and some Ness PSAs will work with a Lucas ExModule (In particular, Mega Man and Avatar Ness are known to work.)
Alright, thanks


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 12:28:25 PM
Were do I put my smashbros_sound? It doesn't seem to load in pf/sound


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 09, 2014, 12:32:28 PM
...
You need the Replacement Soundbank Engine code. You extract the .sawnd files from the BRSAR and place it in pf\sfx.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 12:38:37 PM
Oh... Thanks.

Post Merge: March 09, 2014, 12:44:33 PM
How do you get a .sawnd from Brawlbox?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 09, 2014, 12:46:20 PM
You have much to learn, young padawan.
http://forums.kc-mm.com/index.php?topic=47713.0 (http://forums.kc-mm.com/index.php?topic=47713.0)
http://forums.kc-mm.com/index.php?topic=61460.0 (http://forums.kc-mm.com/index.php?topic=61460.0)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 12:59:22 PM
Aha, thanks :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 01:04:29 PM
How can everyone get IE's code to work?

I still can't!!


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 09, 2014, 01:05:10 PM
How can everyone get IE's code to work?

I still can't!!
How? Explain what you're doing.
Are you running an NTSC version of the game?


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 01:15:32 PM
Hey I just wanted to ask if 3812 KB is under the size limit for the sc_selcharacter.pac. I just cloned someone with all their CSP's, etc. But I'm not sure if it's under the size limit. Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 01:15:50 PM
Ok, so I've got Super Sawndz in control. But were do I find the file index to turn into hex?

Post Merge: March 09, 2014, 01:17:16 PM
Hey I just wanted to ask if 3812 KB is under the size limit for the sc_selcharacter.pac. I just cloned someone with all their CSP's, etc. But I'm not sure if it's under the size limit. Thanks!
I think 1.69 or 1.79 MB, if you're not sure. Re-Encode some CSP pictures into "CMPR". It saves so much space!


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 02:21:21 PM
hey, how do i keep the separate slots for Pokemon in brawl minus? :P ...tbh, i don't even know how to change it to just pokemon trainer... right now it's three "Mario slots" that crash :(


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 09, 2014, 02:30:52 PM
hey, how do i keep the separate slots for Pokemon in brawl minus? :P ...tbh, i don't even know how to change it to just pokemon trainer... right now it's three "Mario slots" that crash :(
Just use the CSS Expansion. Pokemon engine built in.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 02:40:01 PM
Were do I find the FileIndex number in Super Sawndz?


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 02:41:02 PM
Just use the CSS Expansion. Pokemon engine built in.
where do i find that? is it the one on the first page?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 09, 2014, 02:43:28 PM
where do i find that? is it the one on the first page?
Ja. It's labled 'BrawlEx CSS Expansion'


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 09, 2014, 02:44:14 PM
Were do I find the FileIndex number in Super Sawndz?
You gotta use BrawlBox.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 02:44:30 PM
ok, thanks :) i'll check the tutorials to find out how to put it in :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 03:46:43 PM
How? Explain what you're doing.
Are you running an NTSC version of the game?

Yes.
But many sounds get messed when using the code and adding a sawnd file.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 09, 2014, 04:15:31 PM
How did you guys resize/position the icons in the CSS? CSS Organizer won't let me open sc_selcharacter, and Brawlbox won't let me save the PAC after modifying the bone animations.


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 04:21:38 PM
Hey can anyone help me? I just recently made a new clone on Nebulon's pack. The clone is fully functional and everything but when I edit the CosmeticConfig so that it loads new CSP's, etc here's what happens: Everything loads good with the names, CSP, and icon, but for some weird reason, now when I start a match it freezes. Can anybody help? Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 09, 2014, 04:28:04 PM
Got another question, I went through the tutorial and everything went right, but when I tested it, nothing was changed. I'm doing this on the Wii U and I didn't use Dolphin or Gecko since I'm not sure where that would pop-up and I have an SD card. I went through the coding twice to make sure it was all right.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 09, 2014, 04:31:56 PM
I had one clone that was working fine. I added another and now they both show up as randoms and freeze when highlighted. The troubleshooting didn't help. Does someone know what's happening?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 09, 2014, 04:44:26 PM
Ok so,replacing the save file from old wii worked apparently the save was corrupted in some way.

At least it works now.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 09, 2014, 05:04:33 PM
Hey can anyone help me? I just recently made a new clone on Nebulon's pack. The clone is fully functional and everything but when I edit the CosmeticConfig so that it loads new CSP's, etc here's what happens: Everything loads good with the names, CSP, and icon, but for some weird reason, now when I start a match it freezes. Can anybody help? Thanks!
if your doing cosmetics you also need to do the battle portrait and name and such you cant just make the csp


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 09, 2014, 05:16:34 PM
i got 36 characters to work (37th was havin a problem) and am gunna release it once i get the final icons replaced. just in case people want a big ol' pack for any reason


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 05:27:43 PM
if your doing cosmetics you also need to do the battle portrait and name and such you cant just make the csp
Ok but do I need to do the franchise icon and stock icons as well or is it just optional? Because in Nebulon's pack I saw that all he did was the CSP,BP,MenSelchrNm,MenSelchrNmS, and MenSelchrFace. He did not do the franchise icon and stock icons. If those are optional I would like to keep it as simple as possible.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 09, 2014, 05:36:20 PM
Ok but do I need to do the franchise icon and stock icons as well or is it just optional? Because in Nebulon's pack I saw that all he did was the CSP,BP,MenSelchrNm,MenSelchrNmS, and MenSelchrFace. He did not do the franchise icon and stock icons. If those are optional I would like to keep it as simple as possible.
stocks are for sure optional same for the battle protrait name, you still need battle portraits and result portraits tough


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 05:38:04 PM
need to know what program to use to open cosmetics :P


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 09, 2014, 05:52:10 PM
need to know what program to use to open cosmetics :P
BrawlBox.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 05:54:55 PM
BrawlBox.
it's not working for the cosmetic config file :(


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 09, 2014, 05:57:38 PM
it's not working for the cosmetic config file :(
you never open the cosmetic config file... just rename it to the slot like cosmetic3F


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 06:07:34 PM
stocks are for sure optional same for the battle protrait name, you still need battle portraits and result portraits tough
Are franchise icons optional? I have already done RSP's and BP's.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 06:13:59 PM
you never open the cosmetic config file... just rename it to the slot like cosmetic3F
sammi's tutorial for editing cosmetics says to right here:
https://www.youtube.com/watch?v=qEGSgNMWrPo#t=811 (https://www.youtube.com/watch?v=qEGSgNMWrPo#t=811)


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 06:15:20 PM
sammi's tutorial for editing cosmetics says to right here:
[url]https://www.youtube.com/watch?v=qEGSgNMWrPo#t=811[/url] ([url]https://www.youtube.com/watch?v=qEGSgNMWrPo#t=811[/url])
You open it with a Hex editor.

http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html (http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html)


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 06:17:11 PM
You open it with a Hex editor.

[url]http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html[/url] ([url]http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html[/url])


thank you so much :)


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 06:30:14 PM
thank you so much :)
No problem! ;)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 06:32:15 PM
Weird, I can make changes to sc_selchar.pac. everything loads fine. But when I put the rest of the files (BP's and Ect.), the game gives me a black screen after "now loading..."


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 09, 2014, 06:36:21 PM
Weird, I can make changes to sc_selchar.pac. everything loads fine. But when I put the rest of the files (BP's and Ect.), the game gives me a black screen after "now loading..."

That's weird.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 06:38:00 PM
People, if you don't know what to say, instead of saying things like:
"That's wierd", "Hmm, strange..." etc. to respond.
Don't say anything.

Post Merge: March 09, 2014, 06:38:42 PM
BTW, I still can't get the RSBE code to work with no glitches.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 09, 2014, 08:02:31 PM
Can someone give me a gct of Nebulon's pack with the sdhc extension code on it?I tried to add it and the stage expansion stuff messed up.

I only have a 4gb card.Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 09, 2014, 08:09:22 PM
Everytime I modify the bone animations the game never considers the transition and rotation changes, only the scale :P


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 09, 2014, 08:32:20 PM
Anyone know how to turn the clones back to what they're supposed to be? Mine are all randoms that freeze the game. Sometimes it works for one round, then it changes into randoms.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 09, 2014, 08:37:42 PM
Did you remember to change the hook to AXNextFrame?


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on March 09, 2014, 08:52:12 PM
If anyone knows, would adding Mario's EX module and reconfiguring Mario's Fighter Config to Luigi's make a Luigi clone?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 09, 2014, 08:55:17 PM
Did you remember to change the hook to AXNextFrame?

Thanks man. That was my problem.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 09, 2014, 08:57:45 PM
If anyone knows, would adding Mario's EX module and reconfiguring Mario's Fighter Config to Luigi's make a Luigi clone?

That will never work because Luigi has different stuff and articles than Mario.
They have almost the same moves, but that doesn't make them the same.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 09, 2014, 09:17:02 PM
Nevermind, I'll just go back to Project M


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 09, 2014, 09:53:42 PM
Think anyone can take alook at my new pack that I'm working on?
https://www.mediafire.com/?h13awyfbpb1bb62 (https://www.mediafire.com/?h13awyfbpb1bb62)
Just crashes after Now Loading...


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 09, 2014, 10:04:12 PM
Nevermind, I'll just go back to Project M
lol xP sorry to hear that


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 01:20:56 AM
Nevermind, I'll just go back to Project M
you shouldnt start from scaratch the bestw ay is to download a pack and then modify it instead of starting from zero

People, if you don't know what to say, instead of saying things like:
"That's wierd", "Hmm, strange..." etc. to respond.
Don't say anything.

Post Merge: March 09, 2014, 06:38:42 PM
BTW, I still can't get the RSBE code to work with no glitches.
just download a working pack like nebulon, if the pack doesnt work then the problem isnt on the brawles but something else on your end.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 10:30:03 AM
you shouldnt start from scaratch the bestw ay is to download a pack and then modify it instead of starting from zero
What kind of pack?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 10, 2014, 10:35:02 AM
What kind of pack?
A pre-made pack that people have been making for convenience. Many people have made them.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 10:36:09 AM
What kind of pack?
a pack that already has a big number of characters set up so you can change them to the chars you want for example a pack with 20 chars already working if you want to replace any for your favorite psa is much easier then doing everything

try this nebulon pack
https://www.dropbox.com/sh/n25u6elbpeken5v/56qUP2cHcN (https://www.dropbox.com/sh/n25u6elbpeken5v/56qUP2cHcN)

it has more than 20 chars added and you can easily replace them  for those that you want since the slots are set up so its the cosmetics so its all a matter of replacing.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 10:40:29 AM
A pre-made pack that people have been making for convenience. Many people have made them.
a pack that already has a big number of characters set up so you can change them to the chars you want for example a pack with 20 chars already working if you want to replace any for your favorite psa is much easier then doing everything

try this nebulon pack
https://www.dropbox.com/sh/n25u6elbpeken5v/56qUP2cHcN (https://www.dropbox.com/sh/n25u6elbpeken5v/56qUP2cHcN)

it has more than 20 chars added and you can easily replace them  for those that you want since the slots are set up so its the cosmetics so its all a matter of replacing.
Thank you both, I've been seeing people talk about Nebulon, but I had no idea what it was.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 11:24:51 AM
Thank you both, I've been seeing people talk about Nebulon, but I had no idea what it was.

I'll be updating it tonight hopefully :) in case you want to wait. Oh, and the characters have GFX fixes. That means, no matter who you select, their GFX mdls will load. Normally picking Ridley and VIewtiful Joe would cause the game to only load one of their Effect files, but in my pack all chararcters will load their GFX no matter who they're fighting.


Title: Re: The BrawlEx Clone Engine
Post by: Zonse on March 10, 2014, 12:20:18 PM
Are there any exmodules on the way for different characters? I've been wanting to add the Megaman over Ness psa but a Ness ExModule will be needed.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 10, 2014, 12:21:09 PM
Are there any exmodules on the way for different characters? I've been wanting to add the Megaman over Ness psa but a Ness ExModule will be needed.
Like stated a million times, certain Ness PSA's work on a Lucas module, as there are almost the same character. That's your solution for now. They're working on a Ness module.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 10, 2014, 12:26:27 PM
Are there any exmodules on the way for different characters? I've been wanting to add the Megaman over Ness psa but a Ness ExModule will be needed.
well, Nebulon actually added Megaman, you could download his pack, and rip off the files for megaman he used and install them in yours if you dont rather preffer using his


Title: Re: The BrawlEx Clone Engine
Post by: Zonse on March 10, 2014, 12:29:07 PM
I've got a very specific method of adding characters, but I didn't know you could use the lucas exmodule. I'm unsure though whether I should be using files from lucas or ness now though. I'll have to try one and see how it works. Right now I've got about 20 characters added to the game, with no cosmetics.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 12:30:24 PM
I've got a very specific method of adding characters, but I didn't know you could use the lucas exmodule. I'm unsure though whether I should be using files from lucas or ness now though. I'll have to try one and see how it works. Right now I've got about 20 characters added to the game, with no cosmetics.

Use everything from Ness except the module.


Title: Re: The BrawlEx Clone Engine
Post by: Zonse on March 10, 2014, 12:32:39 PM
Thanks for the help, I was going to try lucas first. EDIT: I guess I should ask now rather than later; are there any other characters this works with? I mean, I've been unable to add many hacks that I've wanted simply because the ExModules don't exist. I wish I knew earlier that some of the exmodule files work for other characters.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 12:39:55 PM
Thanks for the help, I was going to try lucas first. EDIT: I guess I should ask now rather than later; are there any other characters this works with? I mean, I've been unable to add many hacks that I've wanted simply because the ExModules don't exist. I wish I knew earlier that some of the exmodule files work for other characters.
just stick to the brawlex clonnable ones and wait for the rest, some psas work with diferent modules becuase on how they are codded but they are rare  and you need to know what you are doing so just stick with the ones that have brawlex modules for now there really is a big choice already


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 10, 2014, 01:26:47 PM
Hmmmm I noticed nebulon removed roxas what happend?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 01:36:21 PM
Hmmmm I noticed nebulon removed roxas what happend?

Roxas had teleporting issues. He also had some weird animations. Didn't feel complete enough.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 10, 2014, 01:40:48 PM
Oh i see Yeah the teleporting glitch is frustrating always suicides thats the only problem i had
and also pichu still freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 10, 2014, 01:47:49 PM
What teleporting glitch? The only teleporting glitch I know of would be caused by size mods using certain bones to resize the character that they shouldn't, like Viewtiful Joe or the old Wart mod over Dedede.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 01:50:04 PM
What teleporting glitch? The only teleporting glitch I know of would be caused by size mods using certain bones to resize the character that they shouldn't, like Viewtiful Joe or the old Wart mod over Dedede.
i think it was one of those animations that missed the moves character box checked and such


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 10, 2014, 01:55:21 PM
It happends randomly during in matches Roxas teleports randomly to the bottom right or left and suicides dunno why i tested it out


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 02:16:37 PM
I just did a quick test for the nebulon pack and it always freezes when I try to select a character. Am I missing something?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 02:23:04 PM
Oh i see Yeah the teleporting glitch is frustrating always suicides thats the only problem i had
and also pichu still freezes.

At the Result? Pichu is all good right now. Download my update tonight. I used him a lot recently in order to ge him to a fair size.

Post Merge: March 10, 2014, 02:25:11 PM
I just did a quick test for the nebulon pack and it always freezes when I try to select a character. Am I missing something?

Sometimes Dropbox doesn't give everything. Make sure you've got all of the data for the characters that are freezing. Like .pacs, motions, modules, as well as ex files.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 02:30:39 PM
I just did a quick test for the nebulon pack and it always freezes when I try to select a character. Am I missing something?
did you set ypur hooktype as anextframe or something? did you include those files on the root of the sd card like gameconfig and such?


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 03:04:59 PM
Sometimes Dropbox doesn't give everything. Make sure you've got all of the data for the characters that are freezing. Like .pacs, motions, modules, as well as ex files.
I've doubled checked to file structure and all the files from dropbox is there.

did you set ypur hooktype as anextframe or something? did you include those files on the root of the sd card like gameconfig and such?
hooktype is set to anextframe and file are all in the root.

Post Merge: March 10, 2014, 03:16:48 PM
I've checked some of the fighter folders and some seem to be missing some files that were not included in the dropbox. do I need to supplement the missing files from the original SSBB disc?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 10, 2014, 03:23:42 PM
At the Result? Pichu is all good right now. Download my update tonight. I used him a lot recently in order to ge him to a fair size.

Post Merge: March 10, 2014, 02:25:11 PM
Sometimes Dropbox doesn't give everything. Make sure you've got all of the data for the characters that are freezing. Like .pacs, motions, modules, as well as ex files.
Wait, does that mean you have a Pichu that doesn't increase in size during certain animations?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 03:35:20 PM
Wait, does that mean you have a Pichu that doesn't increase in size when during certain animations?

Correct :)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 03:38:45 PM
I've doubled checked to file structure and all the files from dropbox is there.
hooktype is set to anextframe and file are all in the root.

Post Merge: March 10, 2014, 03:16:48 PM
I've checked some of the fighter folders and some seem to be missing some files that were not included in the dropbox. do I need to supplement the missing files from the original SSBB disc?
unless the character is a brawlex character you dont need all the files and nebulon has all the files it needs in tough

how does the freeze happen, characters appear as random?, they freeze when you pass over them? freeze when entering the stage?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 10, 2014, 03:41:38 PM
Can Someone Explain to me if switching the original fighters Data to the clones. Like Mario to Dr. Mario, or Link to SS Link can keep from loading up other slots. Like Samus loading up Dr. Mario instead of like for Example Dark Samus?


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 10, 2014, 04:06:57 PM
Correct :)
Totally downloading :D


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 04:13:19 PM
how does the freeze happen, characters appear as random?, they freeze when you pass over them? freeze when entering the stage?

it freezes as I pass over them


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 04:28:48 PM
it freezes as I pass over them
That means you have to set the CSS folder thing in sc_selchar.pac(under char_bust_tex_lz77(The one that holds the texures that would appear after you scroll over them)) to Extended LZ77


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 05:41:51 PM
That means you have to set the CSS folder thing in sc_selchar.pac(under char_bust_tex_lz77(The one that holds the texures that would appear after you scroll over them)) to Extended LZ77

Thanks, but it didn't work. it actually made it worst. It froze on the menu before the character selection screen.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 05:56:07 PM
Thanks, but it didn't work. it actually made it worst. It froze on the menu before the character selection screen.
if it freezes when you pass over them either your not using all those files nebulon has on its root of the sd card or you hook isnt the right one


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 06:07:11 PM
if it freezes when you pass over them either your not using all those files nebulon has on its root of the sd card or you hook isnt the right one

What's the correct hook? I have it set to anexframe.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 06:16:47 PM
What's the correct hook? I have it set to anexframe.
that is the hook but freezing when you over them means something is wrong

imo just make sure you have every file that is on nebulon pack becuase it works expecialy those read files like gameconfig and such


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 06:17:40 PM
I'm back again. I downloaded Nebulon's pack since I can't do it later and there still isn't any change. Everytime I go on Brawl, everything is exactly the same. And I know it's reading the SD card. Is it because I'm doing it on the Wii U or is there a way to make it start up?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 10, 2014, 06:28:27 PM
I'm back again. I downloaded Nebulon's pack since I can't do it later and there still isn't any change. Everytime I go on Brawl, everything is exactly the same. And I know it's reading the SD card. Is it because I'm doing it on the Wii U or is there a way to make it start up?
how do you know its reading the sd card
is the camera code working
or what is working hackwise?
also is the cssconfig.dat in the brawel folder on standalone?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 06:35:54 PM
i bet he is using an sd card over 2 gb


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 06:43:52 PM
how do you know its reading the sd card
is the camera code working
or what is working hackwise?
also is the cssconfig.dat in the brawel folder on standalone?
Well, I went into to pictures and clicked on the SD card's pictures and there were about 20 pictures of gameplay I've never seen that weren't there before. I could check my card again for the cssconfig.dat but I think it's there.
i bet he is using an sd card over 2 gb
Not sure if you meant me, but my card is 2gb and made for the Wii.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 06:48:53 PM
Well, I went into to pictures and clicked on the SD card's pictures and there were about 20 pictures of gameplay I've never seen that weren't there before. I could check my card again for the cssconfig.dat but I think it's there.Not sure if you meant me, but my card is 2gb and made for the Wii.
if your css doesnt appear to be diferent then your brawlex code isnt working try to load a texture on a char like mario and see if it loads.


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on March 10, 2014, 06:59:51 PM
I found my issue, I couldn't figure out why it was working on dolphin and not my Wii. so I reinstalled my IOS and now it works. Thanks everyone for your help.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 10, 2014, 07:01:03 PM
Well, I went into to pictures and clicked on the SD card's pictures and there were about 20 pictures of gameplay I've never seen that weren't there before. I could check my card again for the cssconfig.dat but I think it's there.Not sure if you meant me, but my card is 2gb and made for the Wii.
You should download the DropBox entirety as a Zip and then unzip that into the base of your SD card. Make sure no other files are on it. Go to the homebrew channel and launch the game


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 07:06:14 PM
You should download the DropBox entirety as a Zip and then unzip that into the base of your SD card. Make sure no other files are on it. Go to the homebrew channel and launch the game
I don't have homebrew since 'm doing this on my Wii U, I know there is a way to put homebrew on wii u but I didn't want to risk damaging it.
if your css doesnt appear to be diferent then your brawlex code isnt working try to load a texture on a char like mario and see if it loads.
I tried what you said and the texture didn't show up, what does that mean?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 07:09:31 PM
So it turns out that adding info.pac into the info2 folder is making my game crash after "Now loading..." Without the, the CSS Roster textures load fine, but when I load a stage. The game crashes. I know it's not missing files in the fighter folder, because I played with my clone without custom BP's and CSS stuff. Can anyone help? :\


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 10, 2014, 07:11:20 PM
I don't have homebrew since 'm doing this on my Wii U, I know there is a way to put homebrew on wii u but I didn't want to risk damaging it.I tried what you said and the texture didn't show up, what does that mean?
it means that brawlex code is not being readed and i dont know if you can even use this on a hackless wii you need to use gecko or usbloader gx or anything with ocarina to load the codes
i use my wiiu and i run the game trough usbloader gx, the wii part of the wiiu is just a wii so you can easily find videos to hack your wiiu easily i know i did it, srs i cant confirm this works without homebrew at all since gecko or ocarina enable programes are needed.

So it turns out that adding info.pac into the info2 folder is making my game crash after "Now loading..." Without the, the CSS Roster textures load fine, but when I load a stage. The game crashes. I know it&#039;s not missing files in the fighter folder, because I played with my clone without custom BP&#039;s and CSS stuff. Can anyone help? :\
get the info.pac on nebulon pack and use it, it makes every brawlex char use crazy hand as the bpname


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 07:13:25 PM
it means that brawlex code is not being readed and i dont know if you can even use this on a hackless wii you need to use gecko or usbloader gx or anything with ocarina to load the codes
i use my wiiu and i run the game trough usbloader gx, the wii part of the wiiu is just a wii so you can easily find videos to hack your wiiu easily i know i did it, srs i cant confirm this works without homebrew at all since gecko or ocarina enable programes are needed.
get the info.pac on nebulon pack and use it, it makes every brawlex char use crazy hand as the bpname

It'll work with the hackless version. I wrote a tutorial for one of my friends to get it running hacklessly near the beginning of the thread.

As for info.pac, it's not actually required at all. It'll just show Crazy Hand if one isn't included and it won't show the franchise marks (it'll have a Smash Ball instead, I believe.)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 07:19:00 PM
Nebulons pack does not have a info.pac, but it does have a info.bres which I replaced with mine. It got passed "Now Loading..." But then it crashes when selected a stage.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 10, 2014, 07:23:15 PM
Quote
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.
I got this freeze when I forgot to edit a BrawlEx file, in my case, the Fighter.dat. Make sure all of them are correct and that there is an appropriate module.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 07:25:51 PM
FFS! I found my problem. I have been forgetting to rename my module files -.-

Post Merge: March 10, 2014, 07:46:48 PM
Ok, let's say I found a sound I wanted to replace in BrawlBox for the announcer call, how would I find it in Super Sawndz?

Post Merge: March 10, 2014, 08:35:06 PM
Ok, I found out how to find the sounds, but now, whenever I try to play a sound in Super Sawds, it's just static. and a new line of text appears on the side console saying "channel 2"


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 10, 2014, 08:39:48 PM
FFS! I found my problem. I have been forgetting to rename my module files -.-

Post Merge: March 10, 2014, 07:46:48 PM
Ok, let's say I found a sound I wanted to replace in BrawlBox for the announcer call, how would I find it in Super Sawndz?

Post Merge: March 10, 2014, 08:35:06 PM
Ok, I found out how to find the sounds, but now, whenever I try to play a sound in Super Sawds, it's just static. and a new line of text appears on the side console saying "channel 2"
Download Audacity and turn the audio into Mono not Stereo


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 08:43:30 PM
Pack has been updated for those who asked earlier.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 08:44:43 PM
Did you add announcer voices, Nebulon?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 10, 2014, 08:45:59 PM
So...
sammy
how is ur program doing editing sc_selcharacter wise?


@Nebulon thanks


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 10, 2014, 08:48:25 PM
I'm still having glitches when including SFX in the game.

Many other NOT hacked SFX are messed up.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 08:52:14 PM
How do I know what to name my .sawnd?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 10, 2014, 08:58:12 PM
Did you add announcer voices, Nebulon?

Well, my computer can't run sawnds well it seems, so Pikezer1337 helped me out :) But yes, they're in there. The voice actor, Eric Evil of "Fall Together" (a local Metal Band in my area that does shows on the eastern coast of the USA), did his best. He's also a pretty decent voice actor. He did the Deadpool call which imitates Deadpool's voice from one of the series we looked up. But either way, they're in there, but they're not final. Obviously if better calls are available that more closely resemble the actual announcer for the game then they'll be put in. Until then, this is what I've got :)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 09:00:26 PM
Well, my computer can't run sawnds well it seems, so Pikezer1337 helped me out :) But yes, they're in there. The voice actor, Eric Evil of "Fall Together" (a local Metal Band in my area that does shows on the eastern coast of the USA), did his best. He's also a pretty decent voice actor. He did the Deadpool call which imitates Deadpool's voice from one of the series we looked up. But either way, they're in there, but they're not final. Obviously if better calls are available that more closely resemble the actual announcer for the game then they'll be put in. Until then, this is what I've got :)
Awesome!!!
But currently, I'm working on my pack, and I have some announcer voices. But I don't know what to name the .sawnd file. What do I call it?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 10, 2014, 09:01:40 PM
How do I know what to name my .sawnd?

this thread is not for sfx
the sfx thread is here
http://forums.kc-mm.com/index.php?topic=61460.0 (http://forums.kc-mm.com/index.php?topic=61460.0)
and if u do some reasearch
u will find the ids here
http://forums.kc-mm.com/index.php?topic=61460.255 (http://forums.kc-mm.com/index.php?topic=61460.255)
ur welcome


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 10, 2014, 09:12:20 PM
this thread is not for sfx
the sfx thread is here
[url]http://forums.kc-mm.com/index.php?topic=61460.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=61460.0[/url])
and if u do some reasearch
u will find the ids here
[url]http://forums.kc-mm.com/index.php?topic=61460.255[/url] ([url]http://forums.kc-mm.com/index.php?topic=61460.255[/url])
ur welcome


That thread is SUPER dead.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 09:14:08 PM
It'll work with the hackless version. I wrote a tutorial for one of my friends to get it running hacklessly near the beginning of the thread
Do you know what page?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 09:21:12 PM
Do you know what page?

It's outdated, in any case. But really, it's not any different than setting it up the normal way, you just need to be sure to do all the things the Hackless method normally requires (such as using the Smash Stack stage, boot.elf in the root directory, Disable Custom Stages, etc.)


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 09:27:04 PM
It's outdated, in any case. But really, it's not any different than setting it up the normal way, you just need to be sure to do all the things the Hackless method normally requires (such as using the Smash Stack stage, boot.elf in the root directory, Disable Custom Stages, etc.)
Well, I have no custom stages, don't know what Smash Stack is, and I just got the boot.elf from Nebulon.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 09:29:05 PM
Well, I have no custom stages, don't know what Smash Stack is, and I just got the boot.elf from Nebulon.


Smash Stack is the name of the custom stage that crashes the Stage Builder and loads up Gecko. http://www.wiibrew.org/wiki/Smash_Stack (http://www.wiibrew.org/wiki/Smash_Stack)

You need to use Disable Custom Stages to keep it from crashing the game when you go to the Stage Select Screen.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 09:34:18 PM
Smash Stack is the name of the custom stage that crashes the Stage Builder and loads up Gecko. [url]http://www.wiibrew.org/wiki/Smash_Stack[/url] ([url]http://www.wiibrew.org/wiki/Smash_Stack[/url])

You need to use Disable Custom Stages to keep it from crashing the game when you go to the Stage Select Screen.

Will it load Gecko on the game, or do need Gecko already downloaded on my Wii U?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 09:35:59 PM
Will it load Gecko on the game, or do need Gecko already downloaded on my Wii U?

Gecko loads from the SD Card through the boot.elf. You don't need to install anything, that's the whole point of the Hackless method.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 10, 2014, 09:39:30 PM
Has anyone found a way to fix the strap screen freeze? It just recently started, and I can't get past the screen. None of my files are corrupted, it just freezes there...


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 09:43:39 PM
Gecko loads from the SD Card through the boot.elf. You don't need to install anything, that's the whole point of the Hackless method.
Oh, so this method works like Project M's hackless method?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 10, 2014, 09:46:27 PM
Oh, so this method works like Project M's hackless method?

It is the method that Project M uses. They're the same thing.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 10, 2014, 09:48:56 PM
It is the method that Project M uses. They're the same thing.
Alright, thanks. Hope that it works now.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 10, 2014, 10:09:41 PM
I'm not really getting anywhere in positioning the CSS icons and stuff... :'(

There must be some file read priority that I'm unaware of...


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 10, 2014, 10:26:18 PM
screw it, i cant get stock icons to work. i'll just make my pack over nebulons' existing pack, since he can get it to work


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 10, 2014, 11:07:12 PM
screw it, i cant get stock icons to work. i'll just make my pack over nebulons' existing pack, since he can get it to work

Just use his Info.pac and you're done.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 10, 2014, 11:26:51 PM
For the Soundbank Replacement code, I put Roy's announcer voice over a sound that is barley used, saved it as 220.sawnd in pf/sfx , and the game crashes when I goto the CSS.
What am I doing wrong? (and no, nothing is over the file size limit)


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 10, 2014, 11:43:40 PM
well that worked. thanks! now i just need to see tomorrow if it'll work on my wii with these modifications


Title: Re: The BrawlEx Clone Engine
Post by: Clynt on March 11, 2014, 12:37:05 AM
In Nebulon's pack, wheres the CSS code that I edit to add more slots in? Also how can I add some of my old codes onto the existing RSBE01 in the pack? :0


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 11, 2014, 12:46:40 AM
In Nebulon's pack, wheres the CSS code that I edit to add more slots in? Also how can I add some of my old codes onto the existing RSBE01 in the pack? :0

Nebulon's pack uses the CSS expansion, whose CSSRoster.dat replaced almost all CSS related codes entirely.

So sorry for the lack of updates recently guys, been a little busy with some other work im doing as a deadline is coming up. But i can say that i'm working hard on a ness exmodule, as well as diddy. though it does seem that diddy will come first :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 11, 2014, 04:52:27 AM
Nebulon's pack uses the CSS expansion, whose CSSRoster.dat replaced almost all CSS related codes entirely.

So sorry for the lack of updates recently guys, been a little busy with some other work im doing as a deadline is coming up. But i can say that i'm working hard on a ness exmodule, as well as diddy. though it does seem that diddy will come first :P
i didnt know diddy had any psas to port lol


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 05:16:11 AM
Nebulon's pack uses the CSS expansion, whose CSSRoster.dat replaced almost all CSS related codes entirely.

So sorry for the lack of updates recently guys, been a little busy with some other work im doing as a deadline is coming up. But i can say that i'm working hard on a ness exmodule, as well as diddy. though it does seem that diddy will come first :P

Nice. It was pretty quiet for a bit there. :) You mentioned a ROB module the other day. Has that hit a wall?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 11, 2014, 08:08:14 AM
Has anyone found a way to fix the strap screen freeze? It just recently started, and I can't get past the screen. None of my files are corrupted, it just freezes there...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 10:34:37 AM


Well, I had a card break that couldn't get past the screen.

Did you update your pack to use the new common 3? That solved the random freezes. The consistent freezes only happened on one card, so I declared it broken. If you've got a spare you could test that.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 11, 2014, 10:52:29 AM
Yes, everything is updated. I only have an SD card, as I use the hackless method. I also have an SDHC card,  but I recently found out that they won't work with the hackless method.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 11, 2014, 10:53:49 AM
I think it could also freeze there if your info.pac is too big.
I believe the cut-off is 389-390kb.


Title: Re: The BrawlEx Clone Engine
Post by: Clynt on March 11, 2014, 12:11:31 PM
I have a problem, when I insert my own codes with the codes already in Nebulons pack, such as IC-Constant and no Entry Data etc. I get a huge mess in GeckoOS, and then the game never gets past the menu screen no matter how many times I reset. Any way to fix this? o_O


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 11, 2014, 12:14:40 PM
Anything that modifies IC constants is not comparable with BrawlEx bud. Sorry :P


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 11, 2014, 12:17:56 PM
Those can all be edited with PW's tool, anyways.


Title: Re: The BrawlEx Clone Engine
Post by: Clynt on March 11, 2014, 12:23:57 PM
Alright thanks :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 12:28:53 PM
Those can all be edited with PW's tool, anyways.

Where would I edit that? It's in Fighter, right?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 11, 2014, 12:33:54 PM
Where would I edit that? It's in Fighter, right?
Yes.
I remember that Haloed's Scott Pilgrim moveset came with a code to disable Lucas' tether. I disabled it with PW's tool when I made a Scott Pilgrim clone.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 01:44:42 PM
Yes.
I remember that Haloed's Scott Pilgrim moveset came with a code to disable Lucas' tether. I disabled it with PW's tool when I made a Scott Pilgrim clone.

Well, I'm having an issue. You see, I'm trying to put Caliking's Megaman X over a Marth module, since he doesn't seem to rely in any of ROB's specials. It freezes when he turns around after a dash and I don't understand it. Could this be why? I have little experinece with IC constants.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 11, 2014, 03:01:13 PM
OK, so this could be related to BrawlEx, or it might not be. Idk. And if its not, please point me in the right direction.

Anyways... There are a number of characters that I prefer the Project M moveset to, such as Mario and Jigglypuff. For the most part they all work, except for the characters with charged attacks such as Lucario and Sheik. They aren't able to charge their Aurasphere or needles. Instead they can only shoot little bursts of it, and aren't able to hold any. Anyone know why this is happening?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 11, 2014, 03:11:21 PM
OK, so this could be related to BrawlEx, or it might not be. Idk. And if its not, please point me in the right direction.

Anyways... There are a number of characters that I prefer the Project M moveset to, such as Mario and Jigglypuff. For the most part they all work, except for the characters with charged attacks such as Lucario and Sheik. They aren't able to charge their Aurasphere or needles. Instead they can only shoot little bursts of it, and aren't able to hold any. Anyone know why this is happening?
that is because how project me is coded, they modified  alot of things which dont work in vbrawl


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 11, 2014, 04:17:47 PM
I don't know about project me, but I do know that project m's variable usage and variable coding are quite different from VBrawl.

I'm getting nowhere here. :/


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 11, 2014, 05:13:11 PM
that is because how project me is coded, they modified  alot of things which dont work in vbrawl

Alright, thanks. I'll just have to figure something else out then...

Now I just need to get the split pokemon to work again... ugh! :>.>palm:


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 11, 2014, 05:58:11 PM
Will it be possible to make ..say a sheik module?
Sheik has gotten quite a few nice psas worth porting, and they don't have transformation to zelda either so that wouldn't be a problem.
Since sheik and zelda share a .rel, this made me curious :)


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 06:03:19 PM
Has anyone succesffully used the SDHC with Nebulon's pack?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 11, 2014, 06:07:41 PM
Has anyone succesffully used the SDHC with Nebulon's pack?

Kind of... I had tried his new codes that he provided, but for some reason they didn't work for me. (me and his codes have had troubles in the past...) So I added the SDHC code to his non-sdhc code set, and I got it to work.

I think that I need to try his codes again though just to test it.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 11, 2014, 06:14:10 PM
Has anyone succesffully used the SDHC with Nebulon's pack?
The SDHC code works with anything. Just add it in with all your codes that you use.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 06:16:49 PM
The SDHC code works with anything. Just add it in with all your codes that you use.


I tried the pack with the newly added code and I used this homebrew launcher from here:http://projectmgame.com/en/download
And the CSS is no different, but the SSS is fine(being expanded) but it doesn't show any of the custom map icons.

Post Merge: March 11, 2014, 06:18:05 PM
Kind of... I had tried his new codes that he provided, but for some reason they didn't work for me. (me and his codes have had troubles in the past...) So I added the SDHC code to his non-sdhc code set, and I got it to work.

I think that I need to try his codes again though just to test it.


So you just took his code set from a previous released version and then added it in yourself and it worked?
Could you send me that GCT by any chance?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 06:21:14 PM
I tried the pack with the newly added code and I used this homebrew launcher from here:http://projectmgame.com/en/download
And the CSS is no different, but the SSS is fine(being expanded) but it doesn't show any of the custom map icons.

Post Merge: March 11, 2014, 06:18:05 PM
So you just took his code set from a previous released version and then added it in yourself and it worked?
Could you send me that GCT by any chance?


I made this version in code manager to allow people an easier time to add in the codes they want. If my version isn't working, and you end up making a version that works, let me know what you did, or submit it and I'll replace the SDHC version in my pack :)


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 06:27:24 PM
I'm pretty sure the SDHC code in not compatible with the sound engine code, so I tried removing that from the GCT but I still get the same result.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 11, 2014, 06:50:12 PM
I'm pretty sure the SDHC code in not compatible with the sound engine code, so I tried removing that from the GCT but I still get the same result.

They're compatible, because I use them both.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 06:55:28 PM
They're compatible, because I use them both.
Hmm darn. Just to be sure ShinF, I am using the correct launcher(I linked it above) right?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 11, 2014, 07:01:47 PM
Hmm darn. Just to be sure ShinF, I am using the correct launcher(I linked it above) right?

Yes, it's the right one.


Title: Re: The BrawlEx Clone Engine
Post by: MooglePeru on March 11, 2014, 07:05:52 PM
Hey, just wanted to drop by and congratulate Nebulon for doing such an amazing job. I tried to do something similar in the past but nobody cared about it in the sligthest.

I'm interested on joining the Brawl For All team. Not as a designer or anything akin to that, but just to help in whatever I could.

Can't wait for the Mega Man X update.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 07:10:41 PM
Hey, just wanted to drop by and congratulate Nebulon for doing such an amazing job. I tried to do something similar in the past but nobody cared about it in the sligthest.

I'm interested on joining the Brawl For All team. Not as a designer or anything akin to that, but just to help in whatever I could.

Can't wait for the Mega Man X update.

That's exactly how I felt! I waned to help in anyway possible, so I did the voice announcer calls(well inserting them) now I'm just searching to see if there are any bugs.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 11, 2014, 07:12:02 PM
So you just took his code set from a previous released version and then added it in yourself and it worked?
Could you send me that GCT by any chance?

Actually, the codes that I added were not provided by Nebulon. They were actually codes from one of ShinF's older packs that he made. I had just added the File Patch code and the SDHC expansion code.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 11, 2014, 07:20:40 PM
Now i know why roxas teleports everywhere Its his Special N Up its glitchy


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 11, 2014, 08:05:37 PM
Okay got it to start up, but it's freezing. I've seen a lot of people comment about this but didn't pay attention to it since I couldn't even open BrawlEx. Any help would be greatly appreciated.  ;D


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on March 11, 2014, 08:45:10 PM
The Vergil moveset (made to plug in over Peach, but a Marth clone was used since it was made for him) in BrawlEx works fine except for the fact that when Vergil jumps while moving, he freezes the game. Is this a BrawlEx problem or a PSA problem?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 11, 2014, 08:57:17 PM
Im guessing its brawlex Megaman Randomly Freezes


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 09:01:30 PM
Im guessing its brawlex Megaman Randomly Freezes

Megaman doesn't. Megaman X does because he's built for ROB.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 11, 2014, 09:03:04 PM
Im guessing its brawlex Megaman Randomly Freezes

No it doesn't. I've tried it and works fine.

Post Merge: March 11, 2014, 09:04:25 PM
Hey Nebulon, how did you make the SFX appear in-game flawlessly?

I mean, with no SFX messed up.
Not talking about the ones in the .sawnd files, I'm talking about the NOT yet hacked SFX.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 09:07:03 PM
No it doesn't. I've tried it and works fine.

Post Merge: March 11, 2014, 09:04:25 PM
Hey Nebulon, how did you make the SFX appear in-game flawlessly?

I mean, with no SFX messed up.
Not talking about the ones in the .sawnd files, I'm talking about the NOT yet hacked SFX.

Well, I don't understand what's being asked :/ You mean default character sounds?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 11, 2014, 09:10:10 PM
Well, I don't understand what's being asked :/ You mean default character sounds?

Here is what I tried to explain a while ago, but I was ignored:

When I include a .sawnd file, the SFX sound good.
The problem is, that many other NOT hacked SFX become messed up and sound either horrible, sound like a fart or do not sound at all (but the game freezes instead).

For example, I include some SFX for Shadow or Goku. They work fine in-game, but some of the Announcer SFX are completely messed up.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 11, 2014, 09:22:09 PM
Here is what I tried to explain a while ago, but I was ignored:

When I include a .sawnd file, the SFX sound good.
The problem is, that many other NOT hacked SFX become messed up and sound either horrible, sound like a fart or do not sound at all (but the game freezes instead).

For example, I include some SFX for Shadow or Goku. They work fine in-game, but some of the Announcer SFX are completely messed up.

I'm sorry if you felt I ignored you, but if I didn't respond it was because I didn't know you were addressing me, but either way I tend not to respond if I don't know the answer.

As for the SFX, I downloaded them all from this thread, except the Roy one was a gift from someone over PMs. He just gave it to me because he added it to my pack once he downloaded it. In fact I want to say he put it somewhere in the thread as well. Then you change the character to load the the SFX ID in it's config file (I only ever remember if I'm looking into them. I've got it saved in a PM I could share). All of my SFX are over bosses, so characters load the boss ID. My characters are also geared in PSA to load sounds from the ID, as well as specific sounds with a specific sounds number from the sound bank. I didn't use any codes except for IE's sound code.

As for announcer calls, sawnds doesn't work on my computer so I asked for help and Pikezer1337 responded and helped me out. Really, all I did was download sound banks and character .pacs that were preconfigured to read them. After you change the sound bank ID of course. I also added IE's code.

That's it. If I'm not having the issues you're having then chances are you may have used a method I didn't and that may be causing errors... I'm not trying to build any sound banks, I just used what was available.



Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 09:24:20 PM
If you need help with the announcer calls I can lend a hand.

In addition to that has anyone had a problem with the SDHC code loading the game and then freezing during the strap screen?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 11, 2014, 09:27:38 PM
I'm sorry if you felt I ignored you, but if I didn't respond it was because I didn't know you were addressing me, but either way I tend not to respond if I don't know the answer.

As for the SFX, I downloaded them all from this thread, except the Roy one was a gift from someone over PMs. He just gave it to me because he added it to my pack once he downloaded it. In fact I want to say he put it somewhere in the thread as well. Then you change the character to load the the SFX ID in it's config file (I only ever remember if I'm looking into them. I've got it saved in a PM I could share). All of my SFX are over bosses, so characters load the boss ID. My characters are also geared in PSA to load sounds from the ID, as well as specific sounds with a specific sounds number from the sound bank. I didn't use any codes except for IE's sound code.

As for announcer calls, sawnds doesn't work on my computer so I asked for help and Pikezer1337 responded and helped me out. Really, all I did was download sound banks and character .pacs that were preconfigured to read them. After you change the sound bank ID of course. I also added IE's code.

That's it. If I'm not having the issues you're having then chances are you may have used a method I didn't and that may be causing errors... I'm not trying to build any sound banks, I just used what was available.

The thing is, that I know how to include the .sawnd file in the respective folder and I am using IE's code.
I also replaced the IDs, modify the Config files, etc.

But when I use .sawnd files made by other people, it works fine with no errors.
When I try to use a .sawnd made by me, many other SFX are messed up for no apparent reason.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 11, 2014, 09:28:49 PM
The thing is, that I know how to include the .sawnd file in the respective folder and I am using IE's code.
I also replaced the IDs, modify the Config files, etc.

But when I use .sawnd files made by other people, it works fine with no errors.
When I try to use a .sawnd made by me, many other SFX are messed up for no apparent reason.

Is it possible that your .brsar is corrupted?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 11, 2014, 09:30:23 PM
The thing is, that I know how to include the .sawnd file in the respective folder and I am using IE's code.
I also replaced the IDs, modify the Config files, etc.

But when I use .sawnd files made by other people, it works fine with no errors.
When I try to use a .sawnd made by me, many other SFX are messed up for no apparent reason.

If you are using Audacity make sure to turn it into mono and not keep it on stereo. Also lower the htz and increase the gain.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 11, 2014, 09:33:36 PM
Is it possible that your .brsar is corrupted?

SUPER wierd, because it worked fine when I used in Riivolution.

This is what I do:

1. Replace the desired SFX (Announcer calls, for example). I want to replace "Fighting Alloy Team" with "Master Chief", so I do it.

2. Then I hit "Create .sawnd" and I introduce the ID number of the Announcer (because Fighting Alloy Team is located there).

3. When I test it in-game, the Wii-mote SFX are messed up now along with many other SFX like the ones that appear in battles.
An example could be: 5, 4, 3, "fart", 1...


Post Merge: March 11, 2014, 09:36:14 PM
If you are using Audacity make sure to turn it into mono and not keep it on stereo. Also lower the htz and increase the gain.

I do so always. But using Sony Vegas because Audacity doesn't work for me.
I've made a Master Chief SFX pack over Snake once and it worked, but only on Riivolution.
When I included the .sawnd file in Gecko (using IE's code), the game didn't let me choose Sonic because his Announcer call became messed up.
It only worked again when I removed the .sawnd.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 11, 2014, 09:40:13 PM

In addition to that has anyone had a problem with the SDHC code loading the game and then freezing during the strap screen?

This problem has been brought up before, but I don't remember how to solve it...  :notimp:


Does anyone else recall why this happens?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 11, 2014, 10:05:50 PM
SUPER wierd, because it worked fine when I used in Riivolution.
u must be doing something wrong than
i recommend to use brawlbox to edit sounds from the sound brsar
compare ur new sfx to orignal sfx
make sure everything matches and not to go over file size-remeber in riivo u can go over file size becaure riivo overrides everthing
filepatch is an on the fly system,
than open edited brsar in super sawnds
than export sawnd


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 11, 2014, 10:27:44 PM
u must be doing something wrong than
i recommend to use brawlbox to edit sounds from the sound brsar
compare ur new sfx to orignal sfx
make sure everything matches and not to go over file size-remeber in riivo u can go over file size becaure riivo overrides everthing
filepatch is an on the fly system,
than open edited brsar in super sawnds
than export sawnd

The thing is, that I never exceed the filesize limit.
And I tried to to what you said before, but I still got the same effect:
New .sawnd included, non-sawnd SFX messed up.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 11, 2014, 10:37:28 PM
I tried it on the Wii console Maybe because i have the melee sawndz
Not only Megaman i went Cloud 4 players matches and it randomly froze Don't know why? :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on March 11, 2014, 10:57:01 PM
The thing is, that I never exceed the filesize limit.
And I tried to to what you said before, but I still got the same effect:
New .sawnd included, non-sawnd SFX messed up.

Well, maybe what you're having happen is sawndz might not be exporting the sawnd files correctly, maybe you should import the sawnd file into a brsar and see what ID it says it's replacing in comparison to the ID of what you exported, if the ID(s) are different between what's exported and what's inserted, I believe the fix is this (If I remember right): delete the sawnd.sawnd file that exists in the program's directory (where sawndz.exe/SuperSawndz.exe is), then insert you're wav files or whatever they are and export your sawnd file (be sure you have the Group ID/Wave ID selected when you export so it exports only those sounds).

I guess the sawnd.sawnd file that shows in the directory contains data from other sounds inserted before and somehow conflicts when exporting any sounds >.> ?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 12, 2014, 08:09:43 AM
Well, maybe what you're having happen is sawndz might not be exporting the sawnd files correctly, maybe you should import the sawnd file into a brsar and see what ID it says it's replacing in comparison to the ID of what you exported, if the ID(s) are different between what's exported and what's inserted, I believe the fix is this (If I remember right): delete the sawnd.sawnd file that exists in the program's directory (where sawndz.exe/SuperSawndz.exe is), then insert you're wav files or whatever they are and export your sawnd file (be sure you have the Group ID/Wave ID selected when you export so it exports only those sounds).

I guess the sawnd.sawnd file that shows in the directory contains data from other sounds inserted before and somehow conflicts when exporting any sounds >.> ?

I was having that problem a while back when I made Rosalina's sawnd. Peach's were incredibly messed up, so what I did was get a clean.brsar, open it up in Super Sawndz, then export Peach's soundbank as a .sawnd and put it in the SFX folder, named correctly of course.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 12, 2014, 11:28:09 AM
While we're on the topic of sound, after you create your swand, how do you know what to change the SoundBank to in the FighterConfig file of your clone character? Is it the hex value of the group ID in swands?

ASF1nk gave us all the hex IDs.

Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 12, 2014, 01:49:40 PM
I've been working with Nebulon's pack, moving some of his characters to my own setup, and I gotta say it works almost perfectly. However, Pichu stretches out for one second when it plays the winning animation. Any help?

EDIT: It would also be nice to know who Young Link is over-Link or Toon Link. He's the last melee character I need, and if the Young Link is what I think it is then I might finally have one without having to worry about regular link's voice or a module for toon link.


Title: Re: The BrawlEx Clone Engine
Post by: Armored dragon on March 12, 2014, 02:13:58 PM
I know the brawlex clone engine is incompatible with project M, but do you think someday you'll make a clone engine compatible with project M?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 12, 2014, 02:20:18 PM
I know the brawlex clone engine is incompatible with project M, but do you think someday you'll make a clone engine compatible with project M?
project m has its own clone engine wich only they know how to use so you should ask them if they will ever tell ppl how to add characters.


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on March 12, 2014, 03:55:25 PM

EDIT: It would also be nice to know who Young Link is over-Link or Toon Link
Young link is over normal link.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 04:39:14 PM
 Anyone figured out Character portraits and how to make them work? I followed Sammi's tutorial (both) Step by step and when I get to the CSS in the game, it shows up perfectly and all. I go to Stage selection and the stock icon is a question mark. After selecting a stage, it crashes. I'm pretty sure I have everything set and correct, but it just doesn't even load up the clone anymore, because of this.

I need help guys again, lol.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 12, 2014, 04:41:26 PM
Well, maybe what you're having happen is sawndz might not be exporting the sawnd files correctly, maybe you should import the sawnd file into a brsar and see what ID it says it's replacing in comparison to the ID of what you exported, if the ID(s) are different between what's exported and what's inserted, I believe the fix is this (If I remember right): delete the sawnd.sawnd file that exists in the program's directory (where sawndz.exe/SuperSawndz.exe is), then insert you're wav files or whatever they are and export your sawnd file (be sure you have the Group ID/Wave ID selected when you export so it exports only those sounds).

The ID is correct.
I always check that before exporting.
And why does the sawnd.sawnd file need to be deleted?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 12, 2014, 04:50:06 PM
anyone know what to name the 10th character selection portrait, ie MenSelchrFaceB.136_ ?

1-9 work just fine

also, while finishing up mine, which file needs to be modified to link the brres for victory portraits to the right charcters?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 12, 2014, 04:51:29 PM
It's the next up from whatever

For character 13 it would go to 140.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on March 12, 2014, 04:58:01 PM
I always check that before exporting.


Yes, but i was saying to try inserting the exported sawnd file through Super Sawndz and see if it replaces the same ID that was exported.

why does the sawnd.sawnd file need to be deleted?

I don't know, it just seems to be a fix for exporting sawnd files if the ID doesn't match when inserting a custom sawnd file.


What I told you is only a thought I have that may help you, but I currently am using Riivolution (Not ready to use this Clone Engine yet, watching progress on it, possibly waiting till V2/ See if it ever does become compatible with Riivolution) and it's been months since I last tried any modding on Gecko, but the sound issues you're having sound like something that was happening with the announcer calls in mine when I last tried gecko, except they sounded like weird arcade beeps, plus a weird music bug where the song changed in the middle of the fight to something weird, so I don't know how well the RSBE Code works now.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 12, 2014, 05:03:51 PM

Yes, but i was saying to try inserting the exported sawnd file through Super Sawndz and see if it replaces the same ID that was exported.

I don't know, it just seems to be a fix for exporting sawnd files if the ID doesn't match when inserting a custom sawnd file.


What I told you is only a thought I have that may help you, but I currently am using Riivolution (Not ready to use this Clone Engine yet, watching progress on it, possibly waiting till V2/ See if it ever does become compatible with Riivolution) and it's been months since I last tried any modding on Gecko, but the sound issues you're having sound like something that was happening with the announcer calls in mine when I last tried gecko, except they sounded like weird arcade beeps, plus a weird music bug where the song changed in the middle of the fight to something weird, so I don't know how well the RSBE Code works now.

That's what I meant, I always check before exporting.

And now I checked for what you said about the sawnd.sawnd file.
There isn't any.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 12, 2014, 05:37:26 PM
Anyone figured out Character portraits and how to make them work? I followed Sammi's tutorial (both) Step by step and when I get to the CSS in the game, it shows up perfectly and all. I go to Stage selection and the stock icon is a question mark. After selecting a stage, it crashes. I'm pretty sure I have everything set and correct, but it just doesn't even load up the clone anymore, because of this.

I need help guys again, lol.

Normally means the Batlle Portrait isn't in the right format, or is compressed. check those and report back :P


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 05:50:46 PM
Normally means the Batlle Portrait isn't in the right format, or is compressed. check those and report back :P

Okay, it works now! I had "InfFace1101" as InfFace.1101 and so I changed it. It loaded the character and it played fine. When I exited, however, then it crashed. What's wrong now? Something in my Results?

Also, does capitalization matter? E.g. "Info" as "info", etc?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 12, 2014, 06:00:23 PM
Okay, it works now! I had "InfFace1101" as InfFace.1101 and so I changed it. It loaded the character and it played fine. When I exited, however, then it crashed. What's wrong now? Something in my Results?

Also, does capitalization matter? E.g. "Info" as "info", etc?
your missing teh result portratis the menschr.. that are in comon probably has the wrong name also?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 12, 2014, 06:53:10 PM
I've decided I haven't given back to the community enough. So I'm going to make a tutorial on how to port gfx to enemy/assist ef_files. It will only cover what I know. But in most cases, that'll be enough. It'll probably he typed with pictures, but we'll see.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 12, 2014, 06:55:50 PM
Also, does capitalization matter? E.g. "Info" as "info", etc?
Mine's lowercase, and it works.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on March 12, 2014, 06:57:45 PM
I've decided I haven't given back to the community enough. So I'm going to make a tutorial on how to port gfx to enemy/assist ef_files. It will only cover what I know. But in most cases, that'll be enough. It'll probably he typed with pictures, but we'll see.

Yay!  :af2:  :happy:


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 12, 2014, 07:02:45 PM
Now to get a tutorial on how to get announcer calls...


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 12, 2014, 07:09:51 PM
Now to get a tutorial on how to get announcer calls...

Or at least to make the .sawnd files load correctly.

I've seen that I'm not the only one with that problem.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 07:33:38 PM
your missing teh result portratis the menschr.. that are in comon probably has the wrong name also?
If you mean the Portraits outside in the Common>Char_Bust_Tex, I only have one Brres file with all six or so colors named, "MenSelchrFaceB1100" It looks fine too, but I still get a freeze.

Mine's lowercase, and it works.

Ah, good. I saw some that were lowercase, like in the original brawl partition, and thought that might be an idea to try, lol.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 12, 2014, 08:53:32 PM
I made generic victory result screen icons for all the addition slots if anyone wants to fix victory result screen freezes.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684)

remember that this is generic, and if you care about your custom character's retaining their victory result screen icons (say from nebulon's pack) you' should make a backup of your current menu folder, place these in, and copy back the backup you made. then it will fill in all the gaps and keep your result screen icons you've made so far.

it covers 37 characters with 10 costumes each starting from 110 (or from 3f to 63)


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 12, 2014, 09:11:14 PM
Now to get a tutorial on how to get announcer calls...

THIS
btw, I know I posted this on another thread related to this, but since its also something related to brawlEX, so I guess its ok if I post it here too
Momiji vs Link (http://www.youtube.com/watch?v=ex2tuBCjBGc#ws)
Whats this? A simple Link clone with own SFX? Yes, indeed it is, but this is something different, since you see Momiji and Link having different voices and yet the same .sawnd


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 09:17:36 PM
I have a question. Can the Stage Expansion code/pack be used with Brawlex? Or is there a way to load new stages with the engine already?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 12, 2014, 09:20:44 PM
I have a question. Can the Stage Expansion code/pack be used with Brawlex? Or is there a way to load new stages with the engine already?

Stage Expansion works the same as it always has.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 09:25:12 PM
Stage Expansion works the same as it always has.
Does it work with the Brawlex Engine?
Unless I'm doing something wrong, which is a probable case, it crashes when loading a new stage, with the code on.
Here's my set up:
Code:
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 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

SDHC Extension 1.1[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000008
* 3D60805A 616B9350
* 816B0000 2C0B0000
* 41820024 2C040040
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
* C23EE0BC 00000003
* 38000000 3C60805A
* 60639350 90030000
* 3C60805A 00000000
* 200B270C 15242218
* 0A23193F 29000000

Stage Roster Expansion
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
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 0000001F
066B99D8 0000001F
34010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000027
066B9A58 00000027
2A2B2C2D 2E252F24
211F2023 30312722
32283300 35362637
38393A3B 3C3D3E3F
40414243 44454600
06407AAC 000000A0
012A0202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F293D
2A422B31 2C4E2D43
2F303044 314D323E
2E45FFFF 40204121
42224323 44244525
46264727 48284929
4A014B2B 4C2C4D2D
4E2E4F2F 50375134
5232533A 543F5540
56415733 58365938
5A3B5B46 5C475D48
5E495F4A 604B614C
624D634E 644F0000
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 00000068
00000102 03040607
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
28282828 28282828
28281428 28282828
28282828 28282828
28282828 28282828
28282828 28000000
E0000000 80008000
28708CEB 00000040
28708D2E 0000281B
4A000000 90180F06
14000076 FF002812
E0000000 80008000
28708CEB 00000040
28708D2E 00002809
4A000000 90180F06
14000076 FF0027FF
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF002818
E0000000 80008000
28708CEB 00000031
28708D2E 0000281B
4A000000 90180F06
14000076 FF002810
E0000000 80008000
28708CEB 00000029
28708D2E 00002735
4A000000 90180F06
14000076 FF00280F
E0000000 80008000
28708CEB 00000042
28708D2E 0000281B
4A000000 90180F06
14000076 FF002705
E0000000 80008000
28708CEB 00000042
28708D2E 00002809
4A000000 90180F06
14000076 FF0026FF
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF002707
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF002804
E0000000 80008000
28708CEB 00000045
28708D2E 0000281B
4A000000 90180F06
14000076 FF002708
E0000000 80008000
28708CEB 00000045
28708D2E 00002809
4A000000 90180F06
14000076 FF00280B
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF00281A
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF00280C
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00281B
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF002815
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF002802
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00270C
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF002808
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00270D
E0000000 80008000
28708CEB 0000004F
28708D2E 0000281B
4A000000 90180F06
14000076 FF00281D
E0000000 80008000
28708CEB 0000004F
28708D2E 00002809
4A000000 90180F06
14000076 FF002817
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF00270F
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF002712
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF002713
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF00281F
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF002815
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF002820
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF002821
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF002822
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF002823
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF002825
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF002826
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00282C
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00282D
E0000000 80008000
28708CEB 0000004A
28708D2E 0000280C
4A000000 90180F06
14000076 FF002827
E0000000 80008000
28708CEB 0000004A
28708D2E 000027C6
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000
28708CEB 0000004A
28708D2E 000027D4
4A000000 90180F06
14000076 FF0026FE
E0000000 80008000
28708CEB 00000002
28708D2E 000027ED
4A000000 90180F06
14000076 FF00270A
E0000000 80008000
28708CEB 00000001
28708D2E 00002815
4A000000 90180F06
14000076 FF002709
E0000000 80008000

[Custom 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 0000001F
066B99D8 0000001F
00010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000019
066B9A58 00000019
1F202122 25242326
27282A2B 2C2D2E2F
30313233 34353637
38000000 00000000
06407AAC 00000078
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40024101
42024301 44024501
46024701 48024901
4A024B01 4C024D01
4E020000 00000000



Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 12, 2014, 09:27:11 PM
Does it work with the Brawlex Engine?
Unless I'm doing something wrong, which is a probable case, it crashes when loading a new stage, with the code on.
Here's my set up:
Code:
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 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

SDHC Extension 1.1[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000008
* 3D60805A 616B9350
* 816B0000 2C0B0000
* 41820024 2C040040
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
* C23EE0BC 00000003
* 38000000 3C60805A
* 60639350 90030000
* 3C60805A 00000000
* 200B270C 15242218
* 0A23193F 29000000

Stage Roster Expansion
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
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 0000001F
066B99D8 0000001F
34010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000027
066B9A58 00000027
2A2B2C2D 2E252F24
211F2023 30312722
32283300 35362637
38393A3B 3C3D3E3F
40414243 44454600
06407AAC 000000A0
012A0202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F293D
2A422B31 2C4E2D43
2F303044 314D323E
2E45FFFF 40204121
42224323 44244525
46264727 48284929
4A014B2B 4C2C4D2D
4E2E4F2F 50375134
5232533A 543F5540
56415733 58365938
5A3B5B46 5C475D48
5E495F4A 604B614C
624D634E 644F0000
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 00000068
00000102 03040607
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
28282828 28282828
28281428 28282828
28282828 28282828
28282828 28282828
28282828 28000000
E0000000 80008000
28708CEB 00000040
28708D2E 0000281B
4A000000 90180F06
14000076 FF002812
E0000000 80008000
28708CEB 00000040
28708D2E 00002809
4A000000 90180F06
14000076 FF0027FF
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF002818
E0000000 80008000
28708CEB 00000031
28708D2E 0000281B
4A000000 90180F06
14000076 FF002810
E0000000 80008000
28708CEB 00000029
28708D2E 00002735
4A000000 90180F06
14000076 FF00280F
E0000000 80008000
28708CEB 00000042
28708D2E 0000281B
4A000000 90180F06
14000076 FF002705
E0000000 80008000
28708CEB 00000042
28708D2E 00002809
4A000000 90180F06
14000076 FF0026FF
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF002707
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF002804
E0000000 80008000
28708CEB 00000045
28708D2E 0000281B
4A000000 90180F06
14000076 FF002708
E0000000 80008000
28708CEB 00000045
28708D2E 00002809
4A000000 90180F06
14000076 FF00280B
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF00281A
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF00280C
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00281B
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF002815
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF002802
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00270C
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF002808
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00270D
E0000000 80008000
28708CEB 0000004F
28708D2E 0000281B
4A000000 90180F06
14000076 FF00281D
E0000000 80008000
28708CEB 0000004F
28708D2E 00002809
4A000000 90180F06
14000076 FF002817
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF00270F
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF002712
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF002713
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF00281F
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF002815
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF002820
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF002821
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF002822
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF002823
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF002825
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF002826
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00282C
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00282D
E0000000 80008000
28708CEB 0000004A
28708D2E 0000280C
4A000000 90180F06
14000076 FF002827
E0000000 80008000
28708CEB 0000004A
28708D2E 000027C6
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000
28708CEB 0000004A
28708D2E 000027D4
4A000000 90180F06
14000076 FF0026FE
E0000000 80008000
28708CEB 00000002
28708D2E 000027ED
4A000000 90180F06
14000076 FF00270A
E0000000 80008000
28708CEB 00000001
28708D2E 00002815
4A000000 90180F06
14000076 FF002709
E0000000 80008000

[Custom 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 0000001F
066B99D8 0000001F
00010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000019
066B9A58 00000019
1F202122 25242326
27282A2B 2C2D2E2F
30313233 34353637
38000000 00000000
06407AAC 00000078
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40024101
42024301 44024501
46024701 48024901
4A024B01 4C024D01
4E020000 00000000



Yeah, I pretty much just copy/pasted my Stage Expansion / SSS codes and sc_selmap plus all the stages and their modules and it worked just fine. You should be able to set it up exactly however you did before you started using BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 12, 2014, 09:45:54 PM
I'm starting to think that maybe the SDHC Card code doesn't work with the stage expansion. Can't get it to work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 12, 2014, 09:56:22 PM
I'm starting to think that maybe the SDHC Card code doesn't work with the stage expansion. Can't get it to work.

No, I use the SDHC code, as well with a 4GB card. It works. Are you absolutely sure you included all the stage and module files for them all? Named them right? Copied the codes correctly and everything?

Edit: Here are my codes. Perhaps you'll have some luck using them?

Code:
RSBE01
Super Smash Bros. Brawl

General Codes

File Patch Code 3.5.1b
* 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

SDHC Extension
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020

Default Settings Modifier
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000100
* 0417F364 05000A00
* 0417F368 00000101
* 0417F36C 01000000
* E0000000 80008000

One Player Brawl
0468D420 2c060001

Stage Expansion Codes

Stage Roster Expansion System v2.0
* 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
* 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
* 00014113 1D1E043C
* 02052403 30180607
* 210C2015 09082F37
* 391F470A 3F0B3627
* 17232B0D 0E253800
* 006B92A4 00000027
* 066B9A58 00000027
* 280F3E40 1016222E
* 19351126 3B144E12
* 321A2C42 1B1C464A
* 4B334C2D 44433D31
* 453A4834 494D2A00
* 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

Sounds and Music

Replacement Sound Bank Engine
* 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

Tracklist Modifier
* 0610F9BC 00000014
* 60000000 60000000
* 3C80811A 7C601B78
* 608447E7 00000000
* 4A000000 81000000
* 301A46F8 6D755072
* 1417DF44 7CE03B78
* 1417DF4C 7C0400AE
* 161A47E8 00000068
* 00000102 03040607
* 08090A0B 0C0D0E0E
* 0E0E0E0F 10111213
* 14151515 16171819
* 1A1B1C1D 1E1F2D2D
* 2D202122 23242526
* 2728290A 2D2D2D2D
* 2D2D2D2D 2D2D2D2D
* 15241B15 23090312
* 130B0F1A 0C1C2709
* 01110828 100B0200
* 11120A12 1D0B0E18
* 0F0F0F17 0A000000
* E0000000 80008000

Custom Sound Engine
* 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

Gameplay Fixes

Input Lag Fix
* C202AD8C 00000002
* 7C630214 3863FBFC
* 60000000 00000000

Triple Jump Glitch Fix
* 04858DCC 38830003

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Ragequit Accelerator
* 040F15D8 60000000

Infinite Replays
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Tags in Replays
* 0404B140 38A00000

Colored Shields
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

CPUs Don't Ignore Other CPUs to Target Humans
* 04907D60 4800001C

Dash Dancing [Phantom Wings, 5 Lines]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Custom Stage Codes

Stage Builder: Unlimited Parts
* F31A1288 02D39801
* 38000000 00000000

Stage Builder: Allow Overlapping
* F31984E0 FE3C9101
* 38000001 00000000
* F31A0C44 FE3C9701
* 38000001 00000000
* F319C338 FE3C9601
* 38000001 00000000

Stage Editor has no limits
* 4A000000 81000000
* 10521D58 00000001
* 4A000000 80000000
* 4A000000 81000000
* 14529E5E 00000000
* 4A000000 80000000

Disable Custom Stages
046B841C 48000040


Title: Re: The BrawlEx Clone Engine
Post by: GraySoul on March 12, 2014, 10:04:53 PM
how would i use rel files to mod the normal non-clone characters? it always freezes for me.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 12, 2014, 10:10:29 PM
May I ask what font people use to make the CSP Name?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 12, 2014, 10:35:47 PM
I'm starting to think that maybe the SDHC Card code doesn't work with the stage expansion. Can't get it to work.
False. It works fine with it.
May I ask what font people use to make the CSP Name?
A while ago, Mario and Sonic Guy, I believe, said this:
Quote
For the names that appear below the CSP, the best font to use is Times New Roman Bold.  For the CSS names and in-game match names, use the Verdana Bold font.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 12, 2014, 10:44:34 PM

Thank you so much, Segtendo!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 12, 2014, 11:06:52 PM
I do believe i have also found a way to fix clone gfx. though i haven't tested it. If i get around to it, and it works i'll post a video tutorial. :P

I MAY even be able to just fix the gfx without needing to use the assist trophy ef_file


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 13, 2014, 12:06:41 AM
Here's my Brawlex pack (Click on the image in my sig)

Includes 36 new characters, the collection was focused on scavenging through all of the available movesets and picking the most unique and ingenious ones.

Kinda Glitchy though........

Characters include:

Dr. Mario
Mewtwo
Pichu
Roy
Young Link
Waluigi
Dark Link
Tabuu
Shadow
Tails
Knuckles
Zero
Megaman X
Cloud
Sephiroth
Tifa
Tidus
Sora
Bomberman
Megaman   
Lloyd
Scott Pilgrim
2d Marisa
Spiderman   
Gray Fox
BLANK (because kept freezing)
Dudley
Wolverine
Deadpool
Goku
Vegeta
Krillin
Piccolo
Gotenks
Kid buu
Naruto
Shinda

Current known Glitches:
Freezes if any 2nd page levels are selected
Freezes after pichu wins a match
Freezes after Gray fox wins a match
Random doesn't select among the new characters
(other characters might freeze the game if someone made a broken model or moveset)

and many other graphical glitches listed in the characterlist txt file in the pack

Feel free to take anything from it you guys want. technically none of the things in the pack are mine (except for a few of the crappy characters select icons which i made in like 2 seconds each)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 13, 2014, 02:36:43 AM
I do believe i have also found a way to fix clone gfx. though i haven't tested it. If i get around to it, and it works i'll post a video tutorial. :P

I MAY even be able to just fix the gfx without needing to use the assist trophy ef_file
this would be great if we could change the ids of the gfxs


Title: Re: The BrawlEx Clone Engine
Post by: teku16 on March 13, 2014, 12:42:54 PM
Complete and total noob checking in here. Let me just say I absolutely love your work Phantom Wings, and anyone else who made this amazing. I am having the first troubleshooting issue that is listed (loads blank ? marks and freezes on hover-over of the broke images. I am using Brawl Minus MAX 1.0 and it loads the Brawl - game seemingly fine, gets the custom screens and CSS screen. I have the common2.pac file and the bx_fighter.rel or whatever file both in place. Can someone help me? I think it might be an issue with my GTC but I'm not sure. I used the Cheat Code Manager program for windows 7, and it seemed to generate the .gtc fine but I'm not sure. Any help is appreaciated thank you!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 13, 2014, 01:21:35 PM
Complete and total noob checking in here. Let me just say I absolutely love your work Phantom Wings, and anyone else who made this amazing. I am having the first troubleshooting issue that is listed (loads blank ? marks and freezes on hover-over of the broke images. I am using Brawl Minus MAX 1.0 and it loads the Brawl - game seemingly fine, gets the custom screens and CSS screen. I have the common2.pac file and the bx_fighter.rel or whatever file both in place. Can someone help me? I think it might be an issue with my GTC but I'm not sure. I used the Cheat Code Manager program for windows 7, and it seemed to generate the .gtc fine but I'm not sure. Any help is appreaciated thank you!

Minus developer checking in here. The game does indeed work with the BrawlEx engine. In the OP of this thread, I made a setup video specifically for Brawl minus. The most notable change in the gct is disabling the 'giga and company css fix v2' as well as using the new filepatch code.

If you haven't, watch my video tutorial in the OP for minus. It covers everything necessary (assuming you don't use the CSS expansion)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 13, 2014, 01:49:44 PM
anyone know the soundbank id for ngagog like 0x00000000


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 13, 2014, 01:53:30 PM
anyone know the soundbank id for ngagog like 0x00000000

130

Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 13, 2014, 02:02:03 PM
Ahh shinf that reminds me, maybe you should make a new thread with the info for making characters have cBliss costumes. Reason being, new people are gonna keep coming in, and not having a specific place to point them will eventually become extremely tedious :P idk what board that would go in, but I assume tutorials unlike the sfx one


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 13, 2014, 02:05:43 PM
Ahh shinf that reminds me, maybe you should make a new thread with the info for making characters have cBliss costumes. Reason being, new people are gonna keep coming in, and not having a specific place to point them will eventually become extremely tedious :P idk what board that would go in, but I assume tutorials unlike the sfx one

That's a good idea. I'll do that some time today or tomorrow. I'll put it in the programming tutorials board and put a link here when it's posted.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 13, 2014, 02:07:19 PM
Thanks Sammi. Lol sorry for being that "new" guy xD It works with ShinF's files. Now, I just need to get the Result Screen to not crash lol


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 13, 2014, 02:13:03 PM
hopefully someone can figure out how to use this with project m sometime soon


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 13, 2014, 02:39:14 PM
hopefully someone can figure out how to use this with project m sometime soon
this could work with project m 2.5


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 13, 2014, 03:26:42 PM
That's a good idea. I'll do that some time today or tomorrow. I'll put it in the programming tutorials board and put a link here when it's posted.

Okay, tutorial for cBliss effect is up. Hopefully, we'll get less people asking about or having trouble with it, and can just direct them to it if they need help.

http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)


Title: Re: The BrawlEx Clone Engine
Post by: teku16 on March 13, 2014, 05:20:49 PM
Sammi I followed that guide to a tee and finally got the blank lucario model to show up right, although the game hung for over 5 minutes before I rebooted if I tried to load the stage with him. I'm trying to use a model pack and just use the 3F and 40 characters since my SD card wont handle the 982mb of the pack size, and I'm now getting the game freezing at "this is going to be awesome" or if it luckily makes it past it, which is after the 5-6th time, the 3F slot is a question mark and freezes when I hover over it. But right now the issue is the incredibly inconsistency in the success of the load or not. What could I have done wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 13, 2014, 05:24:00 PM
Sammi I followed that guide to a tee and finally got the blank lucario model to show up right, although the game hung for over 5 minutes before I rebooted if I tried to load the stage with him. I'm trying to use a model pack and just use the 3F and 40 characters since my SD card wont handle the 982mb of the pack size, and I'm now getting the game freezing at "this is going to be awesome" or if it luckily makes it past it, which is after the 5-6th time, the 3F slot is a question mark and freezes when I hover over it. But right now the issue is the incredibly inconsistency in the success of the load or not. What could I have done wrong?
do you have the hook type to anexframe or whatever its the name?


Title: Re: The BrawlEx Clone Engine
Post by: teku16 on March 13, 2014, 05:33:14 PM
do you have the hook type to anexframe or whatever its the name?

Yes and it just freezes somewhere on the initial game launch, depending on if I press A or not, either on the first screen, the "This will be awesome" screen or the loading or "maxing out" screen D:


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 13, 2014, 06:22:58 PM
Yes and it just freezes somewhere on the initial game launch, depending on if I press A or not, either on the first screen, the "This will be awesome" screen or the loading or "maxing out" screen D:

I have a similar thing like this going on for myself, and I can't figure out why. I used Nebulon's build after trying my own, and they both froze at the Strap screen, although mine at least got to the first loading screen. I'm using USB Loader, since my Wii no longer wants to read any disc that's dual-layer. :/


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 13, 2014, 06:50:11 PM
Is there a way to Set up which character loads a specific Clone's Slot?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 13, 2014, 10:17:08 PM
For those of you who wanted me to release a tutorial on GFX porting to enemy/assist ef_files, here is my tutorial: http://forums.kc-mm.com/index.php?topic=66856.0 (http://forums.kc-mm.com/index.php?topic=66856.0)

I hope this explanation will be enough for the masses, but as it's my first tutorial I am willing to accept constructive criticism, and I'd be willing to go back and edit/specify things that are difficult to grasp.

Have a look. :)


Title: Re: The BrawlEx Clone Engine
Post by: JPW62490 on March 13, 2014, 10:39:19 PM
Question for all who use BrawlEx on Brawl Minus MAX...

Has anyone else ever come across the problem of Ganondorf's Gandouken being too powerful and killing people in basically one hit? If so, does anyone know the code that can fix it? If it can't be fixed itself, then where do I edit the power and knockback levels of the super scope item. Since it's not on anytime my friends play, I am willing to edit the item directly if need be.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 13, 2014, 10:46:16 PM
Theirs also another way replacing sfx not from bosses but some unused Fighter sfx example Mario Group id 8 collection id 813 wav id 92 i replaced that unused wav with a different effect using audacity mono wav file
Insert it and save the sawndz file name it 8.sawndz then you got to open fitmario.pac
Scroll to your sawnd to be played at mine example is AppealLw section SFX added Sound effects 0171 that will play wav 92 from mario add synourchous time = 2 save it and add the firmario.pac to fighter/mario 8.sawndz to pf/sfx and when you play the game it should play the sound and work without bosses sfx Sfx list here http://www.mediafire.com/download/hikd7zwy1hrbmll/SFX+ID+Lists+all+Characters.rar (http://www.mediafire.com/download/hikd7zwy1hrbmll/SFX+ID+Lists+all+Characters.rar)
 :af: :af2: :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 13, 2014, 11:12:12 PM
Theirs also another way replacing sfx not from bosses but some unused Fighter sfx example Mario Group id 8 collection id 813 wav id 92 i replaced that unused wav with a different effect using audacity mono wav file
Insert it and save the sawndz file name it 8.sawndz then you got to open fitmario.pac
Scroll to your sawnd to be played at mine example is AppealLw section SFX added Sound effects 0171 that will play wav 92 from mario add synourchous time = 2 save it and add the firmario.pac to fighter/mario 8.sawndz to pf/sfx and when you play the game it should play the sound and work without bosses sfx Sfx list here [url]http://www.mediafire.com/download/hikd7zwy1hrbmll/SFX+ID+Lists+all+Characters.rar[/url] ([url]http://www.mediafire.com/download/hikd7zwy1hrbmll/SFX+ID+Lists+all+Characters.rar[/url])
 :af: :af2: :kdance:


This is another option. Since every character has many unused SFX.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 13, 2014, 11:25:54 PM
This is another option. Since every character has many unused SFX.
indeed it is i have Broly And Waluigi voices in game this is a much easier way


Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 13, 2014, 11:33:10 PM
I need a lot of help with make the codes, i cant understand how to do it, please any one can put an example for a code with 3 clone characters¿ only to get an idea about how to do it


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 13, 2014, 11:39:23 PM
Well My top 3 things i want next brawlex to contain is
1. Their own Sfx without replacing
2. Kirby copies and hats
3. More character roster expand
BrawlEx is becoming Mugen  :yay:

Post Merge: March 13, 2014, 11:43:37 PM
I need a lot of help with make the codes, i cant understand how to do it, please any one can put an example for a code with 3 clone characters¿ only to get an idea about how to do it
Here some
fILE PATCH
* 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



Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 13, 2014, 11:50:23 PM
Well My top 3 things i want next brawlex to contain is
1. Their own Sfx without replacing
2. Kirby copies and hats
3. More character roster expand
BrawlEx is becoming Mugen  :yay:

Post Merge: March 13, 2014, 11:43:37 PM
Here some
fILE PATCH
* 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


  i cant, were begins the first css code? i know how to add 1 new character like in the example, but how to add more¿


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 14, 2014, 12:32:32 AM
Question for all who use BrawlEx on Brawl Minus MAX...

Has anyone else ever come across the problem of Ganondorf's Gandouken being too powerful and killing people in basically one hit? If so, does anyone know the code that can fix it? If it can't be fixed itself, then where do I edit the power and knockback levels of the super scope item. Since it's not on anytime my friends play, I am willing to edit the item directly if need be.

Im a Minus dev, and i can tell you that the cause of the gandouken being crazy powerful is a direct result of using the vanilla common3 from the CSS Expansion rather then replacing the files within it from the resources folder in the download.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 14, 2014, 12:51:05 AM
 :>.>palm:
Was getting a lot of random freezes at the CSS because i didnt include the sc_selcharacter in the download
watch out for that guys


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 02:52:45 AM
  i cant, were begins the first css code? i know how to add 1 new character like in the example, but how to add more¿
the new brawlex doesnt use css codes, there  is a file that does that its called cssroster wich you edit with the config tool


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 14, 2014, 10:04:31 AM
This probably isn't related to BrawlEx(but it's only ever occurred while playing BrawlEx)
Using Nebulon's pack I keep making custom BRSTM and sometimes when the song is over a custom level it stops halfway through and plays another song.
Anyone know why this could be happening?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 14, 2014, 11:31:04 AM
Backup and format your SD card. It will fix the problem unless the BRSTM in question is corrupted.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 14, 2014, 11:43:49 AM
can you add fighting alloy team because when i try it freeze when i selected a stage


Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 14, 2014, 12:34:02 PM
the new brawlex doesnt use css codes, there  is a file that does that its called cssroster wich you edit with the config tool
so i only need that code? and thats all about codes? btw i cant get it works, i am using that mega pack, but when the game starts only the standar characters appears, nothing happen, i ve putting all the download on my sd card and i cant get it works, the game starts like always witouth any new character
im using neogamma and i ve put the download codes in the pack, im using a DVD back up, works with this or i need the brawl iso?


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 14, 2014, 12:42:43 PM
This probably isn't related to BrawlEx(but it's only ever occurred while playing BrawlEx)
Using Nebulon's pack I keep making custom BRSTM and sometimes when the song is over a custom level it stops halfway through and plays another song.
Anyone know why this could be happening?
Ive also been having those sorts of troubles too, Im using dolphin, I thought maybe that could be the cause somehow


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 14, 2014, 12:46:10 PM
Ive also been having those sorts of troubles too, Im using dolphin, I thought maybe that could be the cause somehow
I'm using the disk so it can't be that.
I'm gonna try different BRSTM programs and see if that helps


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 14, 2014, 12:50:08 PM
CSSRoster isn't a code. It's a file you edit with the config utility.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 14, 2014, 12:58:44 PM
Dolphin needs to be at least 4.0+. once you got your sd.raw setup and in the right place, click config, and under wii, enable the insert SD option and under paths select the directory of your brawl iso. after that, run the boot.elf for gecko os, change the hook type to ax next frame, and run the game. remember AT LEAST 4.0 (i kept having a hard time getting it to work on my dolphin emulator too)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 01:06:56 PM
so i only need that code? and thats all about codes? btw i cant get it works, i am using that mega pack, but when the game starts only the standar characters appears, nothing happen, i ve putting all the download on my sd card and i cant get it works, the game starts like always witouth any new character
im using neogamma and i ve put the download codes in the pack, im using a DVD back up, works with this or i need the brawl iso?
if for mega pack you say your using nebulon pack?

Also your using a retail disk why on earth are you using neaogamma instead of gecko to launch a disc?i dont know if it works on neogamma or not and i never heard of anyone saying they are using neogamma so i cant say much on this.

SD card : are you using an SD card that is under 2 gb?

if your using nebulon pack did you include all those files like gameconfigs and such that are on the root of the sd card all scatered?

you also need to set the hook on gecko or any ocarina enable program to axenframe(or whatever its called)


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 14, 2014, 01:19:10 PM
Anyone need a waluigi sfx (pit unused sounds) won't effect pit
heres the link http://www.2shared.com/file/Mhx6FZi3/Waluigi.html (http://www.2shared.com/file/Mhx6FZi3/Waluigi.html)
Contains waluigi files
and sawndz file

Post Merge: March 14, 2014, 01:28:00 PM
Next will be zero from megaman
over link sfx unused


Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 14, 2014, 01:33:52 PM
if for mega pack you say your using nebulon pack?

Also your using a retail disk why on earth are you using neaogamma instead of gecko to launch a disc?i dont know if it works on neogamma or not and i never heard of anyone saying they are using neogamma so i cant say much on this.

SD card : are you using an SD card that is under 2 gb?

if your using nebulon pack did you include all those files like gameconfigs and such that are on the root of the sd card all scatered?

you also need to set the hook on gecko or any ocarina enable program to axenframe(or whatever its called)
becouse gecko always says : error no dvd found. ive always use neogamma to load models, neo gamma have the anextframe too, my sd is 2 gb, ive putedd all the files to my sd bug notthing happend, neogamma says : codes found. aplying, with my codes this works always, but with the gct in the download nothing happen. im using a brawl dvd backup


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 01:36:20 PM
Anyone need a waluigi sfx (pit unused sounds) won't effect pit
heres the link [url]http://www.2shared.com/file/Mhx6FZi3/Waluigi.html[/url] ([url]http://www.2shared.com/file/Mhx6FZi3/Waluigi.html[/url])
Contains waluigi files
and sawndz file

Post Merge: March 14, 2014, 01:28:00 PM
Next will be zero from megaman
over link sfx unused


Nice! :) Do I need anything to download this? It seems there's an exe for it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 01:38:05 PM
becouse gecko always says : error no dvd found. ive always use neogamma to load models, neo gamma have the anextframe too, my sd is 2 gb, ive putedd all the files to my sd bug notthing happend, neogamma says : codes found. aplying, with my codes this works always, but with the gct in the download nothing happen. im using a brawl dvd backup
if no characters change then the game isnt loading the filepatch code of brawlex  

how cant gecko find the disk?

anyway i cant say brawlex works trough neogamma if anyone can pls say so

the only way to make sure you have everything set right is for you to upload your entire sd card otherwise we cant help much more.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 14, 2014, 01:41:45 PM
heres a shortcut http://www.2shared.com/complete/Mhx6FZi3/Waluigi.html (http://www.2shared.com/complete/Mhx6FZi3/Waluigi.html)

Post Merge: March 14, 2014, 01:42:10 PM
i might use zero sfx from mugen


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 01:44:17 PM
heres a shortcut [url]http://www.2shared.com/complete/Mhx6FZi3/Waluigi.html[/url] ([url]http://www.2shared.com/complete/Mhx6FZi3/Waluigi.html[/url])

Post Merge: March 14, 2014, 01:42:10 PM
i might use zero sfx from mugen


Those SFX would be cool :) But this shortcut takes me to the same screen. When I click download it asks me to download some exe.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 01:46:44 PM
Those SFX would be cool :) But this shortcut takes me to the same screen. When I click download it asks me to download some exe.
you need to make an acc i think i have one and i can download it easily


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 14, 2014, 01:51:18 PM
ill be using Tatsunuko vs capcom zero voices


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 01:55:24 PM
ill be using Tatsunuko vs capcom zero voices

Nice :) Which Zero? The one in my pack?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 14, 2014, 01:56:07 PM
Anyone need a waluigi sfx (pit unused sounds) won't effect pit
heres the link [url]http://www.2shared.com/file/Mhx6FZi3/Waluigi.html[/url] ([url]http://www.2shared.com/file/Mhx6FZi3/Waluigi.html[/url])
Contains waluigi files
and sawndz file

Post Merge: March 14, 2014, 01:28:00 PM
Next will be zero from megaman
over link sfx unused

If you did Goku that would be awesome!


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 14, 2014, 02:02:41 PM
Nice :) Which Zero? The one in my pack?
Yep since its gfx fixed

Post Merge: March 14, 2014, 02:15:17 PM
If you did Goku that would be awesome!
Yeah i might do goku also


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 14, 2014, 02:38:22 PM
I think I'm going to do Shulk's sounds over Porky or Rayquaza.


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 14, 2014, 02:42:16 PM
Hey does anyone know what ID's are the characters that are over 63? I want to add more characters to my roster.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:26:54 PM
So I have my Project M 2.6b and I have BrawlEx Clone and CSS Expansion. I am attempting to use BrawlEx in Project M. I know I can't use 3.0 because of it's custom clone engine for Mewtwo and Roy.

I have applied all of the necessary files for BrawlEx to run normally. I haven't added any characters or anything, I'm just trying to get it to run. I am getting the blank CSS every time I try. Do you think this has something to do with the Project M's codes? I think it might be an issue of the transforming characters separation codes that might be in Project M. If anyone has any ideas let me know, and if you have an earlier version of Project M, could you send me the files?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:34:57 PM
this could work with project m 2.5
can u show me how to do that i would love to make it work on pm 2.5


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 14, 2014, 03:37:29 PM
It's not the Project M Clone Engine that causes the compatibility problems, it's the heavy modifications they've made to so many of the module files. Dantarion himself has said that this is the problem. This means that 2.5 most likely doesn't have any greater chance of working than 3.0.

It will probably never work with Project M, due to us hooking into similar places and patching our modules completely differently.

Not saying it's impossible, just that it's incredibly unlikely and would likely take a reworking of the BrawlEx Engine just for Project M in order to work.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:41:52 PM
It's not the Project M Clone Engine that causes the compatibility problems, it's the heavy modifications they've made to so many of the module files. Dantarion himself has said that this is the problem. This means that 2.5 most likely doesn't have any greater chance of working than 3.0.

Not saying it's impossible, just that it's incredibly unlikely and would likely take a reworking of the BrawlEx Engine just for Project M in order to work.

If someone can get me a 2.5 or earlier version, then I can mess with it. I can't guarantee anything, but it is worth a shot.


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 14, 2014, 03:43:41 PM
So I have my Project M 2.6b and I have BrawlEx Clone and CSS Expansion. I am attempting to use BrawlEx in Project M. I know I can't use 3.0 because of it's custom clone engine for Mewtwo and Roy.

I have applied all of the necessary files for BrawlEx to run normally. I haven't added any characters or anything, I'm just trying to get it to run. I am getting the blank CSS every time I try. Do you think this has something to do with the Project M's codes? I think it might be an issue of the transforming characters separation codes that might be in Project M. If anyone has any ideas let me know, and if you have an earlier version of Project M, could you send me the files?
I honestly don't think it works with Project M


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:44:25 PM
i can give u 2.0

Post Merge: March 14, 2014, 03:44:42 PM
i meant 2.1


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:44:48 PM
I honestly don't think it works with Project M

I still want to give it a try. Even if it may be a complete dead end.


i can give u 2.0

Post Merge: March 14, 2014, 03:44:42 PM
i meant 2.1

Alright! Just PM me with a link. That would be awesome!


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:46:27 PM
Which 1 u want Fullset Hackless
Fullset Homebrew
Fullset Riivolution
Wifi Set Hackless
Wifi Set Homebrew or Wifi Set Riivolution


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 03:46:58 PM
i dont think it will ever work all pm versions had that code that if you had any char to the css it will be turned to mario and this was ever since the beggining so ppl couldnt use the rest of the cast that had no PM moveset so all your going to do will be in vain imo


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:49:31 PM
no 2.1 doesnt have that code i tried to add a character using the css roster dat and it said fighter3f but it froze for me at css


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:49:56 PM
i dont think it will ever work all pm versions had that code that if you had any char to the css it will be turned to mario and this was ever since the beggining so ppl couldnt use the rest of the cast that had no PM moveset so all your going to do will be in vain imo

Really?... well... I'll still mess with it a little anyway. Maybe we can just make a bunch of mario clones on Project M and then just edit those!  :af:

Or not... Idk :notimp:


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:50:48 PM
pkmn master whitch 1 do u want
fullset or wifi set
hackless homebrew or riivolution


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:53:21 PM
no 2.1 doesnt have that code i tried to add a character using the css roster dat and it said fighter3f but it froze for me at css

Would that possibly make the original way of editing the clone engine possible? Without the CSSRoster.dat, but with the codes instead...



I'll try the fullset homebrew!


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:54:32 PM
idk try it and tell me how it goes and see if u can make it work if u can tell me how

Post Merge: March 14, 2014, 03:55:12 PM
also can u add the sdhc code and tell me if that works cause i have an 8gb sd card


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:55:36 PM
idk try it and tell me how it goes and see if u can make it work if u can tell me how

I will. If I figure out anything or need any help I will post something about it.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 03:58:43 PM
k its uploading


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 03:59:52 PM
k its uploading

You should put the link in the forum so that other people can try it if they want.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 04:06:17 PM
k no prob

Post Merge: March 14, 2014, 04:08:04 PM
should i make a new thread so people can easily find it?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 04:09:14 PM
k no prob

Post Merge: March 14, 2014, 04:08:04 PM
should i make a new thread so people can easily find it?

If you want to make one you can. I was thinking about starting one after I get the files.

Edit:

Actually. I'll just make the thread.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 04:16:16 PM
http://www.mediafire.com/download/z6x23d8p7n9ao3b/project_m_2.1.zip (http://www.mediafire.com/download/z6x23d8p7n9ao3b/project_m_2.1.zip)
theres the link


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 04:19:08 PM
[url]http://www.mediafire.com/download/z6x23d8p7n9ao3b/project_m_2.1.zip[/url] ([url]http://www.mediafire.com/download/z6x23d8p7n9ao3b/project_m_2.1.zip[/url])
theres the link



Alright! Awesome! I am making the thread now, and will post it here when it is finished.


Edit:


Here it is! The official thread for BrawlEx + Project M!

http://forums.kc-mm.com/index.php?topic=66871.0 (http://forums.kc-mm.com/index.php?topic=66871.0)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 14, 2014, 04:51:27 PM
Project M versions before the clone engine came out for it will likely work. i highly doubt there were heavy modifications made to the modules before the Clone engine was released. The fact that you got a blank roster is proof that the Game is at least loading BrawlEx as well as the common3. You may want to keep trying with that version as well


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 14, 2014, 04:56:52 PM
K so does anyone know what the ID's for characters above 63 are? Or are they same as the rest but just with a different number like 64 or something? I'm trying to edit my CSSRoster file but I don't know what the ID's for characters over the range of 63 are. I want to add more characters to my roster. Please help!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 14, 2014, 05:01:03 PM
63 is the max so far, sadly.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 14, 2014, 05:27:36 PM
Project M versions before the clone engine came out for it will likely work. i highly doubt there were heavy modifications made to the modules before the Clone engine was released. The fact that you got a blank roster is proof that the Game is at least loading BrawlEx as well as the common3. You may want to keep trying with that version as well
true
would have to remove any css related codes
pokemon codes
and so forth
it probably would work with 2.5 as the clones are not in there yet
roy, mewtwo
but
meh


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 14, 2014, 05:40:09 PM
Dolphin needs to be at least 4.0+. once you got your sd.raw setup and in the right place, click config, and under wii, enable the insert SD option and under paths select the directory of your brawl iso. after that, run the boot.elf for gecko os, change the hook type to ax next frame, and run the game. remember AT LEAST 4.0 (i kept having a hard time getting it to work on my dolphin emulator too)
False: I can successfully run BrawlEx on Dolphin 3.0 using the latest filepatch. (Using BrawlExpanded v0.9_inc-rev3-Dolphin-SVNbuild[01032014_1855])

[ I also got other mods to work this way in Dolphin 3. Must be something in file patch code. ]


Title: Re: The BrawlEx Clone Engine
Post by: StarWaffle on March 14, 2014, 06:13:30 PM
Someone should make a Diddy clone slot


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 06:50:21 PM
true
would have to remove any css related codes
pokemon codes
and so forth
it probably would work with 2.5 as the clones are not in there yet
roy, mewtwo
but
meh


I'm actually working on that right now. Do you think it would just be as easy as using the GCTeditor, and finding the codes and removing them?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 14, 2014, 06:53:42 PM
Someone should make a Diddy clone slot
diddy has pratically no psas what would you brawlex? models with diddy moveset?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 14, 2014, 07:14:22 PM
i'm surprised there hasn't been a dixie kong PSA made to go with the nice dixie kong model that was made awhile back.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 07:19:11 PM
i'm surprised there hasn't been a dixie kong PSA made to go with the nice dixie kong model that was made awhile back.

I've been thinking this for a long time. If her, Toon Zelda, Tetra, and Plusle and Minun are made then we'll have melee characters, deleted characters, and with Smash 4 on the way we'll surely have them made for Brawl as well :)

With BrawlEx, Brawl will be the Mortal Kombat Trilogy of the Smash series.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 14, 2014, 07:30:52 PM
I've been thinking this for a long time. If her, Toon Zelda, Tetra, and Plusle and Minun are made then we'll have melee characters, deleted characters, and with Smash 4 on the way we'll surely have them made for Brawl as well :) With BrawlEx, Brawl will be the Mortal Kombat Trilogy of the Smash series.

Damn, now I kinda want to make Toon Zelda. XD


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 14, 2014, 07:35:25 PM
I've been thinking this for a long time. If her, Toon Zelda, Tetra, and Plusle and Minun are made then we'll have melee characters, deleted characters, and with Smash 4 on the way we'll surely have them made for Brawl as well :)

With BrawlEx, Brawl will be the Mortal Kombat Trilogy of the Smash series.

I would love that so much. Toon Zelda already has a moveset, as do the cut-Melee characters. The  rest of the forbidden 7 have yet to be made. Smash 4 characters are in the makes. Megaman is already cloned. Rosalina and Luma are a WIP, and so is Villager. Wii Fit Trainer has yet to be recreated, and there are rumors about a Smash 4 Little Mac in the works.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 14, 2014, 07:38:09 PM
Can anyone quick pop over to my thread, and post something? Link in my signature.

I was trying to post the Project M code set, when I maxed out the amount of characters I can have in a single post... so I need someone to just make a quick post so that I can put the second half of the codes on the thread.  :P


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 14, 2014, 08:12:38 PM
I am no longer SmashKing64
I am MachWindEX


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 14, 2014, 08:22:58 PM
Sorry that I'm still noobing around the forum, but I'm still not sure why I'm freezing. I have Nebulon's pack and whenever I go into to stage selector I freeze. First I tried Spider-man, Wolverine and Deadpool and before I could even move the hand to choose a stage, the game freezes. I waited about a day and try Shadow and Sonic and the same happens, then I used Mario & Sonic and nothing changed. I decided to go onto Classic mode to see if single player works and that froze as soon as the CSS loaded up. I already asked someone about this and he had no idea why this is happening. I didn't add anything to it yet, and I made sure I downloaded everything.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 08:25:02 PM
I would love that so much. Toon Zelda already has a moveset, as do the cut-Melee characters. The  rest of the forbidden 7 have yet to be made. Smash 4 characters are in the makes. Megaman is already cloned. Rosalina and Luma are a WIP, and so is Villager. Wii Fit Trainer has yet to be recreated, and there are rumors about a Smash 4 Little Mac in the works.

The remaining would then be:

Tetra over Sheik
Dixie over Diddy probably
Plusle&Minun over Ice Climbers I'd imagine
Wii Fit Trainer over... kind of whoever...
Little Mac over... CF or Marth
Villager over Pit
Rosalina& Luma over Ice climbers

So if these get made we'd need an Ice Climbers and Diddy module.

But I'm still holding out for ROB lol



Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 14, 2014, 08:28:04 PM
You know I can see Toon Zelda having a transformation to Tetra like Zelda to Sheik, as for Plusle and Minun they'd probably play like a Pikachu/Pichu tag team.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 14, 2014, 08:42:27 PM
The remaining would then be:

Tetra over Sheik
Dixie over Diddy probably
Wii Fit Trainer over... kind of whoever...
Plusle&Minun over Ice Climbers I'd imagine
Little Mac over... CF or Marth
Villager over Pit
Rosalina& Luma over Ice climbers

So if these get made we'd need an Ice Climbers and Diddy module.

But I'm still holding out for ROB lol



I Just saw the updates on your brawlex pack and i have to say something...
The only thing that REALLY breaks grafox, is his  gun...  change the gun and grayfox will be a fairly balanced character.., by the way.. good job with his Special Side B attack.. :)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 08:47:30 PM
The only thing that REALLY breaks grafox, is his  gun...  change the gun and grayfox will be a fairly balanced character.., by the way.. good job with his Special Side B attack.. :)
The only thing that REALLY breaks grafox, is his  gun...  change the gun and grayfox will be a fairly balanced character.., by the way.. good job with his Special Side B attack.. :)
The only thing that REALLY breaks grafox, is his  gun...  change the gun and grayfox will be a fairly balanced character.., by the way.. good job with his Special Side B attack.. :)

You think so? Also did you ever fix Shadow's neutral air attack?

As for GrayFox, I don't know how to put it, but his attacks seem to hve lingering offensive collisions... It's hard to explain... Kike his moves aren't quite as fast as you'd expect. Idk, but word on the street js that Eternak Yoshi is releasing his Gray Fox at some point :)

Also we shouk yalk about our nerfs in pms. :)


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 14, 2014, 08:48:07 PM
When I try playing with a clone, the game gives me an extra random icon which freezes when I highlight it. :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 14, 2014, 09:03:10 PM
The remaining would then be:

Tetra over Sheik
Dixie over Diddy probably
Plusle & Minun over Ice Climbers I'd imagine
Wii Fit Trainer over... kind of whoever...
Little Mac over... CF or Marth
Villager over Pit
Rosalina & Luma over Ice climbers

So if these get made we'd need an Ice Climbers and Diddy module.

But I'm still holding out for ROB lol



Honestly, I don't see Ice Climbers being clone-able anytime soon, same with Sheik. Diddy I can see. But if anyone were to make Plusle and Minun, they'd need to be over ICs, as no body else would work like that, as with Rosalina and Luma. So Rosalina and Plusle couldn't function properly without their counterpart. But enough of my silly thoughts.


Title: Re: The BrawlEx Clone Engine
Post by: GoMB-BallGamer4774 on March 14, 2014, 09:17:16 PM
63 is the max so far, sadly.
But I thought the CSS Expansion thing allows up to 100 characters?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 09:22:50 PM
But I thought the CSS Expansion thing allows up to 100 characters?

It's a work in progress. At this point in time it allows for 100 icons.

If someone can fix slots 58 then we'd have another one. :) Until then, it's up to Phantom Wings.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 14, 2014, 10:00:45 PM
I've looked EVERYWHERE, but I can't get a good tutorial on how to use the Sound Replacement engine.
I've tried exporting Sawnd files into the proper folder, changed the hex id in the Cosmetic Data.dat, but nothing works.
So, how do you use this code?


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 14, 2014, 10:10:54 PM
That's covered in the first post. It means that BrawlEx isn't working at all and probably means you're missing common2.pac in your system folder and/or bx_fighter.rel in your module folder.

That's the strange part, my files are in the right spot as far as I can tell.

https://www.dropbox.com/sh/34aaoh90bsl6pqa/3tw3X4FcSL (https://www.dropbox.com/sh/34aaoh90bsl6pqa/3tw3X4FcSL)


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 14, 2014, 10:18:18 PM
Make sure that your hook is AXNextFrame in Gecko


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 14, 2014, 10:27:17 PM
Hey Nebulon.
Can you please include Master Chief in your next update please?

Using P:M Snake with Halo 4 Master Chief.

You know, these two:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32723 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32723)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31965 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31965)

Once I finish my "kinda" PSA of the Arbiter, we may now have 2 Halo characters there.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on March 14, 2014, 10:37:17 PM
Nebulon should add Sasuke, Dante, and Vergil.... ._.
<_<
>_>


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 10:42:58 PM
Nebulon should add Sasuke, Dante, and Vergil.... ._.
<_<
>_>

When I'm home I'll let you know who I'm adding. But i have wanted a good Master Chief PSA... :)

I'd want Master Chief to have weapons from Halo though. Not just Snake weapons. They're a bit dated lol


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 14, 2014, 10:52:28 PM
That CSSRoster.dat is fun to play around with. I have my characters set up to mimic Melee's CSS screen :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 14, 2014, 10:53:59 PM
That CSSRoster.dat is fun to play around with. I have my characters set up to mimic Melee's CSS screen :P

Share your pack. :)


Title: Re: The BrawlEx Clone Engine
Post by: Batman on March 14, 2014, 10:55:41 PM
When I'm home I'll let you know who I'm adding.

If the first sentence was referring to me then awesome! xD


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 14, 2014, 10:56:05 PM
Share your pack. :)
Even if I have a few characters from ASF's pack? :P
I have the Roy, Zero, Shadow and Waluigi he included in his pack.
Besides, I don't have full cosmetics for everyone.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 14, 2014, 11:04:52 PM
The next character in Nebulon's pack must be Halo 4 Master Chief.
Who agrees?

After that, you may try to include my Arbiter PSA I'm trying to make. Not the best thing, but at least way different.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on March 14, 2014, 11:14:01 PM
i have wanted a good Master Chief PSA... :)


Oh? Well, I have a concept for a really cool Master Chief moveset right here, my idea for his Ground Final Smash is not for the faint-hearted though lol: http://forums.kc-mm.com/index.php?topic=66076.msg1225431#msg1225431 (http://forums.kc-mm.com/index.php?topic=66076.msg1225431#msg1225431)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 14, 2014, 11:18:05 PM
Oh? Well, I have a concept for a really cool Master Chief moveset right here, my idea for his Ground Final Smash is not for the faint-hearted though lol: [url]http://forums.kc-mm.com/index.php?topic=66076.msg1225431#msg1225431[/url] ([url]http://forums.kc-mm.com/index.php?topic=66076.msg1225431#msg1225431[/url])


The Energy Sword doesn't fit for a Master Chief PSA.
He must use UNSC weapons.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on March 14, 2014, 11:31:46 PM
The Energy Sword doesn't fit for a Master Chief PSA.
He must use UNSC weapons.

I guess a Combat Knife could work, or is there any other sharp melee weapon from UNSC that he could cut with in that move? I put in the energy sword mainly to, like with the teabagging taunt, keep it iconic.

Also, imo, a Master Chief moveset should use a Halo 3 model, because then simple recolors would represent the Red vs Blue show's cast.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 14, 2014, 11:35:32 PM
I guess a Combat Knife could work, or is there any other sharp melee weapon from UNSC that he could cut with in that move? I put in the energy sword mainly to, like with the teabagging taunt, keep it iconic.

Everything there is fine, yeah.
The only bad thing was the Energy Sword.

A Combat Knife, probably yes. In Halo 4 he uses it in Assassinations.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 14, 2014, 11:39:21 PM
Guys. Could you take this somewhere else?


Title: Re: The BrawlEx Clone Engine
Post by: BlackJax96 on March 14, 2014, 11:43:12 PM
Keep it on-topic guys.
Take side conversations to PM.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 14, 2014, 11:55:35 PM
Keep it on-topic guys.
Take side conversations to PM.

Agreed. If you want me to do anything to my pack please pm me.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on March 15, 2014, 01:55:51 AM
has this made it to riivo yet?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 15, 2014, 02:22:17 AM
has this made it to riivo yet?
no


Title: Re: The BrawlEx Clone Engine
Post by: StarWaffle on March 15, 2014, 03:19:33 AM
diddy has pratically no psas what would you brawlex? models with diddy moveset?

just doooooo it


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 15, 2014, 06:53:51 AM
just doooooo it

I smell a secret, :)


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 15, 2014, 07:46:46 AM
I smell a secret, :)
Exactly what I was thinking


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 15, 2014, 07:54:59 AM
Make sure that your hook is AXNextFrame in Gecko

I do that, which makes this even stranger...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 15, 2014, 08:05:22 AM
I do that, which makes this even stranger...

What are you playing on??


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 15, 2014, 08:42:57 AM
What are you playing on??

I'm playing on an actual Wii (not dolphin) and using an SD Card. I also use Gecko (I don't think Riivo works with BrawlEx yet), and the Wii is NTSC if that helps.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 15, 2014, 10:01:03 AM
I'm playing on an actual Wii (not dolphin) and using an SD Card. I also use Gecko (I don't think Riivo works with BrawlEx yet), and the Wii is NTSC if that helps.

Is your SD more than to GB or a SDHC?
If so, you'd need  to use the SDHC expansion code. (Allows you to use more than a 2GB SD card and also supports SDHC cards).
http://forums.kc-mm.com/index.php?topic=65342.0 (http://forums.kc-mm.com/index.php?topic=65342.0)


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 15, 2014, 10:04:24 AM
Hacked or Hackless method of loading?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 15, 2014, 10:06:39 AM
Hacked or Hackless method of loading?
He said he's using Gecko.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 15, 2014, 10:09:18 AM
Is your SD more than to GB or a SDHC?
If so, you'd need  to use the SDHC expansion code. (Allows you to use more than a 2GB SD card and also supports SDHC cards).
[url]http://forums.kc-mm.com/index.php?topic=65342.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=65342.0[/url])

I don't think that's his problem. Since the icon shows up, that implies that the game is reading the CSSRoster.dat file. It's just BrawlEx that's not running properly.

Although yeah, he would need that code if he was using SDHC.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 15, 2014, 10:55:18 AM
if there are people who want to know how to add stockface so there is no random on the stage select screen i can write a tutorial   or has somebody else post it already


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 15, 2014, 11:12:19 AM
if there are people who want to know how to add stockface so there is no random on the stage select screen i can write a tutorial   or has somebody else post it already
Sammi made a tutorial on stock.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 15, 2014, 11:16:41 AM
Is your SD more than to GB or a SDHC?
If so, you'd need  to use the SDHC expansion code. (Allows you to use more than a 2GB SD card and also supports SDHC cards).
[url]http://forums.kc-mm.com/index.php?topic=65342.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=65342.0[/url])


Mine is SDHC!!! I think that may be the problem! Let's hope that works!


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 15, 2014, 11:21:12 AM
Sammi made a tutorial on stock.
i thought not the one on the stage selection screen but only the one on the result screen


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 15, 2014, 11:32:11 AM
i thought not the one on the stage selection screen but only the one on the result screen
He did did a tutorial on the Result Screen :P


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 15, 2014, 11:35:31 AM
Mine is SDHC!!! I think that may be the problem! Let's hope that works!

hi (http://img4.wikia.nocookie.net/__cb20130309190504/adventuretimewithfinnandjake/images/f/fd/J-r-williams-batman-slap-robin.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 15, 2014, 11:41:36 AM
i thought not the one on the stage selection screen but only the one on the result screen

But doing it on the SSS is the same thing, just with sc_selmap.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 15, 2014, 11:43:22 AM
You should most definitely write a tutorial for the stock faces, reason being, i never got them to work..The closest i got, it replaced all stock icons on the screen with mario's. So tutorial is very welcome!


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 15, 2014, 12:34:12 PM
hi ([url]http://img4.wikia.nocookie.net/__cb20130309190504/adventuretimewithfinnandjake/images/f/fd/J-r-williams-batman-slap-robin.jpg[/url])


How rude man.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on March 15, 2014, 01:12:02 PM
here is a link to the tutorial
http://forums.kc-mm.com/index.php?topic=66888.msg1239056#msg1239056 (http://forums.kc-mm.com/index.php?topic=66888.msg1239056#msg1239056)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 15, 2014, 02:56:57 PM
How rude man.
yea
sorry
maybe i should save that one for the next person that asks if Project M is compatible with BrawlEx

on a side note
havent had much luck with the alternate sound code
sometimes it works, sometimes it doesnt
and dolphin is not being nice to me to continue working on it


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 15, 2014, 03:06:56 PM
yea
sorry
maybe i should save that one for the next person that asks if Project M is compatible with BrawlEx

on a side note
havent had much luck with the alternate sound code
sometimes it works, sometimes it doesnt
and dolphin is not being nice to me to continue working on it

Oh c'mon. :(


Title: Re: The BrawlEx Clone Engine
Post by: Kaylie on March 15, 2014, 05:01:01 PM
Hi. I followed Sammi's graphics tutorials and I got everything working right. However I still can't figure out why the Results stage keeps crashing (just black with the annoying beep sound, as I'm sure we're all familiar with.)

I think it's because of the Mark/franchise icon, because normally you have to edit the Animation Pattern thing for everything else but Sammi didn't do it for the Mark. I'm wondering what I can do to fix the crashing?

(Sorry, if this should be in the Help forum, move it there if so.)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 15, 2014, 05:14:51 PM
Hi. I followed Sammi's graphics tutorials and I got everything working right. However I still can't figure out why the Results stage keeps crashing (just black with the annoying beep sound, as I'm sure we're all familiar with.)

I think it's because of the Mark/franchise icon, because normally you have to edit the Animation Pattern thing for everything else but Sammi didn't do it for the Mark. I'm wondering what I can do to fix the crashing?

(Sorry, if this should be in the Help forum, move it there if so.)
If you're using custom Franchise Marks, then that's your problem.
Or it's because you're missing  your "CloneNameResult.pac"


Title: Re: The BrawlEx Clone Engine
Post by: Kaylie on March 15, 2014, 06:08:09 PM
If you're using custom Franchise Marks, then that's your problem.
Yeah, it is a custom mark. It's a clone of Mario but I used a different icon for the clone on the results. I'm fine with not importing the custom mark, but apparently I need it for the results not to freeze (if I'm understanding Sammi's tutorial correctly.)

Or it's because you're missing  your "CloneNameResult.pac"
Though my clone was working just fine without the cosmetics, it didn't freeze the results stage. I didn't know there was a file for individual clone results, though?


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 15, 2014, 08:11:22 PM
I don't think that's his problem. Since the icon shows up, that implies that the game is reading the CSSRoster.dat file. It's just BrawlEx that's not running properly.

Although yeah, he would need that code if he was using SDHC.

You were right, if I used the code it really didn't change anything. My plan now is to just download someone else's pack and then put my characters in with custom CSS icons.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 15, 2014, 08:22:10 PM
Yeah, it is a custom mark. It's a clone of Mario but I used a different icon for the clone on the results. I'm fine with not importing the custom mark, but apparently I need it for the results not to freeze (if I'm understanding Sammi's tutorial correctly.)

It's not required to have a custom mark. You can do without that as long as you don't change the Franchise icon ID inside the config file. The icon could be the cause, or it could be that you don't have any results screen portraits for your character. If you hadn't set one up for the character, you may want to re-watch the tut for when i added the RSP.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 15, 2014, 08:38:59 PM
If you dont have custom result screen portraits, you can always use my generic one and it'll fix any freezing caused by that (and save you the trouble of making tons if you dont want to)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 15, 2014, 09:11:01 PM
Alternate Sound Loader By Mr.MW ([url]http://www.youtube.com/watch?v=TmZv8EzcBCE#[/url])


And here are the codes

+$alternate sound loader by Mr.MW
284DE4B0 00000C80
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000
284F7880 00001800
045A7D30 2F736678
CC000000 00000001
045A7D30 2F736632
E0000000 80008000


This code is activated by button combinations that are never used in gameplay:
Wiimote/Wiimote+nunchuck use "-" + "A"
Gamecube controller use "X" + "Y"

Make a folder named sf2 inside your pf folder
([url]http://i.imgur.com/7OLVe3n.png[/url])

Place your sawnd files for your clones in it
They need to be named as normal

So before u choose ur clone, activate the code.  YOur clone's sfx directory will than be swapped to sf2 loading files from there.

To play sfx from one folder vs the second one, example Wolf vs Vegeta,
choose Wolf first
go to stage selection screen
go back to Character Selection Screen
Do not unchoose Wolf(this makes it so that Wolf already loaded sfx from the first folder)
Now activate code
Choose Vegeta
go to stage
and finally to game
You should now have Wolf with his normal sfx, vs Vegeta with sfx from sf2.

Dolphin Users, you need to do a lot of clear caching when fighting same based characters...


I can't make this to work.
Goku still sounds like Pit.
As well as Shadow, he still sounds like Sonic.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 15, 2014, 10:29:51 PM
He says he's having trouble trying to make it work perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 15, 2014, 11:17:21 PM
@halo
i just tried it and it works
i forget to mention that it only works when activated by the first controller
i tried it on the wiimote
like seggy said
its not perfect
for instance i havent yet dscovered how to perfectly fight same based characters sfx
but it does work for difrent based characters sfx


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 16, 2014, 12:01:34 AM
@halo
i just tried it and it works
i forget to mention that it only works when activated by the first controller
i tried it on the wiimote
like seggy said
its not perfect
for instance i havent yet dscovered how to perfectly fight same based characters sfx
but it does work for difrent based characters sfx

This answers many questions :P


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 12:04:33 AM
don't know if anyone else is getting this particular problem, i think i heard something about freezing when scrolling over characters, but i used brawl minus as a base and added scott pilgrim and a few others, and they all work in game without crashes, but when i tried to put in scott's cosmetics (following sammi-huski's tutorial), the game crashed scrolling over him :( .... i decided to make do without using his cosmetics for now, and it's working alright and without crashes, but there's still another problem: pokemon trainer's three slots for ivy, squirt and chari are all not working (their appearing as blanks), and there's no random slot :P i turned off the giga and company code that came with brawl minus, and i've tried turning the custom random code on and off, but these problems still exist :/ i'd like some help with getting pokemon's icon's to actually show up and for a random icon to be back most of all, but as far as the ex characters' cosmetics go, i have no idea what's going wrong :(


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 12:14:01 AM
Hey there. Glad to see you here dood. change the ID's 5D 5E 5C to 1D 1F 21. that will fix the pokemon slots. The issue with freezing following my tutorial most definately means that something with the CSP itself wasn't configured correctly. it either isn't named correctly, is the wrong format (choose CMPR) or something to that affect. The reason it crashes like that is that it can't find something that it needs to display when it's hovered over. meaning the CSP or the Franchise icon :P


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 12:26:08 AM
alright, thanks a bunch man :) where do i change the ID's you're talking about for the Pokemon though?

Post Merge: March 16, 2014, 12:26:55 AM
and what about the random icon?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 12:49:10 AM
Sure thing, glad i can help.

The random icon isn't appearing because Character count in the CSS code must have not been increased. so instead, the last clone you made will occupy the random slot. to fix it, just add 1 to the character count in the CSS code.

The CSS code is also where to change those ID's


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 12:58:08 AM
ok, thank you <3 ^^


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 01:01:28 AM
Sure thing, if you have any problems let me know either here or through PM.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 01:03:46 AM
I will, i'm going to try to test it tonight

Post Merge: March 16, 2014, 01:40:34 AM
squirtle showed up alright, but ivy's replacement made an extra ike slot, and charizard's made an extra dedede slot :P i guess instead of 1F and 21 i need some other numbers?

and i added in an extra slot so even though i added 4 characters there are 5 supposedly added (3F-43), but there isn't even an extra slot showing up with it :P

Post Merge: March 16, 2014, 01:42:41 AM
i think the numbers i need are 1C and 1E

Post Merge: March 16, 2014, 01:43:36 AM
but i still need help with getting the random slot working :P and should i keep the "custom random" code on?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 02:37:47 AM
I will, i'm going to try to test it tonight

Post Merge: March 16, 2014, 01:40:34 AM
squirtle showed up alright, but ivy's replacement made an extra ike slot, and charizard's made an extra dedede slot :P i guess instead of 1F and 21 i need some other numbers?

and i added in an extra slot so even though i added 4 characters there are 5 supposedly added (3F-43), but there isn't even an extra slot showing up with it :P

Post Merge: March 16, 2014, 01:42:41 AM
i think the numbers i need are 1C and 1E

Post Merge: March 16, 2014, 01:43:36 AM
but i still need help with getting the random slot working :P and should i keep the "custom random" code on?
random code has its own id of 29 just ad the 29 after the last character on the cssroster.dat if your using the latest brawlex, you shouldnt use a random code at all, the cssroster.dat has a button called random wich you can put which characters can be chosen by random.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 02:46:34 AM
ok, hopefully this'll work now then...

Post Merge: March 16, 2014, 03:01:06 AM
ok, just turning off the custom random code wasn't enough, and i don't know where to find the cssroster.dat file  you're talking about, and i don't really know how i would edit it to add the others to it either :P (i did get the pokemon to work...) i guess the random icon is all i need left now though, and since noone uses random and cpu's are useless in minus, i guess it's not that bad if i can't get this to work, but i'd like to find out first if i can make it work :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 03:52:46 AM
ok, hopefully this'll work now then...

Post Merge: March 16, 2014, 03:01:06 AM
ok, just turning off the custom random code wasn't enough, and i don't know where to find the cssroster.dat file  you're talking about, and i don't really know how i would edit it to add the others to it either :P (i did get the pokemon to work...) i guess the random icon is all i need left now though, and since noone uses random and cpu's are useless in minus, i guess it's not that bad if i can't get this to work, but i'd like to find out first if i can make it work :P
you are using the old brawlex? the new brawlex doesnt use the CSS code or anything like that it only uses the brawlex filepatch code on the readme of the new version, the cssroster.dat is a new file on the new brawlex version(with no css codes) wich you can edit with the config utility and its right on the brawlex folder


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 16, 2014, 08:27:05 AM
Just wondering if anyone has found a solution to the slot 58 freezing problem, or at least, what causes it?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 16, 2014, 09:03:42 AM
Just wondering if anyone has found a solution to the slot 58 freezing problem, or at least, what causes it?

Nope. Pretty much just waiting for phantom wings to release 2.0. Wish I could help though in any way.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 16, 2014, 11:02:31 AM
Does anyone know how to fix this? When I load the game, instead of my clones it shows extra random icons which freeze the game when highlighted. I know this is in the troubleshooting section, but all of my files are in the right places as far as I can tell.

(You can look at my files here :        https://www.dropbox.com/sh/34aaoh90bsl6pqa/3tw3X4FcSL (https://www.dropbox.com/sh/34aaoh90bsl6pqa/3tw3X4FcSL)    )

I run my actual Wii which is running v4.1(by that I mean "not dolphin") with a 16 GB SDHC Card. I use Gecko OS v1.9 and have an NTSC copy of SSBB.


Thanks :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 11:11:55 AM
Did you add the bx_fighter.rel?
Did you add the common2.pac?


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 16, 2014, 11:12:56 AM
Did you add the bx_fighter.rel?
Did you add the common2.pac?

Yeah, they are both there (you can check in the dropbox link)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 11:16:05 AM
Yeah, they are both there (you can check in the dropbox link)
did you have the sdhc code in the gct? and is your hook type anexframe?


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 16, 2014, 11:17:35 AM
did you have the sdhc code in the gct? and is your hook type anexframe?

Oh, I have the code in the GCT but didn't update the .txt 

And yes, I do use that hooktype


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 11:20:42 AM
Oh, I have the code in the GCT but didn't update the .txt 

And yes, I do use that hooktype
your using a css fix which affects the css and messes up with brawlex try to delete that code


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 16, 2014, 11:21:19 AM
Guys you know how this image was made for PM?
http://i.imgur.com/fyUlp6X.png (http://i.imgur.com/fyUlp6X.png)
We need one for BrawlEx.

I will make one tonight if someone gives me a fitting background image for BrawlEx that can fit and loop before 7PM Eastern.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 11:28:34 AM
super starfy 64 i also forgot you may need the gameconfig.txt in the root if your sd card as the picture abode shows in EY post you can get one by going to the nebulon build and download the gameconfig.txt


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 16, 2014, 12:03:08 PM
super starfy 64 i also forgot you may need the gameconfig.txt in the root if your sd card as the picture abode shows in EY post you can get one by going to the nebulon build and download the gameconfig.txt

Thanks!!! Just so you know, the CSS Fix is Spunit's code at the first page of this thread. Isn't that needed where you type the number of icons, and that your clone is in the CSS Screen?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 12:08:53 PM
That's for the old BrawlEx.
If you use the expansion version, you won't need CSS codes.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 16, 2014, 12:10:02 PM
That's for the old BrawlEx.
If you use the expansion version, you won't need CSS codes.

Oh, I am using the expansion! Thanks!!!


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 12:21:59 PM
you are using the old brawlex? the new brawlex doesnt use the CSS code or anything like that it only uses the brawlex filepatch code on the readme of the new version, the cssroster.dat is a new file on the new brawlex version(with no css codes) wich you can edit with the config utility and its right on the brawlex folder

i don't think i'm using an "old" brawlex, the CSS code is for brawl minus, and i have no problems getting the right character clone slots to show up, just a problem with the random icon showing up, and i still don't know where this cssroster.dat file you're talking about would be :P


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 12:30:47 PM
If you want to use the expansion version, you'll need to remove the CSS codes.
https://www.dropbox.com/s/cveq4ptujieovwd/BrawlEx%20CSS%20Expansion%20v1.0.2.0.zip (https://www.dropbox.com/s/cveq4ptujieovwd/BrawlEx%20CSS%20Expansion%20v1.0.2.0.zip)
Here's the link, which is in the OP.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 12:40:36 PM
i don't think i'm using an "old" brawlex, the CSS code is for brawl minus, and i have no problems getting the right character clone slots to show up, just a problem with the random icon showing up, and i still don't know where this cssroster.dat file you're talking about would be :P

Since your using the 1.01 valentines update, i can guess that your just using the minus CSS code. Make sure you haven't added more clones then can fit with the Random icon. If you do, the one that went over the limit will occupy the random slot. If this is the case, you just have to reduce the number of clones you added until the random icon comes back. ALSO make sure you still have the random icon's ID in there at the end (29).

The newest BrawlEx doesn't need any CSS codes whatsoever and expands the roster to be able to have 100 characters total. This requires more modifications to minus then in my video though, so unless your feeling confident enough the figure it out, i would suggest just continuing with the CSS code version of BrawlEx


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 16, 2014, 12:52:30 PM
Sammi, how do I change the icons' size and position in sc_selcharacter? I have not been able to ever since I installed the CSS expansion.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 01:19:51 PM
someone really needs to remove all mentions of the CSS code becuase ppll keep using the newest files with the css codes wich makes brawlex not work :S we need an admin to clear PW post and all references to the CSS codes


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 16, 2014, 01:25:03 PM
What would it mean if a clone loads but then freezes as soon as the announcer says go?
Their costume and entry shows up perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 16, 2014, 01:36:59 PM
What would it mean if a clone loads but then freezes as soon as the announcer says go?
Their costume and entry shows up perfectly.
SD card is locked. :p


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 16, 2014, 01:46:11 PM
SD card is locked. :p
Haha I had to go and make sure that that wasn't the problem. It's not locked, it's all good.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 16, 2014, 01:54:43 PM
Why is their random freezes in brawlex during matches?  :nyeh:


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 16, 2014, 02:32:47 PM
Why is their random freezes in brawlex during matches?  :nyeh:

I don't think Brawl Ex causes freezes. For instance, I played the game for 3 hours two days ago and five hours the preoius weekend with some buddies. Not one freeze. I also back out of the CSS after every match though to reset ef_files (even though all my gfx are fixed). Try adding this extra stepnafter every match. See how that works.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 03:03:25 PM
i think we need more .rel's for this... i can't find one for DK to put in sDo0m's shadowkong (which doesn't use a sonic module)


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 16, 2014, 03:07:15 PM
i think we need more .rel's for this... i can't find one for DK to put in sDo0m's shadowkong (which doesn't use a sonic module)
why would you use shadowkong... you know shadow kong is simply  sdoom shadow moveset ported to dk right? it even messes with sonic gfx and everything so there is 0 good things about using shadowkong, just use sdoom shadow moveset and a brawlex sonic rel thats all you need


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 03:18:00 PM
Sammi, how do I change the icons' size and position in sc_selcharacter? I have not been able to ever since I installed the CSS expansion.

open the sc_selcharacter/miscdata[30]/3d models/ MenSelchr_pos_TopN and right click -> preview. on the right hand side, there will be animations. look for MenSelchr_pos_TopN_0. change the current frame how many characters you have in the game + 1. just drag the bones around now. that is a MASSIVE pain in the ass since it doesn't show the icons, but you sure can move em that way. (protip: press t on the keyboard to switch to translation tool)

or you can re-organize them by coordinates of course


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 03:21:56 PM
i thought the shadowkong one's down B was a counter and the sonic one wasn't :P ...if they're the same, i guess i could use it, but we are going to need more .rel's eventually anyway..


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 03:23:10 PM
i thought the shadowkong one's down B was a counter and the sonic one wasn't :P ...if they're the same, i guess i could use it, but we are going to need more .rel's eventually anyway..
SDo0m's Shadow's Down+B IS a counter.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 03:39:23 PM
this one???

http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Shadow+V2.55+-+Lord+of+Chaos&ByUser=&Credit=&Info=&AudioSource=&MainType=Character (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Shadow+V2.55+-+Lord+of+Chaos&ByUser=&Credit=&Info=&AudioSource=&MainType=Character)

in the video, the down B isn't a counter, it just activates if someon'es next to you when you use it :P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 16, 2014, 03:46:41 PM
this one???

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Shadow+V2.55+-+Lord+of+Chaos&ByUser=&Credit=&Info=&AudioSource=&MainType=Character[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Shadow+V2.55+-+Lord+of+Chaos&ByUser=&Credit=&Info=&AudioSource=&MainType=Character[/url])

in the video, the down B isn't a counter, it just activates if someon'es next to you when you use it :P


Just FYI, if you're linking to a specific hack, it's best to hit the Link icon on it (looks like Link's face) to get a direct link rather than a search link.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19022 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19022)


Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 16, 2014, 03:49:36 PM
hi friends. i finally get works the exbrawl pack brawl melee masters moveset, but the gct that come with this havethe stage expansion but i cant remove it becouse all codes show me like one single "unknow code", so what is the minium codes to get it works? becouse i put my own gct and dont show me any character, and i want to create my own gct to ad the zero suit sams and sheik css, thannks all!


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 03:54:31 PM
Just FYI, if you're linking to a specific hack, it's best to hit the Link icon on it (looks like Link's face) to get a direct link rather than a search link.

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19022[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19022[/url])
alright, i'll do that from now on, but point is, this hack doesn't look like the one i want xP !!


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 16, 2014, 04:09:27 PM
hi friends. i finally get works the exbrawl pack brawl melee masters moveset, but the gct that come with this havethe stage expansion but i cant remove it becouse all codes show me like one single "unknow code", so what is the minium codes to get it works? becouse i put my own gct and dont show me any character, and i want to create my own gct to ad the zero suit sams and sheik css, thannks all!

you just need the File Patch Code v3.5.1b which is included in phantomwing's brawlex's tools


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 04:21:52 PM
Hey guys. I got good news. You know how you can use the Custom Sound Engine to have more songs in your game? You can use it to give custom victory themes without replacing any in the game :vyse:

I tested it with Megaman and works perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 16, 2014, 04:28:15 PM
Hey guys. I got good news. You know how you can use the Custom Sound Engine to have more songs in your game? You can use it to give custom victory themes without replacing any in the game :vyse:

I tested it with Megaman and works perfectly.

Yep. Pretty awesome stuff. You just need to change the ID of the song in the Slot Configss to the new custom song. The best part is, you can also use this method for individual victory themes for all the default characters as well.

There is a rare error where sometimes a character's theme will change after a bit of the fanfare has played, but so far I've only encountered this on Slot 43.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 16, 2014, 04:38:57 PM
Now main thing needed to finish making the clones complete is, Their own soundbanks, compatibility with Kirby's copy ability, in battle names, correct logos, being able to play their announcer call after, "The winner is" and a way give a character a completely different set of moves and costumes without having to add more slots to the CSS yet keeping the original moveset and costumes. Like Mario's slot with a alternate section for Dr. Mario's Costumes and moveset without having to add a Mario clone as Dr. Mario.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 04:40:27 PM
There is a rare error where sometimes a character's theme will change after a bit of the fanfare has played, but so far I've only encountered this on Slot 43.
I have Viewtiful Joe on ID 43. So that's why his song glitches up...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 16, 2014, 04:42:48 PM
I have Viewtiful Joe on ID 43. So that's why his song glitches up...

Yeah, it happens to my ID 43 Isaac, as well. But every other one I've tried it on seems fine. I wonder what could be causing it, though? I've tried numerous IDs (including ones I know work) but it happens on all of the ones added via CSE. It works normally for default music, though, so I suppose we can just replace a single unheard song for 43.


Title: Re: The BrawlEx Clone Engine
Post by: Michaelides on March 16, 2014, 05:05:47 PM
Hey guys!

My CSS works fine, but every time I select a stage the game freezes. I'm still able to go to my Wii menu.

Can someone please help? I've been trying to get this to work for a while now.

Thanks


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 05:11:32 PM
Read. The. OP. It's there.


Title: Re: The BrawlEx Clone Engine
Post by: Michaelides on March 16, 2014, 05:28:43 PM
That was stupid of me lol.

Ok, but now where do I get the VBrawl files? I've been looking for those for a while now.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 16, 2014, 05:30:54 PM
That was stupid of me lol.

Ok, but now where do I get the VBrawl files? I've been looking for those for a while now.
https://www.dropbox.com/s/p01chjw1j1k4zuz (https://www.dropbox.com/s/p01chjw1j1k4zuz)


Title: Re: The BrawlEx Clone Engine
Post by: Michaelides on March 16, 2014, 05:35:04 PM
https://www.dropbox.com/s/p01chjw1j1k4zuz (https://www.dropbox.com/s/p01chjw1j1k4zuz)
Thanks. Appreciate it!


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 05:54:58 PM
dude! where is the shadow with counter over sonic! i can't find it anywheeeerrree!! Dx


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 16, 2014, 05:57:08 PM
dude! where is the shadow with counter over sonic! i can't find it anywheeeerrree!! Dx
Just use the one in Nebulon's build. It has the counter, and its GFX don't conflict with his Sonic.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 06:02:01 PM
Just use the one in Nebulon's build. It has the counter, and its GFX don't conflict with his Sonic.
alright, thanks xP i've been looking for an hour and found nothing in the vault


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 16, 2014, 06:25:18 PM
I don't think Brawl Ex causes freezes. For instance, I played the game for 3 hours two days ago and five hours the preoius weekend with some buddies. Not one freeze. I also back out of the CSS after every match though to reset ef_files (even though all my gfx are fixed). Try adding this extra stepnafter every match. See how that works.
I dunno it has happend to me 3 times with megaman but now i fixed some files so im good. Has anyone used Clones sounds from unused sounds from nintendo characters?

Post Merge: March 16, 2014, 06:30:41 PM
how do you make random to choose clone characters?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 16, 2014, 07:38:07 PM
dom to choose clone characters?
Add it's ID into CSSRoster.dat


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 16, 2014, 08:05:34 PM
Add it's ID into CSSRoster.dat
i did but it doesn't select all brawlex clones it only chooses some like 3F -57 The rest of them never show up


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 08:09:38 PM
i think i added "too many" slots..? ...i added 3F, 40, 41, and 42, and they worked, but the random icon, 29, at the end didn't show up in the character select screen... i thought it was just a glitch with the random icon, but i tried to add another icon, 43, and it isn't showing up either now... just everything past number 42 i put in won't be added :P ...is this something easy to fix or at least common to happen? how do i fix this?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 08:59:45 PM
i think i added "too many" slots..? ...i added 3F, 40, 41, and 42, and they worked, but the random icon, 29, at the end didn't show up in the character select screen... i thought it was just a glitch with the random icon, but i tried to add another icon, 43, and it isn't showing up either now... just everything past number 42 i put in won't be added :P ...is this something easy to fix or at least common to happen? how do i fix this?

How many characters do you have on the CSS? with normal BrawlEx you can only have 50 MAX. If you try to go over that, they won't show up, and the first one to break 50 will take the random slot


Title: Re: The BrawlEx Clone Engine
Post by: Nasca Corp on March 16, 2014, 09:14:54 PM
you just need the File Patch Code v3.5.1b which is included in phantomwing's brawlex's tools
yeah dude, i was using the original file patch code, now works good, thks a lot really, there is a way to add zero suit samus and sheik icons to the roster and the brawl ex?


Title: Re: The BrawlEx Clone Engine
Post by: Keizer Organa on March 16, 2014, 10:07:53 PM
If anyone already asked, please do tell me, but BrawlEX supports Project M, right?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 16, 2014, 10:09:30 PM
If anyone already asked, please do tell me, but BrawlEX supports Project M, right?

No.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 10:22:31 PM
How many characters do you have on the CSS? with normal BrawlEx you can only have 50 MAX. If you try to go over that, they won't show up, and the first one to break 50 will take the random slot
that must be what my problem is then... i only added a few characters, so the total is probably 50... how can i fix this?.. you said this is with "normmal" brawlex.. as opposed to-....???

(btw, should i be pming you with these trouble-shooting things, sammi? or is it better if other people can see these responses on the page?...)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 16, 2014, 10:38:36 PM
someone really needs to remove all mentions of the CSS code becuase ppll keep using the newest files with the css codes wich makes brawlex not work :S we need an admin to clear PW post and all references to the CSS codes
or maybe sammi can remove those tutorials out of youtube
sice that is where people rely their stuff
or maybe edit the title of them to say they are outdated and not useful anymore: for the css codes part


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 16, 2014, 10:55:58 PM
or maybe sammi can remove those tutorials out of youtube
sice that is where people rely their stuff
or maybe edit the title of them to say they are outdated and not useful anymore: for the css codes part

it is still useful, as some people might not want to use the CSSRoster.dat file, or the CSS expansion. It's also useful in his case specifically because  The CSS code was altered for minus, and does more then the normal CSS code.  If you were to remove it for the CSS expansion without modifications to the gct, Some things in minus would be broken.

In your case, dood, you can either pm if you want, though the questions your asking are already answered. The version of BrawlEx your using is considered 'outdated' when really its not. Mainly its just not as convenient as the CSS expansion. The engine itself is exactly the same regardless if your using the expansion or not.  try removing some slots you don't care about and replacing them with clones if you must. that works too


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 16, 2014, 11:17:10 PM
damn... and since we'll have to erase everything else with this new pack, i guess i just have to wait...


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 17, 2014, 06:06:14 AM
and a way give a character a completely different set of moves and costumes without having to add more slots to the CSS yet keeping the original moveset and costumes. Like Mario's slot with a alternate section for Dr. Mario's Costumes and moveset without having to add a Mario clone as Dr. Mario.

I'm not sure if it's because of P:M's codeset or what have you. But it can be done with just using PSA.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 06:45:08 AM
I'm not sure if it's because of P:M's codeset or what have you. But it can be done with just using PSA.
its by pm that they can do that we cant make a texture using a diferent gfx unless your using sonic which has that incorporated into him


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 17, 2014, 10:35:49 AM
its by pm that they can do that we cant make a texture using a diferent gfx unless your using sonic which has that incorporated into him

And I'm assuming we don't know what in PM makes that possible.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 10:48:03 AM
And I'm assuming we don't know what in PM makes that possible.
well i dont know maybe someone does


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 17, 2014, 11:04:18 AM
Actually, I'm positive that 99% of that is PSA, because using the PM Mario in vBrawl or BrawlEx as well as his soundbank (for the pill sfx) will still give him the PM Dr. Mario Pills on costumes 7 and above. The only difference is that Dr. Mario's Cape sticks to his hand after he's supposed to put it away. I believe this is because they replace FLUDD with it so it could have different colors on each costume.

KingEvilpuff has made PM alts with effects like that before, so I'm sure he'd know if it's possible in vBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 11:10:41 AM
Actually, I'm positive that 99% of that is PSA, because using the PM Mario in vBrawl or BrawlEx as well as his soundbank (for the pill sfx) will still give him the PM Dr. Mario Pills on costumes 7 and above. The only difference is that Dr. Mario's Cape sticks to his hand after he's supposed to put it away. I believe this is because they replace FLUDD with it so it could have different colors on each costume.

KingEvilpuff has made PM alts with effects like that before, so I'm sure he'd know if it's possible in vBrawl.
are you sure they didnt edit in hex the fitmario.pac to work like sonic does? if its all psa i would like to know how to that in psa since it would be preety cool imo.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 17, 2014, 11:20:12 AM
are you sure they didnt edit in hex the fitmario.pac to work like sonic does? if its all psa i would like to know how to that in psa since it would be preety cool imo.
Hmm, it might be. I hadn't thought about that. It's likely that with Mario, there is a bit of hexing for the modified article. But at the very least, I know that it's possible to edit the effects for the costumes in PSA, (like the thunder effect on his Side-Smash, for instance, and sound effects) because I've done that while trying to remove the pill from all but one costume. However, even though I was able to add back the fire flags to the other costumes and change back to the fire sfx for all but the one I wanted, I was never able to change the pill itself. I would guess it's because the fireball/pill is an article.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 11:33:21 AM
ppl its actually easy to make a costume have diferent hitboxes and effects :S there is LA basic 54 which is the costume id so you can make any costume load his or her own hitboxes and gfxs


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 17, 2014, 11:37:03 AM
ppl its actually easy to make a costume have diferent hitboxes and effects :S there is LA basic 54 which is the costume id so you can make any costume load his or her own hitboxes and gfxs
Oh... really? Well, I feel like a noob. -_-; Then again, when it comes to PSA, I suppose I am. I didn't know different costume effects were commonly known how to do since I didn't see them much.

Hey, if it's hexed then it would probably show up somewhere in OpenSA, right?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 11:41:19 AM
Oh... really? Well, I feel like a noob. -_-; Then again, when it comes to PSA, I suppose I am. I didn't know different costume effects were commonly known how to do since I didn't see them much.

Hey, if it's hexed then it would probably show up somewhere in OpenSA, right?
i also never head of that variable but i serached it on opensa and its there lol so its actually easy.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on March 17, 2014, 11:56:58 AM
It's not Hex. It's a PSA If Command.

If you want an effect that's slot specific, then this is the coding you need to do:
Code:
If Compare: LA-Basic[54] == *Costume slot*
*Alt's coding*
Else
*Normal coding*
EndIf

For the costume slot, use Scalar as the variable and the number from the pac/pcs that you want to use.

Ex: For my Mega Charizard X, the Turquoise Charizard slot is FitPokeLizardon05.pac/.pcs, so I would use 5 as my variable for the If Compare command.

Take note that making any edits to the PSA file will make it unsafe for Wifi, unless you and your friend(s) have the edited FitChar.pac file.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 17, 2014, 12:59:33 PM
ppl its actually easy to make a costume have diferent hitboxes and effects :S there is LA basic 54 which is the costume id so you can make any costume load his or her own hitboxes and gfxs

That's what I was trying to say...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 17, 2014, 02:02:22 PM
Glad somebody explained this lol. I was gonna, but figured somebody else would. On a side note..is anybody here actually interested in custom SSE? As in 100% custom levels? (Think NSMB Wii modding) I'm just gauging interest since I'm working on mapping the adventure files.

(Incidentally I also from mapping some of these files discovered how to edit boss' movesets in PSA. Actually any enemy, but you get the point...tabuus move set file has 1,200 or more actions.....

Brawl ex related info: I haven't been working on BrawlEx stuff Because one of the projects I'm working on has a strict deadline coming up really fast. I haven't started a new module yet, but ROB will likely be the first I do. As for my tool, its updates have also been halted due to this. (But the next update will implement saving! As well as fix the last of the bugs and add support for advanced settings)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 17, 2014, 02:05:13 PM
Glad somebody explained this lol. I was gonna, but figured somebody else would. On a side note..is anybody here actually interested in custom SSE? As in 100% custom levels? (Think NSMB Wii modding) I'm just gauging interest since I'm working on mapping the adventure files.

(Incidentally I also from mapping some of these files discovered how to edit boss' movesets in PSA. Actually any enemy, but you get the point...tabuus move set file has 1,200 or more actions.....

Brawl ex related info: I haven't been working on BrawlEx stuff Because one of the projects I'm working on has a strict deadline coming up really fast. I haven't started a new module yet, but ROB will likely be the first I do. As for my tool, its updates have also been halted due to this. (But the next update will implement saving! As well as fix the last of the bugs and add support for advanced settings)
Oh, wow, that's all really cool! Yeah, I'd be interested in custom SSE maps, especially if we could get BrawlEx characters playing in it.

And that's awesome how you're learning Boss editing, as well!

I understand having short deadlines, so take your time with it :P There's no rush.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 17, 2014, 02:11:24 PM
My roster is now at the point where there is, I believe, 14 icons in each row. Adding Snoopy's Villager next.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on March 17, 2014, 02:16:26 PM
A custom SSE sounds great!

Also does anyone know how to use Ex characters in SSE or it's impossible?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 17, 2014, 02:24:29 PM
Glad somebody explained this lol. I was gonna, but figured somebody else would. On a side note..is anybody here actually interested in custom SSE? As in 100% custom levels? (Think NSMB Wii modding) I'm just gauging interest since I'm working on mapping the adventure files.

(Incidentally I also from mapping some of these files discovered how to edit boss' movesets in PSA. Actually any enemy, but you get the point...tabuus move set file has 1,200 or more actions.....

Brawl ex related info: I haven't been working on BrawlEx stuff Because one of the projects I'm working on has a strict deadline coming up really fast. I haven't started a new module yet, but ROB will likely be the first I do. As for my tool, its updates have also been halted due to this. (But the next update will implement saving! As well as fix the last of the bugs and add support for advanced settings)
tabuu has 1200 actions? jesus lol, well i never actually replayed the sse, just once to unlock all chars and that was it :P


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 17, 2014, 04:03:31 PM
Code:
CBDF0008 CBFF0010
BB810008 38210018
9421FFA0 00000000
C2876540 00000012
9421FFE8 BF810008
3FE09019 63FFA158
DBBF0000 DBDF0008
DBFF0010 83BE0070
83BD0020 C3BDFFE4
C3DDFFE8 3F8080B8
639C8350 C3FC0000
EFBD0772 EFDE07B2
EFFF07F2 EFBDF02A
FC1DF840 41800028
C3BDFFE4 C3DDFFE8
839E0018 C3FC0040
EFBD07F2 83BE0068
83BD014C D3BD0008
D3DD000C CBBF0000
CBDF0008 CBFF0010
BB810008 38210018
807E00D8 00000000
4A000000 90000000
1619E000 00000060
00000001 00000000
00000001 00000000
00000001 00000000
00000000 00000001
00000000 00000007
00000003 00000000
00000002 9019E038
0E080400 9019E000
0E000100 9019E020
0B020100 9019E028
06050100 9106CB24
00080000 00000000
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1706CB54 00000008
00070100 9019E030
2057FFF8 00000000
0657FFF8 00000308
00000000 00000000
25CB64A0 3F6CCCCC
01000000 00000000
14F444A0 3F6CCCCC
02000000 00000000
687584A0 3F6CCCCC
03000000 00000000
25EB44A0 3F6CCCCC
04000000 00000000
65CB44A0 3F6CCCCC
05000000 00000000
448444A0 3F6CCCCC
06000000 00000000
26AC84A0 3F6CCCCC
07000000 00000000
44A444A0 3F599999
08000000 00000000
34C444A0 3F6CCCCC
09000000 00000000
26AC84A0 3F6CCCCC
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76A7A4A0 3F6CCCCC
0B000000 00000000
33C534A0 3F6CCCCC
0C000000 00000000
36CB64A0 3F6CCCCC
0D000000 00000000
24C444A0 3F6CCCCC
0E000000 00000000
35CA64A0 3F6CCCCC
0F000000 00000000
06E844A0 3F6CCCCC
11000000 00000000
CCCCCCCC CCCCCCCC
CCCCCCCC CCCCCCCC
A975C4A0 3F6CCCCC
12000000 00000000
44C444A0 3F6CCCCC
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26AC84A0 3F6CCCCC
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568444A0 3F6CCCCC
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44C444A0 3F6CCCCC
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45C854A0 3F6CCCCC
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24C644A0 3F8CCCCC
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35CB64A0 3F6CCCCC
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55E954A0 3F999999
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35CA64A0 3F6CCCCC
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CCCCCCCC CCCCCCCC
CCCCCCCC CCCCCCCC
45CA34A0 3F6CCCCC
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55C644A0 3F6CCCCC
20000000 00000000
45A344A0 3F333333
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45CA64A0 3F6CCCCC
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CCCCCCCC CCCCCCCC
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34E444A0 3F6CCCCC
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55C184A0 3F6CCCCC
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36CB64A0 3F6CCCCC
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34ED44A0 3FE00000
00000000 00000000
0457FFF8 00000001
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04B88E7C 00000003
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00000001 00007530
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EFA0E830 3FE09019
63FFA188 C01F0000
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EC210032 BBC10008
38210010 C01F000C
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00000001 00004650
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04B88E94 00000004
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04455334 02060007
04455338 070A0308
0445533C 090B0109
04455340 05000001
04455344 01030302
04455348 02050804
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161A12A0 00000030
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00000000 00000004
00000001 0000DD7C
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00000001 0000BB80
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00020000 00000000
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02000300 80FAE64C
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1619A500 00000020
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02010200 80FAB64C
00080000 00000000
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06FACDEC 00000008
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04B88388 BF39999A
00455558 00000000
C27823E4 00000028
3D808123 618CEF00
7C056000 4180012C
3D808138 618C6EFC
7C056000 4181011C
81850070 818C0020
818C000C 818C0130
3C009019 6000BDA8
7C002000 418200B8
3C0080FA 6000C054
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3C0080FA 6000C01C
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3C0080FA 6000C76C
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3C0080FA 6000D44C
7C002000 41820078
3C0080FA 60009EF4
7C002000 41820068
3C0080FA 60009714
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3C0080FB 60000DBC
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3C0080FB 600024AC
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3C0080FB 6000247C
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3C0080FB 600066C4
7C002000 4182004C
3C00901A 60001108
7C002000 4182003C
48000048 2C0C0001
41800040 2C0C0002
41810038 380000FF
48000034 2C0C0001
41800028 2C0C0002
41810020 3C008000
600000FF 48000018
2C0C0001 4082000C
380000FF 48000008
80040004 00000000
04FB3498 00000000
04B88290 3E666666
4A000000 90000000
1619A250 00000098
00000000 00000001
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00000000 00000004
00000001 001E3660
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00000000 00000001
00000001 007445A0
00000001 0002D690
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04070100 9019A298
000F0000 00000000
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04B8853C 3ECCCCCD
C2876BFC 00000008
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EC42182A FC401034
3C6080B8 606386A0
C0230000 EC411024
FC020840 40810010
EC211024 EFBD0072
EFDE0072 EC400772
60000000 00000000
C2876930 00000008
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EC42182A FC401034
3C6080B8 606386A0
C0230000 EC411024
FC020840 40810010
EC211024 EFBD0072
EFDE0072 EC400772
60000000 00000000
C2876F6C 00000008
EC5D0772 EC7E07B2
EC42182A FC401034
3C8080B8 608486A0
C0240000 EC411024
FC020840 40810010
EC211024 EFBD0072
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60000000 00000000
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EC42182A FC401034
3C8080B8 608486A0
C0240000 EC411024
FC020840 40810010
EC211024 EFFF0072
EFDE0072 EC4007F2
60000000 00000000
C29C1854 00000003
E0010118 3C603F80
90620010 C0220010
60000000 00000000
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1619B600 00000090
00000000 0000002D
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C272E89C 0000001A
93820010 3D808073
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7C1C6000 408200AC
3D808123 618CEF00
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3D808138 618C6EFC
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3D808180 839BFFFC
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618C83EC C02C0000
FC000840 4180001C
C02C0010 FC000840
41810010 C0240004
EC210028 48000008
C0240004 83820010
60000000 00000000
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2057FFFC 00000001
C0000000 00000009
3D408058 614B1000
806B0000 7C65C670
1CA50010 7D2A2A14
91690008 84AB0008
2C050000 40820008
4E800020 7CA5C670
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38650000 4BFFFFD4
4E800020 00000000
0457FFF8 00000002
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C2769F5C 00000012
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C06C0008 3D8080AE
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618C0988 C00C0000
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FC40101E D8420010
A1820016 C8028470
3C604330 90620010
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C8420010 FC420028
EC5B00B2 00000000
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00020000 00000000
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161A2000 00000168
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00000001 003D5720
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00000001 003F2BE0
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00000001 FFFF5BF0
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000E0000 00000000
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000F0000 00000000
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00080000 00000000
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00020000 00000000
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00020000 00000000
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3D608138 616B6EFC
7C175800 41810064
3D808180 81770008
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2C0B0010 4182002C
7C086000 40800024
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81990000 918B0078
39610050 00000000
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00000000 00000003
00000001 00249F00
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00000000 00000003
00000001 00258960
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00000000 00000000
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00000000 00000014
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3CA09019 60A5A158
DBE50000 C0230010
809E0018 C3E40040
EC2107F2 FC200850
809E0070 80840020
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C0230010 CBE50000
EFFF0072 00000000
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00000000 0000005A
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8998FFFC 48000014
80780034 7C036000
4080001C 898300D8
2C0C0001 40820010
3D8080B8 618C83A0
C02C0000 EC600072
80620000 00000000
00455488 00000000
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04B87AC0 42000000
04B87AC4 42006666
04B88284 3F3AE148
04683998 38802046
0468E590 38802046
C2029CA8 00000021
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41800034 239C0100
6F9C8000 939F000C
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FC20081E D83F0008
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48000028 6F9C8000
939F000C C83F0008
FC210028 C01FFFF4
EC210032 FC20081E
D83F0008 8B9F000F
9B920030 8B920031
C8028470 93DF0008
2C1C0080 41800034
239C0100 6F9C8000
939F000C C83F0008
FC210028 C01FFFF4
EC210032 FC20081E
D83F0008 8B9F000F
239C0100 48000028
6F9C8000 939F000C
C83F0008 FC210028
C01FFFF4 EC210032
FC20081E D83F0008
8B9F000F 9B920031
C83F0020 BB810008
38210018 00000000
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1619A3D8 00000070
00000005 0000001C
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00000001 FFFF5038
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00000000 00000000
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12060200 80FB9654
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12060200 9019A3D8
120F0200 9019A3E8
0E010200 9019A3F8
000F0000 00000000
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16023398 00000008
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04B88324 3FAEEEEF
046B46BC 60000000
046B53A4 60000000
045A1818 42C80000
C285765C 00000016
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5480043E 7C00E800
41820014 2C0C001F
4082FFC4 7C00F000
4082FFBC C0250004
4E800020 00000000
C285B784 00000006
807F002C 3C809018
806300F4 60840FDC
1C63005C 7C83202E
3860000A 2C040064
40800008 7C641BD6
60000000 00000000
C2112DBC 00000002
90820010 38000008
60000000 00000000
04112DF4 41820014
C2112DF8 00000035
9421FFD8 BF010008
3F008180 83220010
7C19C000 40800180
83390064 7C19C000
40800174 8339005C
7C19C000 40800168
83590008 7C1AC000
4080015C 835AFFFC
7C1AC000 40800150
8B5A0033 83790070
7C1BC000 40800140
837B0020 7C1BC000
40800134 837B0014
7C1BC000 40800128
8399007C 7C1CC000
4080011C A33C0006
A39C0036 83A70000
7C1DC000 40800108
83BD0064 7C1DC000
408000FC 83BD005C
7C1DC000 408000F0
83DD0070 7C1EC000
408000E4 83DE0024
7C1EC000 408000D8
83DE001C 7C1EC000
408000CC 83FD007C
7C1FC000 408000C0
A3BF0006 A3FF0036
2C1A0018 41820018
2C1A0019 41820018
2C1A001F 41820010
48000014 2C1C0113
4182007C 2C1C0114
41820074 2C1C007F
41800010 2C1C0082
41810008 48000060
2C1F0075 4082001C
2C1D0082 40820014
8BDE0002 2C1E0004
41820018 48000040
2C1F0073 41800038
2C1F0079 41810030
2C1C0075 40820020
2C190082 40820010
3F00C040 931B001C
4800000C 3B000000
931B001C 7C003040
48000020 2C1C0075
4082000C 3B000000
931B001C 7C063040
48000008 7C003040
BB010008 38210028
60000000 00000000
04112DFC 4182000C
C2112E10 00000012
9421FFE8 BF810008
3F808180 83A20010
7C1DE000 4080006C
83BD0064 7C1DE000
40800060 83BD005C
7C1DE000 40800054
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40800048 83DE0024
7C1EE000 4080003C
83DE001C 7C1EE000
40800030 83FD007C
7C1FE000 40800024
A3BF0006 A3FF0036
2C1F0075 40820014
2C1D0082 4082000C
3B800004 9B9E0002
BB810008 38210018
4E800020 00000000
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
4A000000 90000000
1619B200 00000048
00000002 9019B208
02010300 80FA970C
02040200 80FA9724
02040100 80FA9734
02000401 80FACFEC
02040400 80FAD00C
02040400 80FAD02C
02040100 80FAD04C
00080000 00000000
4A000000 80F9FC20
1600D52C 00000020
00070100 9019B200
00020000 00000000
00020000 00000000
00020000 00000000
04B87AEC 3EAAAAAB
04B87AF0 40400000
04772B78 60000000
C2772B90 00000002
EC000132 FC00001E
60000000 00000000
4A000000 90000000
1619AD80 00000080
00000000 FFFFFFFF
00000006 0000003D
00000000 00000004
00000001 00116520
00000000 00000005
00000006 000000FF
00000001 0000EA60
00000002 9019ADC0
04000100 91069598
00040100 9019AD80
000A0200 9019AD88
00010100 9019AD98
02010200 9019ADA0
000F0000 00000000
00010100 9019ADB0
00050000 00000000
4A000000 90000000
170695D0 00000008
00070100 9019ADB8
045A17FC 3C292A30
04F9FF0C 3E99999A
04F9FF10 00000000
04B8849C 3F400000
C2739AE8 00000030
3C008123 6000EF00
7C170000 41800160
3C008138 60006EFC
7C170000 41810150
3C008180 83D70008
7C1E0000 40800140
83DEFFFC 7C1E0000
40800134 8BDE0033
2C1E0030 40800128
2C1E000F 41820120
2C1E0010 41820118
8397007C 7C1C0000
4080010C A39C0036
2C1C0042 41820100
2C1C0045 418200F8
2C1C0048 418200F0
2C1C0062 41800010
2C1C006A 41810008
480000DC 2C1C00B4
41800010 2C1C00BC
41810008 480000C8
2C1C00BE 418200C0
2C1E0003 40820020
2C1C0115 418200B0
2C1C011D 41800010
2C1C0121 41810008
4800009C 2C1E0006
4082000C 2C1C0117
4182008C 2C1E0007
40820020 2C1C0113
4182007C 2C1C0117
41800010 2C1C011B
41810008 48000068
2C1E0008 4082000C
2C1C0118 41820058
2C1E0017 40820018
2C1C0084 41800010
2C1C0088 41810008
4800003C 2C1E0020
4082000C 2C1C012C
4182002C 83C8FFE0
7C1E0000 40800020
8BDE0008 2C1E0002
40820014 C03F0008
D0390000 C03F0000
48000008 D0390000
3B800000 3BC00000
60000000 00000000
04B88E68 00000002
4A000000 90000000
1619F880 00000068
00000006 00000007
00000005 000003FA
00000000 00000005
00000001 FFFF5BF0
00000002 9019F8A8
02000601 80FAC28C
02040400 80FAC2BC
02040400 80FAC2DC
02040400 9019F880
02000401 80FAC2FC
02040200 80FAC31C
02040400 80FAC26C
00080000 00000000
06FAC5A4 00000030
00070100 9019F8A0
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
04B0B7F4 00000002
C273A2A4 0000001D
3D808123 618CEF00
7C1C6000 418000D4
3D808138 618C6EFC
7C1C6000 418100C4
3C008180 819C0008
7C0C0000 408000B4
818CFFFC 7C0C0000
408000A8 898C0033
2C0C0030 4080009C
2C0C000F 41820094
2C0C0010 4182008C
7C1D0000 40800084
899D0008 2C0C0001
41800078 41820010
2C0C0003 4181006C
48000010 39800000
919DFFFC 4800005C
899D0009 2C0C0001
41800050 41820010
2C0C0003 41810044
4800000C 39800000
919DFFFC 819DFFFC
398C0001 919DFFFC
2C0C0000 40810024
2C0C0009 4080001C
819D0060 7C0C0000
40800010 38000000
900C0078 C0E10064
EC48382A 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
04693D50 38800004
06693D6C 00000008
38000000 3880000F
04697F58 60000000
04697EEC 60000000
4A000000 90000000
1619B280 00000040
00000000 00000036
00000000 0000007D
00000002 9019B298
0A000100 9019B280
0A000100 9019B288
0A000100 9019B288
0C2B0000 00000000
00080000 00000000
06FB5594 00000008
00070100 9019B290
06FB561C 00000008
00070100 9019B290
06FB57F4 00000008
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06FB5984 00000008
00070100 9019B290
04794634 FC401050
0479463C FC001090
06FB6774 00000050
02000301 80FB66AC
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02000301 80FB66D4
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02040200 80FB6714
02000301 80FB665C
02040200 80FB6674
02000301 80FB6684
02040200 80FB669C
04FC05A8 9019D900
4A000000 90000000
1619D900 00000010
07020000 80F9FC20
00000000 00000000
205A91F8 00000000
4A000000 90000000
161B4000 00000270
00060004 3EC28F5C
01060004 3EA8F5C3
02060004 3F147AE1
03060004 3F147AE1
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05060004 3EF5C28F
06060004 3F147AE1
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08060004 3EC28F5C
09060004 3F170A3D
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091D81D6 3F73B646
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091E81D6 3F8F5C29
091E81D7 3F8F5C29
0A060004 3E8F5C29
0B060004 3E8F5C29
0C060004 3F147AE1
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0E060004 3F147AE1
0F060004 3EA8F5C3
11060004 3E99999A
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1117011B 3D75C28F
1117011C 3D75C28F
11180113 3FC00000
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111E0113 3B23D70A
111E011A 3B23D70A
111E011B 3B23D70A
111E011C 3B23D70A
12060004 3EC28F5C
13060004 3F147AE1
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141B81D8 3CC49BA6
141B81D9 3CC49BA6
141E0114 3F47AE14
15060004 3EC28F5C
16060004 3EF5C28F
17060004 3F147AE1
171B000D 3DA35661
171C000D 00000000
171D000D 3F600000
18060004 3EF5C28F
19060004 3EA8F5C3
1A060004 3E8F5C29
1A1781D7 3DF5C28F
1B060004 3F147AE1
1D060004 3EA8F5C3
1D1B000D 3D5BA8D3
1D1C000D 00000000
1D1D000D 3F6CCCCD
1E060004 3F170A3D
1E060008 3E5C28F6
1F060004 3EC28F5C
20060004 3E8F5C29
201B000D 3D23D70A
201C000D 00000000
201D000D 3F59999A
21060004 3F147AE1
22060004 3EA66666
23060004 3F147AE1
25060004 3ECF5C29
251B000D 3E00E526
251C000D 00000000
251D000D 3F8A3D71
29060004 3F147AE1
2C060004 3F147AE1
2C1B81DA 3CA3D70A
2C1D81DA 3F666666
2E060004 3F147AE1
2F060004 3E8F5C29
2F060008 3E333333
2F080003 40200000
045A91F8 00000001
E0000000 80008000
0486DBDC C05E8D40
C27357AC 00000019
9421FFF0 BFC10008
3FC08180 7C04F000
408000A4 83E40064
7C1FF000 40800098
83FF005C 7C1FF000
4080008C 83FF0008
7C1FF000 40800080
83FFFFFC 7C1FF000
40800074 8BFF0033
2C1F0037 40800068
2C1B0013 41820010
2C1B0014 41820008
4800000C 38800003
48000050 2C1B0000
4182003C 2C1B0003
41820034 2C1B0006
4182002C 2C1B0007
41820024 2C1B0011
41A00010 2C1B001D
41A10008 48000010
2C1B0086 41820008
4800000C 38800001
48000008 5404473E
BBC10008 38210010
60000000 00000000
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 41A00008
38000000 5400CFFF
60000000 00000000
065A2240 00000008
00000E01 041402FF
06FB240C 00000008
00020000 00000000
C28669D8 00000013
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
807D007C A0E30006
80630038 2C03000B
40A20044 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
901B000C C01B000C
FC001028 C03B0008
FC210032 2C030022
41800014 2C04002F
40A20010 2C070112
41A00008 D03B0008
60000000 00000000
C277F794 00000002
801E0034 B01E0006
801E0048 00000000
0486759C 60000000
4A000000 90000000
1619F690 000000A0
00000006 00000007
00000005 00004E23
00000000 00000002
00000001 000668A0
00000000 00000005
00000005 1000001E
00000000 00000000
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00000000 FFFFFFFF
00000005 1000001E
00000001 0000EA60
000A0400 9019F690
12000200 9019F6B0
000E0000 00000000
12000200 9019F6C0
000F0000 00000000
00040100 9019F6D0
12030100 9019F6D8
00010100 9019F6E0
00050000 00000000
4A000000 90000000
1619F800 00000070
00000006 00000007
00000005 000003FA
00000000 00000005
00000001 FFFFA81C
00000006 00000007
00000005 1000001E
00000000 00000004
00000001 000493E0
00000002 9019F848
02000601 80FAC21C
02040400 80FAC24C
02040400 9019F800
02040400 9019F820
00080000 00000000
06FAC594 00000010
00070100 9019F840
00020000 00000000
00455628 00000000
4A000000 90000000
1619A8A0 000000D0
00000006 00000007
00000005 00004E21
00000000 00000003
00000001 00ADF340
00000000 00000001
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04000100 80FAB75C
00080000 00000000
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04000100 80FAB7AC
00080000 00000000
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04000100 80FAB804
00080000 00000000
00070100 9019A8E8
04000100 80FAB804
00080000 00000000
000A0400 9019A8A0
08000100 9019A8C0
000F0000 00000000
00080000 00000000
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06FAB8F4 00000008
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06FAB92C 00000008
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C2877B10 0000000A
3D809019 618CA1B0
C38C0000 FC03E040
40810008 FC60E090
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40800008 FC60E090
C38C0008 FC03E040
40800014 C38C0004
EC6300F2 EC630732
48000008 EC6300F2
EC1F00F2 00000000
06FC0988 00000028
00000000 3DB851EC
3DA3D70A 3D8F5C29
3D75C28F 3D4CCCCD
3D23D70A 3CF5C28F
3CA3D70A 3C23D70A
4A000000 90000000
1619E750 00000100
00000000 00000028
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00000000 00000000
00000000 00000029
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00000000 00000000
00000000 00000027
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00000000 00000000
00000000 0000002A
00000006 00000032
00000000 00000000
00000000 00000030
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00000000 00000000
00000000 0000002D
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00000000 00000000
00000000 00000113
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00000000 00000001
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00000000 00000115
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41820018 2C1C0003
41820010 2C1C010C
41820008 48000014
3FE03F80 93E20010
C0220010 48000008
C023CF54 BBC10008
38210010 00000000
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1619B500 00000080
00000006 00000007
00000005 00000000
00000000 00000004
00000001 00124F80
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00080000 00000000
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4A000000 90000000
1619A1B0 00000010
3F800000 BF800000
00000000 DEDEDEDE
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80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000
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80980000 2C040021
40A20020 8097007C
80840034 2C040042
41A00010 2C040049
41A10008 38600000
39610040 00000000
2057FFFC 00000000
06581000 00000C88
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19000041 3FD56041
19000064 3FA66666
19008067 3FF80000
19008068 400DB6DB
19008069 400DB6DB
1900806A 3F8DB6DB
1900806B 3F844444
1A2F0032 3FA00000
1A160032 3F800000
1A010032 3FB33333
1A0D0034 3FC00000
1A240036 40066666
1A000040 3FAAC083
1A000041 3FD56041
1A000064 3FA66666
1A00011B 3FA00000
1A008067 3FF80000
1A008068 400DB6DB
1A008069 3FC66666
1A00806A 400DB6DB
1A00806B 3FDC71C7
1A198072 3F8CCCCD
1A228073 3FCCCCCD
1A008073 3FB00000
1B000041 3FD56041
1B000064 3FA66666
1B000128 3FC00000
1B008067 400DB6DB
1B008068 3FDC71C7
1B008069 400DB6DB
1B00806A 3FB45D17
1B00806B 3FA55555
1D1B8065 3FE00000
1D148066 3FC00000
1D118066 3F800000
1D028066 3FC00000
1D000041 3FD56041
1D000064 3FA66666
1D000084 40000000
1D008067 3FDC71C7
1D008068 3F989D8A
1D008069 3FB45D17
1D00806A 3FC66666
1D00806B 3FC66666
1E098065 3F4CCCCC
1E00003B 3F778D4F
1E000041 3FD56041
1E000064 3FA66666
1E008067 400DB6DB
1E008068 3FA55555
1E008069 3FF80000
1E00806A 3FB45D17
1E00806B 3FC66666
1F0C8066 40000000
1F1A81D8 40A00000
1F000024 3F999999
1F080028 3F800000
1F000028 3FCCCCCC
1F14002F 3FA00000
1F100034 3F999999
1F000041 3FD56041
1F000064 3FA66666
1F1D0113 40000000
1F000118 3FC00000
1F000119 40000000
1F008067 400DB6DB
1F008068 3FC66666
1F008069 3FDC71C7
1F00806A 3FB45D17
1F00806B 3FB45D17
20000024 3FA00000
20000041 3FD56041
20000064 3FA66666
2000012E 3FC00000
20008067 3FF80000
20008068 3F780000
20008069 3FDC71C7
2000806A 3FC66666
2000806B 3FC66666
21000041 3FD56041
21000064 3FA66666
21008067 3FDC71C7
21008068 3FDC71C7
21008069 3FDC71C7
2100806A 3FB45D17
2100806B 3FB45D17
22000041 3FD56041
22000064 3FA66666
22008067 3FDC71C7
22008068 3F989D8A
22008069 3FDC71C7
2200806A 3FA55555
2200806B 3FA55555
23000041 3FD56041
23000064 3FA66666
23008067 3FA55555
23008068 3FDC71C7
23008069 3FA55555
2300806A 3FB45D17
2300806B 3F844444
25000041 3FD126E9
25000064 3FA66666
25008067 3FC66666
25008068 3FC66666
25008069 3FC66666
2500806A 3FC66666
2500806B 3F8DB6DB
29168075 40000000
29120034 3FC00000
29140036 3FE66666
29140038 3FF33333
29000041 3FD56041
29000064 3FA66666
29008067 400DB6DB
29008068 400DB6DB
29008069 400DB6DB
2900806A 3F989D8A
2900806B 3FD8E560
2C148066 3FB33333
2C0A0028 3FA00000
2C000041 3FD56041
2C000064 3FA66666
2C008067 400DB6DB
2C008068 3F989D8A
2C008069 3FC66666
2C00806A 3FB45D17
2C00806B 3FB45D17
2E00002F 3F999999
2E000041 3FD56041
2E000064 3FA66666
2E00010C 3FA00000
2E0E0119 3F800000
2E000119 40000000
2E008067 3FF80000
2E008068 3F844444
2E008069 3FB45D17
2E00806A 3FC66666
2E00806B 3FA55555
2E0081D8 3FC00000
2E0081D2 3FC00000
2E0081E9 3FE00000
2E0081ED 3FE00000
2E00806B 3FB45D17
2F008075 3FA66666
2F140028 3FE00000
2F000041 3FD56041
2F000064 3FA66666
2F008067 400DB6DB
2F008068 3FB45D17
2F008069 3FDC71C7
2F00806A 3FB45D17
2F00806B 3F989D8A
0457FFFC 00000001
E0000000 80008000
04B88338 BF2A3D71
046A1014 3F800000
06FAF85C 00000058
02000600 80FAF754
02040400 80FAF784
02040100 80FAF7A4
02000600 80FAF7AC
02040400 80FAF7DC
02040100 80FAF7FC
02000600 80FAF804
02040400 80FAF834
02040100 80FAF854
02010300 80FAF734
02040100 80FAF74C
4A000000 90000000
1619CD00 000000D8
00000006 00000032
00000000 00000003
00000006 00000007
00000005 1000004C
00000000 00000004
00000001 0000EA60
00000006 00000007
00000005 1100001D
00000000 00000004
00000001 00008CA0
00000006 80000030
00000000 00000002
00000005 2200000F
00000002 9019CD70
000A0400 80FAD8B4
000C0400 80FAD8D4
120A0100 80FAD8F4
000F0000 00000000
000A0200 9019CD00
000C0400 9019CD10
000A0400 9019CD30
000B0200 9019CD50
120B0100 80FAD8F4
120A0100 9019CD60
000F0000 00000000
000F0000 00000000
00080000 00000000
06FC17C0 00000020
00070100 9019CD68
00020000 00000000
00020000 00000000
00020000 00000000
4A000000 90000000
1619CE00 000000C8
00000006 00000008
00000005 2200000F
00000006 00000007
00000005 1100001D
00000000 00000000
00000005 00000C44
00000006 80000008
00000005 22000010
00000006 80000008
00000005 2200000F
00000002 9019CE58
000A0200 80FAD814
000B0200 80FAD824
120A0100 80FAD834
000F0000 00000000
000A0200 9019CE00
000B0400 9019CE10
120A0100 80FAD834
000F0000 00000000
000A0200 9019CE30
000B0200 9019CE40
000B0400 80FAD83C
120A0100 80FAD834
000F0000 00000000
00080000 00000000
06FAD864 00000048
00070100 9019CE50
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
4A000000 90000000
1619CF00 00000030
00000000 00000009
00000002 80FAD9DC
00000002 9019CF18
07020000 00000000
0D000200 9019CF00
00080000 00000000
06FC3060 00000008
00070100 9019CF10
C2751204 00000020
3C008180 7C070000
408000F0 8087FFE4
7C040000 408000E4
8084FFE8 7C040000
408000D8 80C4007C
7C060000 408000CC
A0C60036 2C06001A
418000C0 2C06001D
418100B8 81040030
7C080000 408000AC
81080020 7C080000
408000A0 3908000C
7C085800 41820094
81240070 7C090000
40800088 81290020
7C090000 4080007C
81290014 7C090000
40800070 814400D0
7C0A0000 40800064
C009000C 3D2080B8
61298440 C0490010
EC00102A C0490000
EC001024 C0490038
EC0000B2 D0020010
C0490004 C0090260
EC401028 C0020010
EC0000B2 C0490004
EC00102A C04A0040
EC0000B2 8128001C
D0020010 91220014
3962FFF8 7D034378
C0030000 00000000
C2769FC8 00000006
EF65002A 80670070
80630034 2C030011
4180001C 2C030012
41810014 3D8080B8
618C8348 C38C0000
EF7B0732 00000000
C2769F54 00000006
EF67002A 80670070
80630034 2C030011
4180001C 2C030012
41810014 3D8080B8
618C8348 C38C0000
EF7B0732 00000000
4A000000 90000000
1619D1A0 00000050
00000006 00000007
00000005 00000000
00000000 00000000
00000001 0003A980
00000002 9019D1C8
02000401 80FAC11C
02040400 80FAC13C
02040200 80FAC15C
02040400 9019D1A0
00080000 00000000
06FAC534 00000018
00070100 9019D1C0
00020000 00000000
00020000 00000000
4A000000 90000000
1619D200 00000068
00000001 0000EA60
00000006 00000007
00000005 00004E23
00000000 00000002
00000001 000668A0
00000005 22000010
00000002 9019D238
04000100 80FAC42C
00010100 9019D200
000A0400 9019D208
120A0100 9019D228
000F0000 00000000
00080000 00000000
06FAC624 00000008
00070100 9019D230
0468AE3C 60000000
0468D18C 3880FFFF
06FB656C 00000008
00000001 00030D44
048758E0 60000000
C2766C20 00000017
3C008180 807D0008
8063FFFC 7C030000
4080009C 80630030
809D0014 C0240040
FC40081E 81240058
61298000 D8410008
8001000C 80BD007C
80A50038 1CE30010
3CC08058 7CE63378
80C60008 2C060000
4080004C 38C6FFF8
84E60008 2C070000
4182003C 7CE8C671
41A0000C 7C081800
40A20028 54E8863E
7C004000 41A0FFDC
54E8043E 7C082800
4182000C 7C084800
4082FFC8 C0060004
48000014 2C0300FF
4182000C 386000FF
4BFFFF94 D01F0010
60000000 00000000
C2766FB8 00000003
2C1D0001 4182000C
C0230010 48000008
C02283C8 00000000
06FAC244 00000008
00000001 00006F54
046F3DA4 60000000
0476C33C 48000024
C28753EC 00000009
3C809019 6084A1A0
DBE40000 C004FFF0
EFFF0028 C004FFF4
EFFF0032 C004FFF8
EFFF002A C004FFFC
EFFF0032 C004FFF0
EFFF002A FC00F81E
D8040008 CBE40000
FC00F81E 00000000
048753FC 8384000C
4A000000 90000000
1619FA00 00000118
00000005 22000002
00000005 22000022
00000000 FFFFFFFF
00000006 00000014
00000006 80000032
00000000 00000000
00000005 22000022
00000006 00000032
00000000 00000000
00000006 00000008
00000005 22000022
00000005 22000002
00000006 00000030
00000000 00000000
00000006 80000030
00000000 0000000F
00000005 22000002
00000001 00001770
120B0100 9019FA00
120B0100 9019FA08
00040100 9019FA10
000A0100 9019FA18
000B0200 9019FA20
120A0100 9019FA30
000F0000 00000000
000A0200 9019FA38
000B0200 9019FA48
120A0100 9019FA58
000F0000 00000000
000A0200 9019FA60
000B0200 9019FA70
120A0100 9019FA80
000F0000 00000000
00010100 9019FA88
00050000 00000000
04FB8980 00000105
04FB8990 0000010E
04FB89C0 00000106
04FB89D0 0000010F
04FB8A50 00000103
04FB8A60 0000010C
04FB8A70 00000104
04FB8A80 0000010D
04FB8B88 0000010C
04FB8B98 00000103
04FB8BD0 0000010C
04FB8BE0 00000103
04FB8BF0 0000010D
04FB8C00 00000104
04FB8C40 0000010E
04FB8C50 00000105
04FB8C60 0000010F
04FB8C70 00000106
04FB9830 00000107
C283FDF8 0000001C
D3DD0114 93C20010
3C008123 6000EF00
7C1F0000 418000C0
3C008138 60006EFC
7C1F0000 418100B0
3C008180 819F0008
7C0C0000 408000A0
818CFFFC 7C0C0000
40800094 898C0033
2C0C0030 40800088
819F0070 7C0C0000
4080007C 818C0020
7C0C0000 40800070
818C0014 7C0C0000
40800064 7C0802A6
3FC08083 63DEFC6C
7C00F000 4182003C
3FC08083 63DEFD28
7C00F000 41820014
3FC08083 63DEFDE8
7C00F000 40820030
D3CC0018 3FC080B8
63DE83EC C3DE0000
D3CC001C 48000018
D3CC001C 3FC080B8
63DE83EC C3DE0000
D3CC0018 C3DD0114
83C20010 00000000
4A000000 90000000
1619A128 00000018
43160000 3C40EBEE
3F800000 BF800000
3E99999A 3F900000
4A000000 90000000
1619BD50 00000028
00000000 00000001
00000002 9019BD60
08000100 9019BD50
02010200 80FAF314
00080000 00000000
06FC1BC0 00000008
00070100 9019BD58
06FC1C08 00000008
00070100 9019BD58
4A000000 90000000
1619CFB0 00000048
00000002 9019CFB8
02000300 80FB35AC
02040400 80FB35C4
02040100 80FB35E4
02040200 80FB35EC
000A0200 80FB3E2C
00070100 80FB3E3C
000F0000 00000000
00080000 00000000
06FB3654 00000020
00070100 9019CFB0
00020000 00000000
00020000 00000000
00020000 00000000
C2840820 0000000D
3D808180 80830060
7C046000 40800050
80A4007C 7C056000
40800044 A0A50036
2C05001A 41800038
2C05001D 41810030
80C40070 7C066000
40800024 80C60024
7C066000 40800018
80C6001C 7C066000
4080000C 38E00004
98E60002 80630060
60000000 00000000
06FAB5A4 00000038
00000000 00000084
00000006 00000007
00000005 000003FA
00000000 00000001
00000005 00000C3D
00000006 00000032
00000000 00000002
06FAB62C 00000008
00020000 00000000
4A000000 90000000
161A2288 00000138
00000005 1000001E
00000006 80000003
00000005 00000017
00000005 11000007
00000006 80000014
00000002 901A22C0
00000002 901A2310
000A0400 901A22A8
12040100 901A2288
000F0000 00000000
000A0200 80FB3264
000A0200 80FB3274
64000000 00000000
120A0100 80FB3284
000F0000 00000000
000F0000 00000000
00080000 00000000
000A0400 901A22A8
12040100 901A2288
000F0000 00000000
000A0100 80FB344C
000A0200 80FB3454
000B0200 80FB3464
000A0200 80FB3474
64000000 80F9FC20
0E000100 80FB3484
020A0100 80FB348C
0C090100 80FB3494
120A0100 80FB349C
000F0000 80F9FC20
000A0400 80FB34A4
020A0100 80FB34C4
020A0100 80FB34CC
020A0100 80FB34D4
000F0000 80F9FC20
00070100 80FB34DC
000F0000 80F9FC20
000F0000 80F9FC20
00080000 00000000
4A000000 80F9FC20
1601366C 00000030
000A0200 901A2290
12060200 901A2298
000F0000 00000000
00070100 901A22B0
00020000 00000000
00020000 00000000
4A000000 80F9FC20
160138C4 00000090
000A0200 901A2290
12060200 901A2298
000F0000 00000000
00070100 901A22B8
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
0469D424 FC000040
040E5DE8 60000000
04953184 60000000
04953224 60000000
4A000000 90000000
1619B000 00000118
00000000 00000054
00000006 00000007
00000005 00004E23
00000000 00000002
00000001 0043BFC0
00000006 00000007
00000005 00000017
00000000 00000000
00000001 000668A0
00000000 00000054
00000006 00000007
00000005 00004E23
00000000 00000004
00000001 00467EE0
00000006 00000007
00000005 00004E23
00000000 00000001
00000001 00493E00
00000006 00000007
00000005 10000038
00000000 00000004
00000001 000CD140
00000000 00000053
00000006 00000032
00000000 00000000
00000000 00000053
00000006 00000032
00000000 00000001
00000002 9019B0E8
02010500 9019B000
02040400 9019B028
02010500 9019B048
02040400 9019B070
02040400 9019B028
00080000 00000000
06FB4EB4 000000A0
02010200 80FBF254
02040100 80FB4D8C
000A0400 9019B090
02010300 9019B0B0
02040100 80FB46F4
02040100 80FB4D8C
02010300 9019B0C8
02040100 80FB46F4
02040100 80FB4D8C
02010500 80FB46FC
02040100 80FB46F4
02040100 80FB4D8C
000F0000 00000000
02010200 80FB4D7C
02040100 80FB4D8C
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
00020000 00000000
06FB4F7C 00000008
00020000 00000000
4A000000 90000000
1619A9C0 00000048
00000000 00000011
00000006 00000007
00000005 000003FC
00000000 00000004
00000005 00000C72
00000002 9019A9F0
02010500 9019A9C0
02000401 80FACC84
00080000 00000000
06FACE8C 00000008
00070100 9019A9E8
C20AF8DC 00000003
2C030029 40820008
38000000 38600000
60000000 00000000
04FA97F8 00000C94
00455498 00000000
06FC1528 00000060
02000401 80FAA814
02040400 80FAA8DC
02040400 80FAA8FC
02040100 80FAA91C
02040100 80FAA924
02000401 80FAA8BC
02040400 80FAA8DC
02040400 80FAA8FC
02040100 80FAA91C
02040100 80FAA924
00020000 00000000
00020000 00000000
04FAA8D8 00000007
06FAA824 00000010
00000006 00000030
00000000 00000006
04F9FDBC 408AE148
04B88F44 0000003C
C2794D3C 00000010
3C808100 60840000
7C1A2000 41800060
3C808170 60840000
7C1A2000 41810050
809A004C 7C04F000
40820044 809A001C
808400D0 C0040024
FC201A10 FC000840
4082002C C0240020
C01E0008 FC000210
FC000840 40810018
C01E0008 EC23182A
EC00082A C03E000C
48000010 C01E0008
C03E000C EC00182A
60000000 00000000
4A000000 90000000
1619A340 00000048
00000000 00000019
00000006 00000003
00000000 00000010
00000006 00000001
00000002 9019A368
00070100 9019A408
02010200 9019A340
02010200 9019A350
00080000 00000000
06FC2B10 00000010
00070100 9019A360
00020000 00000000
06FC2CF0 00000010
00070100 9019A360
00020000 00000000
04FB017C 00020000
04FB0184 00020000
04FB00F4 00020000
4A000000 90000000
1619A000 00000040
02000300 80FB04F4
00070100 80FB019C
00080000 00000000
00000002 9019A028
00000002 9019A000
0C290000 00000000
0D000200 80FB01B4
00080000 00000000
06FB0424 00000008
00070100 9019A000
06FB0514 00000008
00070100 9019A020
004554A8 00000000
04B88E6C 00000011
4A000000 9019BC00
16000000 00000058
00000000 0000274C
00000000 00000021
00000006 00000030
00000000 00000003
00000006 00000004
00000006 80000030
00000000 00000000
02000401 9019BC00
02040100 9019BC20
02040100 9019BC28
00000000 00000000
04FBFF20 9019BC38
4A000000 90000000
161A2500 00000040
00000002 901A2510
00000002 901A2528
00070100 9019B0E0
0D000200 80FB33C4
00080000 00000000
00070100 9019B0E0
0D000200 80FB362C
00080000 00000000
06FB343C 00000008
00070100 901A2500
06FB368C 00000008
00070100 901A2508

can anyone figure out any of those codes


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 17, 2014, 04:12:12 PM
Mother of god.
Put that in a
Code:
code tag
It made me lag a little.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 17, 2014, 04:17:34 PM
oh sry bout that


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 17, 2014, 04:24:53 PM
What it is that I 'm to make possible Having Mario with his tornado spin, Dr. Mario, Sunshine Mario with original moveset, Link with a twilight princess moveset, Skyward Link with his moveset, Oot Link with original moveset, ect without taking up a clone's slot on the css.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 17, 2014, 05:08:31 PM
 Okay, guys. I forgot to mention I fixed my freezing Results screen with edited CSPs. On the Brres file in common\char_bust_tex I had the compression to LZ77. I changed it to None and it worked, everything did.

So yeah, if you have a freezing results screen, that's probably why. Now, I'm on my way to making more Clones since I know how to give them CSPs correctly aha.

Also, I think the Stock icons are in SC_SelMap.pac


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 17, 2014, 05:28:34 PM
Hey MachWindEX, what was that code for exactly?


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 17, 2014, 05:36:40 PM
Okay, guys. I forgot to mention I fixed my freezing Results screen with edited CSPs. On the Brres file in common\char_bust_tex I had the compression to LZ77. I changed it to None and it worked, everything did.

So yeah, if you have a freezing results screen, that's probably why. Now, I'm on my way to making more Clones since I know how to give them CSPs correctly aha.

Also, I think the Stock icons are in SC_SelMap.pac

i had a freezing issue with an icon on the css being the "random" icon instead of the custom one i put in and the crash happened when i scrolled over it... could this LZ77 compression method be the problem with that too?.. if so, should i just change them ALL to "none"?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 17, 2014, 05:58:06 PM
i had a freezing issue with an icon on the css being the "random" icon instead of the custom one i put in and the crash happened when i scrolled over it... could this LZ77 compression method be the problem with that too?.. if so, should i just change them ALL to "none"?

I've got that problem before. It could mean

1. You've got a "Custom CSS" code in your txt. You do not need it. Unless you aren't using the new Brawlex Expansion method, then keep it.

2. Your Fighterconfig file has an issue of some sort.

3. You don't have a Rel of your Clone.

4. Your Wii isn't updated to where it accepts SDHC Cards. Not sure if you're using one at the moment.

I just know that when I had that Random icon that didn't belong, It was my CSS code, so I took it off. I used the CSS Expansion instead. It's more easier and less code-savvy to work with. I updated my wii (safe-update, mind you) and the problem was that my SDHC wasn't recognized. :/ But it's all okay! :D


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 17, 2014, 06:30:20 PM
i had a freezing issue with an icon on the css being the "random" icon instead of the custom one i put in and the crash happened when i scrolled over it... could this LZ77 compression method be the problem with that too?.. if so, should i just change them ALL to "none"?

Make sure your hook is set to AXNextFrame.


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 17, 2014, 07:26:04 PM
Whenever I use my own BrawlEx mods or Nebulon's pack with Usb Loader GX the game keeps freezing whenever I get to the first loading screen. I don't think its my SDHC card, but could it be because my game is WBFS format? :/


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 17, 2014, 07:50:57 PM
So uhh.... why is it that using BrawlEx, there's like a 1 in 3 chance that Battlefield's music gets borked without question?

It seems to happen only when I use BrawlEx for whatever reason......

Maybe there's a conflict of codes somewhere?

I know how to fix it, it's just that it shouldn't be happening.

The codes I'm using with Ex, if it matters.

Code:
Unrestricted Pause Camera
File Patch c3.5.1b
Custom Default Settings
Dash Dancing
No Tripping
No Stale Moves
Hitlag Modifier
Ganondorf/C.Falcon U/D-b Fixes: [Phantom wings]
Shield During Dashdance
No AD in tumble V3
FF during tumble
Song Loader for Custom 01 - 25(For Expansion Stages)
Action mod (No water lag or footstool spikes)
Grab Jump Return [Phantom wings]
Shield Stun
RSBE 1.2 [IE, Dantarion]
CPUs Don't Ignore Other CPUs to Target Humans [Magus]
Electric Hitlag Constant:[Phantom Wings]
Hitstun
Stage Roster Expansion System 2.0 (duplicated)
Dash Cancel 3.0
Custom Stage Selection Screen(Maxed Out SSS)
Global Song Volume Mod [standardtoaster, Magus]

Edit: Oh my god. Can someone please edit that long post with the codes in a spoiler/code tag?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 17, 2014, 10:45:55 PM
Whenever I use my own BrawlEx mods or Nebulon's pack with Usb Loader GX the game keeps freezing whenever I get to the first loading screen. I don't think its my SDHC card, but could it be because my game is WBFS format? :/
Make sure you're using the AXNextFrame hook, the SDHC expansion code, and make sure you don't have the info2 folder.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 17, 2014, 11:15:24 PM
i'm always set to axnex.., i have a 2gb and don't need the sdhc code, but why don't we need the info2 folder? it was included in sammi's tutorial and the instructions said to put them in the pf :P

Post Merge: March 17, 2014, 11:16:39 PM
ok look, i followed everything in sammi's tutorial to the letter, what was in there that might not be working for brawlex v1.1.5.0

Post Merge: March 17, 2014, 11:32:46 PM
just realized that even though i've only uploaded three hacks (four if you count the "kirby-gusta's update) and i'm a higher rank than some people here talking about the codes for this program XP lol, it must be from all these topics posts and stuff xD ...or seniority..?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 18, 2014, 12:04:12 AM
Am I the only one that's noticed that the Dark Link costume in Nebulon's pack is pretty buggy?


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on March 18, 2014, 06:24:23 AM
Glad somebody explained this lol. I was gonna, but figured somebody else would. On a side note..is anybody here actually interested in custom SSE? As in 100% custom levels? (Think NSMB Wii modding) I'm just gauging interest since I'm working on mapping the adventure files.

(Incidentally I also from mapping some of these files discovered how to edit boss' movesets in PSA. Actually any enemy, but you get the point...tabuus move set file has 1,200 or more actions.....

Brawl ex related info: I haven't been working on BrawlEx stuff Because one of the projects I'm working on has a strict deadline coming up really fast. I haven't started a new module yet, but ROB will likely be the first I do. As for my tool, its updates have also been halted due to this. (But the next update will implement saving! As well as fix the last of the bugs and add support for advanced settings)

I would be interested,  I love SSE


Title: Re: The BrawlEx Clone Engine
Post by: Albafika on March 18, 2014, 07:00:02 AM
oh sry bout that
Saying sorry won't suffice. Either fix it or delete it next time. Also, does this looks like the place to ask about recognizing codes to you?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 18, 2014, 07:06:15 AM
sammy just wondering did you ever fixed that bug where the CF brawlex rels freezes if the psa uses the blue falcon?


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 18, 2014, 07:17:05 AM
In what misc section do I find the MenSelchrPos_TopN to replace?
It didn't say in the readme so I became a bit unsure if I am actually replacing the right ones or not. So many things to look though


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 18, 2014, 07:25:36 AM
In what misc section do I find the MenSelchrPos_TopN to replace?
It didn't say in the readme so I became a bit unsure if I am actually replacing the right ones or not. So many things to look though
Misc 30 of the SC_Selcharacter.pac file


Title: Re: The BrawlEx Clone Engine
Post by: nokrow889 on March 18, 2014, 08:22:45 AM
Ive been using this for a little while now but i reached character clone code 58 (im just using the ones the clone engine assigns to the clone) and no matter what character i put there if i try to select it i freeze and cant do anything (im using it on the Wii itself) is it just at a limit for what the wii itself can handle or is there something else wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 18, 2014, 08:27:58 AM
Ive been using this for a little while now but i reached character clone code 58 (im just using the ones the clone engine assigns to the clone) and no matter what character i put there if i try to select it i freeze and cant do anything (im using it on the Wii itself) is it just at a limit for what the wii itself can handle or is there something else wrong?

Slot 58 is messed up :/ a fixed has yet to be made.


Title: Re: The BrawlEx Clone Engine
Post by: nokrow889 on March 18, 2014, 08:29:39 AM
Slot 58 is messed up :/ a fixed has yet to be made.

so do i just redo it and skip 58 and move to 59 or do i have to have a broken slot on my screen?

EDIT--thank you btw i forgot to say that XD


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 18, 2014, 08:32:54 AM
so do i just redo it and skip 58 and move to 59 or do i have to have a broken slot on my screen?

EDIT--thank you btw i forgot to say that XD
just dont add 58 use 59


Title: Re: The BrawlEx Clone Engine
Post by: nokrow889 on March 18, 2014, 08:33:44 AM
just dont add 58 use 59

ok thank you i appreciate the help


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 18, 2014, 08:36:54 AM
Okay, two questions. How do I assign a clone a different announcer call?
And, is it possible yet to edit the Menu? (A la, moving the icons around; rearrange them perhaps?)


Title: Re: The BrawlEx Clone Engine
Post by: Keizer Organa on March 18, 2014, 09:17:49 AM
No.
Alright, just wanted to know. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 18, 2014, 11:06:25 AM
Okay, two questions. How do I assign a clone a different announcer call?
And, is it possible yet to edit the Menu? (A la, moving the icons around; rearrange them perhaps?)
1. ShinF gave instructions how to do it.
2. That's done with the CSSRoster.dat. To arrange them easily, you'll have to use a hex editor.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 18, 2014, 11:16:05 AM
1. ShinF gave instructions how to do it.
2. That's done with the CSSRoster.dat. To arrange them easily, you'll have to use a hex editor.
 1. Okay, good lol
2. I meant the main menu layout. Where it says "Solo" and "Vault" etc. Can we mess with this yet? Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 18, 2014, 11:19:58 AM
To my knowledge, no. I haven't really messed around with the main menu.


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 18, 2014, 11:36:44 AM
Misc 30 of the SC_Selcharacter.pac file

Thank you


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 18, 2014, 12:30:09 PM
Make sure you're using the AXNextFrame hook, the SDHC expansion code, and make sure you don't have the info2 folder.

Okay, I use the right hook, AxNextFrame, and the SDHC code. The info2 folder is for like the Title screen and intro right?

I may be mistaken but I don't think Nebulon's pack has the info2 folder. I'll check tonight after I'm off work.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 18, 2014, 01:02:46 PM
Okay, I use the right hook, AxNextFrame, and the SDHC code. The info2 folder is for like the Title screen and intro right?

I may be mistaken but I don't think Nebulon's pack has the info2 folder. I'll check tonight after I'm off work.

The info files are for custom cosmetics, and are not needed unless thats what your trying to achieve.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 18, 2014, 01:21:31 PM
speaking of which, while working on updating my pack, I made the battle portaits good, and made the appropriate team colorations:

it uses the same source I used for my generic victory portaits and act the same way. Place in pf, and it will fix freezing during stock matches. be sure to not override any custom battle portraits you might be using for your pack already.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777)


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 18, 2014, 03:06:58 PM
The info files are for custom cosmetics, and are not needed unless thats what your trying to achieve.

I was actually, but I can work on adding all of that later. The problem is my Wii just doesn't want to load anything with BrawlEx it seems. I would love to at least get passed the freezing strap/loading screen.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 18, 2014, 03:49:47 PM
I tried a lot of things but the latest one seems the best, and this time I believe that I made a very crucial mistake as when I loaded the CSS it was normal. I'm going to list the steps in the order I did just to make sure that I didn't miss anything.

1. Copy the contents of "Core Files" from both the Clone Engine and the CSS Expansion into:

X:private/wii/app/RSBE/pf

2. Make the files that go into the "BrawlEx" folder inside of pf, or use sammi-husky's clone tool

3. Make a folder in "pf" called "Fighter"

4. Make a folder inside of fighter with the name of your clone and put the files in (ex: FitShadow00.pac or .pcs)

5. Use the BrawlEx Config Utility to open the CSSRoster.dat and add the clone to "Icons" and "Random"

6. Make a .gct files with "File Patch 3.5.1b", and SDHC Expansion. (I also added No tripping and Unrestricted Pause Camera)

7. Export the .gct to "codes" on the root of the SD Card

8. Put the SD Card in the Wii and run Gecko

9. Set the hook type to "AXNextFrame" and turn "SD Codes" to "Yes"

10. Save the config and run the game


Did I possibly miss a step or do something wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 18, 2014, 03:56:16 PM
make sure your gct is good, i mean not text , if you can open the gct with the notebook and see the codes then the gct isnt correct it must shows a bunch of symbols.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 18, 2014, 03:57:43 PM
make sure your gct is good, i mean not text , if you can open the gct with the notebook and see the codes then the gct isnt correct it must shows a bunch of symbols.

Notebook?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 18, 2014, 04:02:14 PM
Notebook?

He means notepad.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 18, 2014, 04:04:07 PM
Oh, ok!


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 18, 2014, 04:05:45 PM
Notebook?
He means notepad.
yeah the default text reader on pc dont know why i said notebock lol i had something else on my mind lol


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 18, 2014, 04:08:36 PM
yeah the default text reader on pc dont know why i said notebock lol i had something else on my mind lol


It does have a bunch of random symbols when I open it


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 18, 2014, 04:42:38 PM
Just a little note i came across while working on one of my projects. The cBliss code that re-organizes the costume offsets to go in the order of the .pacs is compatable with BrawlEx. That code + shinfs pack = perfect cBliss effect


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 18, 2014, 04:46:51 PM
It does have a bunch of random symbols when I open it

Maybe there is a messed up code or something? Does anyone have any clue on what is going on? Maybe the SDHC Expansion code needs extra setup besides just using Gecko with it in, but I don't know.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 18, 2014, 04:52:15 PM
I believed someone posted about this before but once i add my 4th clone for some reason the CSS screen has all the characters names enlarged across the screen, is this a file size issue or is it something else? I made sure to correctly enlarge the TexPat sections accordingly so as to prevent freezing and the images showup fine just the text is huge.


Title: Re: The BrawlEx Clone Engine
Post by: Wingzero007 on March 18, 2014, 05:00:31 PM
Phantom Wings Thanks for making my greatest desire a reality! [As Soon as Custom Kirby Hats Exists I will cum in a nerdgasm] (Didn't want to buy Super Smash Bros 4 Anyways.)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 18, 2014, 05:04:55 PM
I believed someone posted about this before but once i add my 4th clone for some reason the CSS screen has all the characters names enlarged across the screen, is this a file size issue or is it something else? I made sure to correctly enlarge the TexPat sections accordingly so as to prevent freezing and the images showup fine just the text is huge.
Oh my god. Is it by any chance like this? https://dl.dropboxusercontent.com/u/214148458/00000000-11.png

I know exactly how to fix it if it is; you go to the animation MenSelchrFaceI_TopN__0, and look at the bone rotations. For some reason, mine got set to 100 on the Z Axis when this occurred.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 18, 2014, 05:12:10 PM
thanks that fixed it


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 18, 2014, 06:03:13 PM
Phantom Wings Thanks for making my greatest desire a reality! [As Soon as Custom Kirby Hats Exists I will cum in a nerdgasm] (Didn't want to buy Super Smash Bros 4 Anyways.)
Custom Kirby hats are available, I'm pretty sure.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 18, 2014, 06:13:21 PM
Custom Kirby hats are available, I'm pretty sure.

I think he meant giving clones their own Kirby hat.


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 18, 2014, 06:28:38 PM
Just a little note i came across while working on one of my projects. The cBliss code that re-organizes the costume offsets to go in the order of the .pacs is compatable with BrawlEx. That code + shinfs pack = perfect cBliss effect

Any one of these?

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

This pretty much answers an unasked question of mine. :p


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 18, 2014, 07:47:16 PM
Any one of these?

This pretty much answers an unasked question of mine. :p


Costume Color offset FIX [ASF1nk]
06455334 0000001C
05000001 03020103
08040205 02060007
03080109 0C000000
00000000 00000000

This one in particular is the one i was talking about. All other cBLiss codes will break BrawlEx. But this code in particular makes life alot easier for making characters have cBliss costumes


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on March 18, 2014, 09:06:10 PM
Hey, just wondering, but has anyone started to look into cloning transforming characters? Like Samus and Pokemon Trainer. Or is that totally out off the picture at the moment?...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 18, 2014, 09:30:29 PM
Pikazz looked into it, he can make a few characters transform, but due to memory limitations the project has hit a wall


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 18, 2014, 09:33:11 PM
Pikazz looked into it, he can make a few characters transform, but due to memory limitations the project has hit a wall

I think hw meant modules for them.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 18, 2014, 10:06:40 PM
I think hw meant modules for them.

yea, he put em up for DL i think :o


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 18, 2014, 10:24:20 PM
Had 16gb SDHC card, loaded brawlex through project m launcher, and also had cbliss on it. was planning to release my build. Then the stupid happened, my SD card got washed and dryed. Now i so sad.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 18, 2014, 10:34:06 PM
yea, he put em up for DL i think :o

Lol no, I think he's asking if Samus or Zemda have the capacity to have modules for them.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 18, 2014, 11:09:00 PM
Don't know if this has been brought up yet, but will there be a Toon Link module soon?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 19, 2014, 12:06:45 AM
There totally will be, but I'm preoccupied with PMBR stuff, IRL stuff, and Gray Fox. I haven't forgotten though.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 19, 2014, 01:00:16 AM
There totally will be, but I'm preoccupied with PMBR stuff, IRL stuff, and Gray Fox. I haven't forgotten though.

Nice! :) btw can't wait for that Gray Fox! :)


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 19, 2014, 05:54:52 AM
Just wondering: HAS there been any new Rels released since Phantom released his initial pack? Or is he just going to pop out of nowhere and release the rest in a group like he has before? :P


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 19, 2014, 06:03:09 AM
Just wondering: HAS there been any new Rels released since Phantom released his initial pack? Or is he just going to pop out of nowhere and release the rest in a group like he has before? :P

Captain Falcon, Jigglypuff, Metaknight and Ganondorf have been done since the first post... Although there may be more that I missed.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 19, 2014, 06:57:18 AM
MY PROBLEM HAS BEEN SOLVED (just in case anybody else finds this problem) The first times I did this I had the CSS Expansion and the CSS Code (CSS Expansion is better of course). The second time I did it (without the CSS Code) I forgot to put in the ExModules. I just put them in and that solved the problem!


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 19, 2014, 07:23:31 PM
 For some reason, I have my CSS to support ZSS, Samus, Squirtle, Charizard, Ivysaur, Zelda, and Sheik to have their own CSP; however, the problem is that although it works, as it gives me stand alone characters, their CSPs aren't affect. E.G. Zelda and Sheik still share a CSP no matter who is selected, same with the three Pokemon. Is there something I didn't or need to include? Or do I just have to edit the CSPs myself?

EDIT: I do have to edit it lol. No problem haha Looked at Project M's CSPs.. ha


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 09:16:49 PM
I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 19, 2014, 09:29:21 PM
I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?

Well, you could always replace all the originals and add new ones if you wanted.


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 09:33:28 PM
Well, you could always replace all the originals and add new ones if you wanted.

Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?

EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 19, 2014, 09:41:16 PM
Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?

EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...

It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
Project M Roster Reveal - Mewtwo! (http://www.youtube.com/watch?v=yMd6wAoqsJ4#ws)
Or the Mega Man PSA:
[SSBB Hack] Megaman joins Brawl (http://www.youtube.com/watch?v=sUCnvRa1x6I#ws)
Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.

If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on March 19, 2014, 09:45:32 PM
I can't seem to make the CSPs, CSS icons, etc to work for Brawlex...I tried to do what the tutorial said in the OP but still no changes at all. (trying to have tabuu CSPs CSS icons to work over ganondorf) Here's the link to my files if anyone wants to help me it would be awesome:  https://www.mediafire.com/?knxnh3ifanz0wo5

I also changed something inthe cosmetic file in hexedit like in the tutorial but I don't know if that's for dolphin only or something...


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 10:14:53 PM
It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
Project M Roster Reveal - Mewtwo! ([url]http://www.youtube.com/watch?v=yMd6wAoqsJ4#ws[/url])
Or the Mega Man PSA:
[SSBB Hack] Megaman joins Brawl ([url]http://www.youtube.com/watch?v=sUCnvRa1x6I#ws[/url])
Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.

If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.


While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 19, 2014, 10:19:15 PM
While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?

The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton. (Lucario being the one he was cloned from, even though they have their own slot.)


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 10:20:09 PM
The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton.

Thanks for your assistance.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 19, 2014, 10:21:47 PM
Custom Skeletons will work fine provided you do your bone hiearchy edits in Max or Maya BEFORE you rig the model.

Project M's Mewtwo and my Simon Belmont PSA are the best examples, as they use existing bone Hierarchies but add bones and modify translations and rotations to allow animating the tail and whip respectively, while having their own proportions.

Oh and like ShinF said, you need to make sure that you don't have less bones than the original character.


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 11:05:17 PM
Custom Skeletons will work fine provided you do your bone hiearchy edits in Max or Maya BEFORE you rig the model.

Project M's Mewtwo and my Simon Belmont PSA are the best examples, as they use existing bone Hierarchies but add bones and modify translations and rotations to allow animating the tail and whip respectively, while having their own proportions.

Oh and like ShinF said, you need to make sure that you don't have less bones than the original character.

So would you say that simply modifying existing skeletons is probably the best approach to take? There's many different angles to approach something like this, I'm just trying to pinpoint the best/easiest one.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 19, 2014, 11:18:12 PM
Sorry this reply is delayed, but yes, just get a normal Brawl character model and skeleton in Max or Maya, erase the regular character model, start editing the boneset, hiearchy, and whatnot to fit it around your new character, then rig.

If you're using Max, be sure that the scale of the import is 1 instead of 0.39____.


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 19, 2014, 11:29:39 PM
Sorry this reply is delayed, but yes, just get a normal Brawl character model and skeleton in Max or Maya, erase the regular character model, start editing the boneset, hiearchy, and whatnot to fit it around your new character, then rig.

If you're using Max, be sure that the scale of the import is 1 instead of 0.39____.

Thank you~ Off to play around with some skeletons.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 19, 2014, 11:43:35 PM
Thank you~ Off to play around with some skeletons.
You're aware of how creepy that sounds, right? XD


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 20, 2014, 06:32:38 AM
I can't seem to make the CSPs, CSS icons, etc to work for Brawlex...I tried to do what the tutorial said in the OP but still no changes at all. (trying to have tabuu CSPs CSS icons to work over ganondorf) Here's the link to my files if anyone wants to help me it would be awesome:  https://www.mediafire.com/?knxnh3ifanz0wo5

I also changed something inthe cosmetic file in hexedit like in the tutorial but I don't know if that's for dolphin only or something...

Do you have the Rel file? If no, go into your Brawl Clone engine tool folder from PhantomWings and into ExModules. Everything else seems okay. Though, you do need a CSSslotconfig file, a Slotconfig file, and a fighterconfig file. Unless you do, but it's not in your zip lol


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 20, 2014, 10:44:41 AM
I apologize if this is the wrong place to be asking so many unrelated questions, is CSS Organizer 2.0 still the way to go about creating custom character select screens, or have there been any new methods since then that I've missed?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 20, 2014, 11:03:14 AM
I apologize if this is the wrong place to be asking so many unrelated questions, is CSS Organizer 2.0 still the way to go about creating custom character select screens, or have there been any new methods since then that I've missed?
There are better ways, I think. Like editing the CSS from its natural files, as well as with the Brawlex Clone engine, you can ADD slots, and in a more easier manner.


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on March 20, 2014, 11:05:14 AM
There are better ways, I think. Like editing the CSS from its natural files, as well as with the Brawlex Clone engine, you can ADD slots, and in a more easier manner.

I understand adding slots and what not, but as far as placement and rotations and translations and stuff goes, am I better off just doing it withing the CSS files or using CSS Organizer?


Title: Re: The BrawlEx Clone Engine
Post by: Kyu Rain on March 20, 2014, 01:53:09 PM
So can this work on Riivolution?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 20, 2014, 02:00:44 PM
So can this work on Riivolution?

The general answer to that is:

It has the capacity to, however it has not been developed. S there's no reason it can't be made to, but it has yet to be made.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on March 20, 2014, 03:08:01 PM
There are better ways, I think. Like editing the CSS from its natural files, as well as with the Brawlex Clone engine, you can ADD slots, and in a more easier manner.
Yeah I have those 3 files and the Rel. The reason I added the cosmetic file is because I edited it in Hexedit to change 2 numbers.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on March 20, 2014, 03:50:31 PM
The general answer to that is:

It has the capacity to, however it has not been developed. S there's no reason it can't be made to, but it has yet to be made.

Speaking of riivolution, has anybody managed to get passed the loading screen? At first it was just crashing as soon as the game loaded, now it gets to the first loading screen and crashes shortly after. I mean theoretically you just gotta patch the right files right?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 20, 2014, 04:39:04 PM
I understand adding slots and what not, but as far as placement and rotations and translations and stuff goes, am I better off just doing it withing the CSS files or using CSS Organizer?
Lol, I'm figuring out some stuff in the SC_Selchar.pac file, which controls the CSS itself, but I'm still not sure how everything works as of yet. The CSS dat file just reorders the icons. The CSS organizer, as I remember, does more. So if you want more, I'd stick with the CSS Organizer.

Yeah I have those 3 files and the Rel. The reason I added the cosmetic file is because I edited it in Hexedit to change 2 numbers.
Hmm... Are you using Gecko, by chance? If so, have you set the hook type to AXNextframe, or something like that? If you are using a SDHC Card, does Brawl recognize it (Do you have photos, stages, replays on it?)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 20, 2014, 04:51:22 PM
Lol, I'm figuring out some stuff in the SC_Selchar.pac file, which controls the CSS itself, but I'm still not sure how everything works as of yet. The CSS dat file just reorders the icons. The CSS organizer, as I remember, does more. So if you want more, I'd stick with the CSS Organizer.
I think CSS Organizer doesn't work with CSS Expansion, though, because CSS Expansion increases the number of icons to 100 but CSS Organizer goes up only to 50, though I'm not sure.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on March 20, 2014, 04:58:52 PM
hey sammi, your clone engine tool crashes whenever you change the compression of the Sc_selcharacter.pac to extended LZ77(I was following your custom cosmetic tutorial if you were wondering why I changed that)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on March 20, 2014, 05:01:32 PM
hey sammi, your clone engine tool crashes whenever you change the compression of the Sc_selcharacter.pac to extended LZ77(I was following your custom cosmetic tutorial if you were wondering why I changed that)
Edit it in BB v0.71.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on March 20, 2014, 05:08:44 PM
thats what I was using to change it and the clone engine tool still crashes after using extendedLz77 on a Sc_selcharacter.pac. it happned with my own brawlex setup and when I was trying to edit Nebulon's brawlex setup.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 20, 2014, 09:54:13 PM
Speaking of riivolution, has anybody managed to get passed the loading screen? At first it was just crashing as soon as the game loaded, now it gets to the first loading screen and crashes shortly after. I mean theoretically you just gotta patch the right files right?

I got all the way to the CSS with a BrawlEx XML i made, but sadly there was nothing there, not even vBrawl chars. The whole screen was... blank, but it wasn't froze either.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 21, 2014, 06:06:33 AM
I think CSS Organizer doesn't work with CSS Expansion, though, because CSS Expansion increases the number of icons to 100 but CSS Organizer goes up only to 50, though I'm not sure.
Really? That might be true. I was assuming that he was just using the CSS Organizer without using the CSS Expansion part of the Clone Engine, since he asked which one was a better fit for him to use.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 21, 2014, 07:29:40 AM
I got all the way to the CSS with a BrawlEx XML i made, but sadly there was nothing there, not even vBrawl chars. The whole screen was... blank, but it wasn't froze either.

Would you mind sending me your XML and see if I can fix that?


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on March 21, 2014, 10:54:17 AM
I got all the way to the CSS with a BrawlEx XML i made, but sadly there was nothing there, not even vBrawl chars. The whole screen was... blank, but it wasn't froze either.

I would also like to see this


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 21, 2014, 11:21:56 AM
And I have the latest BEx for Riivo to test with.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 21, 2014, 03:52:40 PM
I got all the way to the CSS with a BrawlEx XML i made, but sadly there was nothing there, not even vBrawl chars. The whole screen was... blank, but it wasn't froze either.
if u used the special cssconfig, did u remeber to use PW's edited sc_selcharacter?
did u remember to make a xml for it also?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 21, 2014, 05:46:25 PM
guys heres a link to some codes u guys might like 21 are pm 3.0 codes the others are brawl - and brawl + codes
http://www.mediafire.com/view/sq5v6a9yp9pwcj0/known_codes.txt (http://www.mediafire.com/view/sq5v6a9yp9pwcj0/known_codes.txt)


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 21, 2014, 07:27:18 PM
Ok, I'm getting real pissed off at the cosmetics. I've been trying to use the alloy config files, following the tutorials and adding everything, and I've just about given up. Can someone post some kind of pack with them all added in and such, maybe with the brawlex giga bowser posted by bravoex too? I'm not the most skilled when it comes to adding bones and stuff, and though I've followed the tutorials down to the book, and I'm not sure if it's just me or the fact that the tutorials were made for the old brawlex, but each try one of two things happened:
1) the alloys showed as random and crashed when hovered over
2) entering the character select screen instant-freezes
3) icons are oversized as heck, with only the previous amount of clones being shown
Again, any help is appreciated. I'm sorry if I should simply have posted this in programming help, but seeing as how it's a major problem having to do with brawlex...well, you get the idea.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 21, 2014, 07:51:13 PM
does anybody remember this CSS?
(https://scontent-b-lax.xx.fbcdn.net/hphotos-ash3/t1.0-9/s417x417/1939628_292794107544668_1554721028_n.png)


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 21, 2014, 08:24:34 PM
#standby for titanfall

Code:
<?xml version="1.0" encoding="utf-8"?>
<wiidisc version="1">
  <id game="RSB" />
  <options>
    <section name="BrawlEX">
      <option name="BrawlEX 4 riivo">
        <choice name="Enabled">
          <patch id="BrawlEX" />
        </choice>
      </option>
    </section>
  </options>
  <patch id="BrawlEXfolder">
    <folder external="private/wii/app/RSBE/pf/BrawlEX" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CosmeticConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/CSSSlotConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig" recursive="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/info" disc="/info/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/info2" disc="/info2/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/menu" disc="/menu/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/menu2" disc="/menu2/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/module" disc="/module/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/stage" disc="/stage/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/sound/strm" disc="/sound/strm/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/sound" disc="/sound" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/movies" disc="/movie/" recursive="true" resize="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx" disc="/BrawlEx" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig" disc="/BrawlEx/CosmeticConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig" disc="/BrawlEx/CSSSlotConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/FighterConfig" disc="/BrawlEx/FighterConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/BrawlEx/SlotConfig" disc="/BrawlEx/SlotConfig" create="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter/Lucina" disc="/fighter/Lucina" create="true" />
    <folder external="/private/wii/app/RSBE/pf/fighter/Naruto" disc="/fighter/Naruto" create="true" />
    <file external="/private/wii/app/RSBE/pf/BrawlEx/CSSRoster.dat" disc="/BrawlEx/CSSRoster.dat" create="true" />
    <file external="/private/wii/app/RSBE/pf/sound/smashbros_sound.brsar" disc="/sound/smashbros_sound.brsar" />
    <file external="/private/wii/app/RSBE/pfmenu2/mu_menumain.pac" disc="/menu2/mu_menumain_en.pac" />
    <file external="/private/wii/app/RSBE/pf/info2/info.pac" disc="/info2/info_en.pac" />
    <file external="/private/wii/app/RSBE/pfmenu2/sc_title.pac" disc="/menu2/sc_title_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common4.pac" disc="/system/common4_en.pac" />
    <file external="/private/wii/app/RSBE/pf/system/common5.pac" disc="/system/common5_en.pac" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/SlotConfig/Slot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/FighterConfig/Fighter40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSSSlotConfig/CSSSlot40.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic3F.dat" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CosmeticCOnfig/Cosmetic40" recursive="true" />
    <file external="private/wii/app/RSBE/pf/fighter/Lucina" recursive="true" />
    <file external="private/wii/app/RSBE/pf/fighter/Naruto" recursive="true" />
    <file external="private/wii/app/RSBE/pf/BrawlEX/CSSRoster.dat" recursive="true" />
    <folder external="private/wii/app/RSBE/pf/BrawlEX" disc="/" />
    <folder external="private/wii/app/RSBE/pf/module" disc="/module/" create="true" />
    <folder external="private/wii/app/RSBE/pf/fighter" disc="/fighter/" create="true" />
    <folder external="private/wii/app/RSBE/pf/system" disc="/system/" create="true" />
    <file external="private/wii/app/RSBE/pf/system/common3.pac" disc="/system/common3.pac" create="true" />
    <file external="private/wii/app/RSBE/pf/system/common2.pac" disc="/system/common2.pac" create="true" />
    <file external="private/wii/app/RSBE/pf/module/ft_naruto.rel" disc="/" create="true" />
    <file external="private/wii/app/RSBE/pf/module/ft_lucina" disc="/" create="true" />
    <file external="private/wii/app/RSBE/pf/module/bx_fighter" disc="/" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina.pac" disc="/fighter/Fit*****.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaEntry.pac" disc="/fighter/FitLucinaEntry.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucinaResult.pac" disc="/fighter/FitLucinaResult.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaFinal.pac" disc="/fighter/FitLucinaFinal.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaSpy.pac" disc="/fighter/FitLucinaSpy.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucinaSpy.pcs" disc="/fighter/FitLucinaSpy.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina00.pac" disc="/fighter/FitLucina00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina00.pcs" disc="/fighter/FitLucina00.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina01.pac" disc="/fighter/FitLucina01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina01.pcs" disc="/fighter/FitLucina01.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina02.pac" disc="/fighter/FitLucina02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina02.pcs" disc="/fighter/FitLucina02.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina03.pac" disc="/fighter/FitLucina03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina03.pcs" disc="/fighter/FitLucina03.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina04.pac" disc="/fighter/FitLucina04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucina04.pcs" disc="/fighter/FitLucina04.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina05.pac" disc="/fighter/FitLucina05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina05.pcs" disc="/fighter/FitLucina05.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina06.pac" disc="/fighter/FitLucina06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Lucina/FitLucina06.pcs" disc="/fighter/FitLucina06.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitLucinaMotionEtc.pac" disc="/fighter/Fit*****MotionEtc.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoEntry.pac" disc="/fighter/FitNarutoEntry.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoResult.pac" disc="/fighter/FitNarutoResult.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitNarutoFinal.pac" disc="/fighter/FitNarutoFinal.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoSpy.pac" disc="/fighter/FitNarutoSpy.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoSpy.pcs" disc="/fighter/FitNarutoSpy.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto00.pac" disc="/fighter/FitNaruto00.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto00.pcs" disc="/fighter/FitNaruto00.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto01.pac" disc="/fighter/FitNaruto01.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto01.pcs" disc="/fighter/FitNaruto01.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto02.pac" disc="/fighter/FitNaruto02.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto02.pcs" disc="/fighter/FitNaruto02.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto03.pac" disc="/fighter/FitNaruto03.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto03.pcs" disc="/fighter/FitNaruto03.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto04.pac" disc="/fighter/FitNaruto04.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/FitNaruto04.pcs" disc="/fighter/FitNaruto04.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto05.pac" disc="/fighter/FitNaruto05.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto05.pcs" disc="/fighter/FitNaruto05.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto06.pac" disc="/fighter/FitNaruto06.pac" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNaruto06.pcs" disc="/fighter/FitNaruto06.pcs" create="true" />
    <file external="/private/wii/app/RSBE/pf/fighter/Naruto/FitNarutoMotionEtc.pac" disc="/fighter/FitNarutoMotionEtc.pac" create="true" />
  </patch>
</wiidisc>


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 21, 2014, 08:39:53 PM
put that in a spoiler pls


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 21, 2014, 09:03:22 PM
put that in a spoiler pls

He tried

But he didn't add the [/code] at the end of the code, and instead added it after [code]


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 21, 2014, 09:04:16 PM
i thought i did the first time.... oh well, its there now

He tried

But he didn't add the [/code] at the end of the code, and instead added it after [code]

btw im a girl.... :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 21, 2014, 09:15:20 PM
even if that works i see alot of noobs just saying it didnt work due to their character name isnt the same as the ones there, since aparently you need to add every character in there and everyone has diferent characters with diferent names.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 21, 2014, 09:18:07 PM
even if that works i see alot of noobs just saying it didnt work due to their character name isnt the same as the ones there, since aparently you need to add every character in there and everyone has diferent characters with diferent names.

That is the worst ever thing for this xml, espicially if u have cBliss, ugh such a pain.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 21, 2014, 09:22:10 PM
hey people, had yoy tried this pikachu psa:
True Knuckles the echidna Final (Metal Knuckles Bonus)
http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=4627&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=4627&Moderated=All)

with brawlEx??
It always freezes for me when I do a Down Smash..


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 21, 2014, 09:25:10 PM
<file external="/private/wii/app/RSBE/pfmenu2/sc_title.pac" disc="/menu2/sc_title_en.pac" />

isnt that suppose to be

<file external="/private/wii/app/RSBE/pf/menu2/sc_title.pac" disc="/menu2/sc_title_en.pac" />


also

i dont use riivo, and i dont encourage it
but

arent u missing
<file external="/private/wii/app/RSBE/pf/menu2/sc_selcharacter_en.pac" disc="/menu2/sc_selcharacter_en.pac" />

 and maker sure to include the selcharacter en pac file from the brawl ex downloads


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 21, 2014, 09:26:06 PM
hey people, had yoy tried this pikachu psa:
True Knuckles the echidna Final (Metal Knuckles Bonus)
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=4627&Moderated=All[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=4627&Moderated=All[/url])

with brawlEx??
It always freezes for me when I do a Down Smash..

that is the psa that has glitches but you shouldnt even use that knuckles psa since its really outdated, just use the one over sonic or the southcraft one.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 21, 2014, 09:28:37 PM
that is the psa that has glitches

Wierd, because it was recently updated.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 21, 2014, 09:34:24 PM
that is the psa that has glitches but you shouldnt even use that knuckles psa since its really outdated, just use the one over sonic or the southcraft one.

I use that PSA for my pack (I chose it cause it for it's side b and standard b moves being more knuckles-like though the down B could be better like the other pack)

his down smash works fine for me, so idk...


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 21, 2014, 09:40:01 PM
I also use that "outdated" knuckles on my brawl ex pack and works okay (even made the shared soundbank), being honest, its moveset is more knuckles-like


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 21, 2014, 09:57:41 PM
well i've long given up on my BrawlEx xml since i could never make anything happen, but u guys are welcome to edit it to ur heart's content. Just make sure u credit me if u get something working lol.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 21, 2014, 11:00:15 PM
I also use that "outdated" knuckles on my brawl ex pack and works okay (even made the shared soundbank), being honest, its moveset is more knuckles-like

May I have your Knuckles? You know, the one with shared soundbank.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 21, 2014, 11:57:03 PM
i dont want to drop gray fox from my pack, but he keeps freezing on one of his victory poses. I managed to fix the similar problem on pichu just by adding pikachu's default motion.pac, but that wont work for gray fox over metaknight...

anyways, anyone have a method to change random to select among all the added characters?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on March 22, 2014, 12:37:23 AM
I also use that "outdated" knuckles on my brawl ex pack and works okay (even made the shared soundbank), being honest, its moveset is more knuckles-like

I want that knuckles too!, I dont know why down Smash is causing trouble to my knuckles..


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 22, 2014, 08:06:18 AM
i dont want to drop gray fox from my pack, but he keeps freezing on one of his victory poses. I managed to fix the similar problem on pichu just by adding pikachu's default motion.pac, but that wont work for gray fox over metaknight...

anyways, anyone have a method to change random to select among all the added characters?

Yesm open the CSSRoster file that's in the BrawlEx folder with the Configutility. It'll have two screens you can cycle through. Pick the one labeled "Random" then add in the IDs of the characters you want to be put in there.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on March 22, 2014, 08:25:07 AM
So, Nebulon. Did you ever fix that issue with Raptor on your pack? Because my BrawlEx slot for Raptor doesn't seem to have the Landmaster or Fireball crash issues when playing against Wolf.

btw im a GuyInRealLife.... :af2:
Error 404. [censored] not found.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 22, 2014, 11:53:51 AM
Does anyone know where the codes are for people trying to make their own roster?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 22, 2014, 11:56:43 AM
To arrange the CSS?
Easiest way is to use PW's expansion pack where you can have up to 100 slots. It comes with a CSSRoster.dat that is use to configure the placement of the CSS icons.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 22, 2014, 12:01:44 PM
To arrange the CSS?
Easiest way is to use PW's expansion pack where you can have up to 100 slots. It comes with a CSSRoster.dat that is use to configure the placement of the CSS icons.
Do you know the link?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on March 22, 2014, 12:05:12 PM
Do you know the link?

Uh... page 1 of this topic i believe.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 22, 2014, 12:09:25 PM
Uh... page 1 of this topic i believe.
Really? Cause I checked before I asked and didn't see it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 22, 2014, 12:10:19 PM
ppl i think what he wants is to make a roster for a video or such right? not actually make a playable ssbb roster?



Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on March 22, 2014, 12:11:29 PM
Nevermind, I found it. I think.
ppl i think what he wants is to make a roster for a video or such right? not actually make a playable ssbb roster?


I am trying to make a playable one though.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 12:50:37 PM
When you say that the game crashes whenever an Ex character clears an adventure mode, are you referring to SSE or all of the games solo modes?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 22, 2014, 01:11:43 PM
When you say that the game crashes whenever an Ex character clears an adventure mode, are you referring to SSE or all of the games solo modes?

Probably all.
The SSE is not playable, however.

I'll try in a while.

Post Merge: March 22, 2014, 02:25:01 PM
I used a modified version of Nebulon's pack and it froze at Classic Mode because of the lack of Stock Icons.

I'm currently playing All-Star Mode.
No problems so far.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 22, 2014, 02:26:34 PM
Probably all.
The SSE is not playable, however.

I'll try in a while.

Post Merge: March 22, 2014, 02:25:01 PM
I used a modified version of Nebulon's pack and it froze at Classic Mode because of the lack of Stock Icons.

I'm currently playing All-Star Mode.
No problems so far.

Who needs the 1 player modes now adays anyways? lol

Well, I am trying to add a 3rd character to pikachu's sfx, but I am actually considering on rather using southcraft's nuckles if I can get a brawlstyled model for it instead of that one with the outline


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 22, 2014, 02:53:09 PM
Who needs the 1 player modes now adays anyways? lol

Well, if we could completely modify SSE similar to NSMB wii and create completely custom stages, i think it would be fun as heck. Im in the process of decoding files for just that purpose. Also, i don't think SSE is broken with BrawlEx, but im not sure. It shouldn't though.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 22, 2014, 02:59:43 PM
Well, if we could completely modify SSE similar to NSMB wii and create completely custom stages, i think it would be fun as heck. Im in the process of decoding files for just that purpose. Also, i don't think SSE is broken with BrawlEx, but im not sure. It shouldn't though.
the diference is NSMB is made for side scrolling levels, ssbb playstile doesnt really work on side scrolling imo i only played sse once to unlock all chars and then never touched it again it felt okay as an extra mode but playing a new sse mode where we dont unlock anything just doesnt appeal to me at all since that was the reason most ppl played it.

and i think PW said that brawlex shouldnt work on single player like sse, becuase they lack the rest of single players info or something.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on March 22, 2014, 03:13:34 PM
Well, if we could completely modify SSE similar to NSMB wii and create completely custom stages, i think it would be fun as heck. Im in the process of decoding files for just that purpose. Also, i don't think SSE is broken with BrawlEx, but im not sure. It shouldn't though.
that's a great idea, and sse works the same with brawlex for me


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 22, 2014, 03:23:17 PM
Who needs the 1 player modes now adays anyways? lol

1 player modes are cool to play.
The game is not just for Multiplayer.

Ok, the only issue found in All-Star mode using BrawlEx, is the lack of trophy for the clone.
Yes, it freezes right there, when a trophy is supposed to show up.

Now I'm going to test Boss Battles and Event Match.
IDK if Homerun Contest works, but if it does, then the distance you get will either corrupt the save file, or go to the specific character:

For example: Shadow makes a distance or a "New Record", but since he is a Sonic clone, it will go to Sonic.
Same with Sephiroth, it will go to Marth.

However, I won't try that.
Same for Multi-Man Brawl.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 03:43:13 PM
1 player modes are cool to play.
The game is not just for Multiplayer.

Ok, the only issue found in All-Star mode using BrawlEx, is the lack of trophy for the clone.
Yes, it freezes right there, when a trophy is supposed to show up.

Now I'm going to test Boss Battles and Event Match.
IDK if Homerun Contest works, but if it does, then the distance you get will either corrupt the save file, or go to the specific character:

For example: Shadow makes a distance or a "New Record", but since he is a Sonic clone, it will go to Sonic.
Same with Sephiroth, it will go to Marth.

However, I won't try that.
Same for Multi-Man Brawl.

Agreed, sometimes I like blowing through classic for the heck of it. :D Anyway, thanks for the info, I appreciate it. So any mode that gives you a trophy (classic, all-star, etc.) results in a crash (beep of fail?)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 22, 2014, 04:22:34 PM
I've played Boss Battles and Homerun Contest with clones before. They work fine, and so does Mult-Man Brawl. The game doesn't seem to record their records when it comes to Clones, it just shows up as blank in the place where it shows them.

Agreed, sometimes I like blowing through classic for the heck of it. :D Anyway, thanks for the info, I appreciate it. So any mode that gives you a trophy (classic, all-star, etc.) results in a crash (beep of fail?)

Could we make it so they all give Mario trophies? That's what Project M did. Or is it possible to customize what trophies we can get?

SSE would be fun if we could create new levels. Just imagine all the creative obstacles people could come up with! And what if we could modify enemies? Pretty fun.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 04:37:53 PM
I've played Boss Battles and Homerun Contest with clones before. They work fine

That's good to know. Now I don't have to worry about my save data getting jacked up.

Could we make it so they all give Mario trophies? That's what Project M did.

I like your thinking. But PW probably thought about that too after playing Project M, so it probably won't be as easy as it sounds.

SSE would be fun if we could create new levels. Just imagine all the creative obstacles people could come up with! And what if we could modify enemies? Pretty fun.

Again, that's probably been tried and failed already if it were that easy, lol. But regardless, that would be cool. Or maybe it could be replaced by something like Melee's adventure mode.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 22, 2014, 04:41:10 PM
That's good to know. Now I don't have to worry about my save data getting jacked up.

I'd say you should probably keep at least one backup anyways. Never hurts in case there's some unforeseen problem with something, and if you have one you don't need to worry about it.

I like your thinking. But PW probably thought about that too after playing Project M, so it probably won't be as easy as it sounds.

I think he didn't really pay much attention to single-player modes. HRC crashed with the first version of BrawlEx, even. Anyways, I'm sure there's a way to make a code for it. (Not that I'd know how :P )

Again, that's probably been tried and failed already if it were that easy, lol. But regardless, that would be cool. Or maybe it could be replaced by something like Melee's adventure mode.

Sammi said he's working on doing them already :P Not the enemies, that's just wishful thinking, but the stages.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 22, 2014, 04:45:41 PM
i want to use the css expansion, but i don't really see any instructions... i saw something about editing the code to increase the number of characters on the css, but i seriously don't know how to do it :(


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 22, 2014, 04:47:33 PM
i want to use the css expansion, but i don't really see any instructions... i saw something about editing the code to increase the number of characters on the css, but i seriously don't know how to do it :(
why dont you jsut download a full pack and use their codes and everything , this would help you understand how to set up yourself after


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 04:49:38 PM
One final thing; it's stated that the mod is incompatible with codes that modify constants, internal fighter data or cosmetic data. Does that go for ALL characters including the originals or just the clones?


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 22, 2014, 04:59:11 PM
why dont you jsut download a full pack and use their codes and everything , this would help you understand how to set up yourself after
well actually, i'm using the brawl minus codes and hacks as a base.. besides, it would be a lot easier to just show in the op where you change the code to change the amount of characters on the css :P you know, instead of having to repost a "working version" for each time someone wants a version that works with project M, or brawl minus, or vBrawl, or whatever :/


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 22, 2014, 05:03:04 PM
One final thing; it's stated that the mod is incompatible with codes that modify constants, internal fighter data or cosmetic data. Does that go for ALL characters including the originals or just the clones?
All characters.
You can just edit the fighter configs to achieve the same thing anyway.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 22, 2014, 05:09:49 PM
well actually, i'm using the brawl minus codes and hacks as a base.. besides, it would be a lot easier to just show in the op where you change the code to change the amount of characters on the css :P you know, instead of having to repost a "working version" for each time someone wants a version that works with project M, or brawl minus, or vBrawl, or whatever :/
there is a tutorial on the op for brawl- srs  its a video it cant be showed more its right there on the butto.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 22, 2014, 05:28:05 PM
I got a smash league at my school to test out my pack, they LOVED brawlEX and acted as my beta testers. we found out a few things:

the old Knuckles does indeed crash on downsmash, possibly depends on whether it connects or not- ill have to swap to the new one.

megaman x and zero froze the game for some reasons.

possibly the new megaman over lucas freezes the game on airgrab(aka the snake)

and of course some grayfox/pichu victory animations freeze the game (pichus can be fixed by using the model import, and pikachu's default motion.pac


with these characters avoided, there were no freezes


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 22, 2014, 05:40:01 PM
well actually, i'm using the brawl minus codes and hacks as a base.. besides, it would be a lot easier to just show in the op where you change the code to change the amount of characters on the css :P you know, instead of having to repost a "working version" for each time someone wants a version that works with project M, or brawl minus, or vBrawl, or whatever :/


The css expansion doesn't use any codes at all. no css code, nothing. in fact, it won't work if you try to use any CSS related codes. i have a video tutorial that covers the expansion on my channel, i don't think its in the OP though so here:

http://youtu.be/0QHtHbJL79M (http://youtu.be/0QHtHbJL79M)


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on March 22, 2014, 05:41:58 PM
I got a smash league at my school to test out my pack, they LOVED brawlEX and acted as my beta testers. we found out a few things:

the old Knuckles does indeed crash on downsmash, possibly depends on whether it connects or not- ill have to swap to the new one.

megaman x and zero froze the game for some reasons.

possibly the new megaman over lucas freezes the game on airgrab(aka the snake)

and of course some grayfox/pichu victory animations freeze the game (pichus can be fixed by using the model import, and pikachu's default motion.pac


with these characters avoided, there were no freezes

For the megaman over lucas issue, can't you just go into the fighter config for him and disable Zair to fix that?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 22, 2014, 05:44:35 PM
For the megaman over lucas issue, can't you just go into the fighter config for him and disable Zair to fix that?

It's not supposed to even use any Lucas files except his module :/


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on March 22, 2014, 05:58:50 PM
It's not supposed to even use any Lucas files except his module :/

Well if it uses a brawlEx slot it still uses the config files anyway, otherwise you could just use a code to disable that for lucas altogether.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 06:02:29 PM
Is it okay to use this with stage modules?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 22, 2014, 06:06:08 PM
Is it okay to use this with stage modules?
brawlex is only for character modules it doesnt touch stage models at all


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 22, 2014, 06:07:18 PM
Well if it uses a brawlEx slot it still uses the config files anyway, otherwise you could just use a code to disable that for lucas altogether.

Yeah, but he's a Ness PSA. He should be using Ness' Config files, so CanZAir should already be set to False. If you're using the Ness files, it's not even an issue. There is literally no reason to touch Lucas at all except to use his ExModule. The only reason a Lucas module is even used is because there isn't a Ness ExModule yet.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 22, 2014, 06:31:58 PM
Are the no entry and/or result data codes required for certain characters/PSAs?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 22, 2014, 06:36:30 PM
Are the no entry and/or result data codes required for certain characters/PSAs?

Set them to False or None in the Fighter Config instead of using codes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 22, 2014, 10:15:09 PM
SSE would be fun if we could create new levels. Just imagine all the creative obstacles people could come up with! And what if we could modify enemies? Pretty fun.

I've actually looked alot into the enemies, i actually have a way to open enemies movesets in PSA. it's not too hard. i think i posted it in the SSE colab thread. for example, tabuu's moveset can be opened in PSA. it's just not much use since alot of the commands he uses are still unknown.

SSE would be fun if we could create new levels. Just imagine all the creative obstacles people could come up with! And what if we could modify enemies? Pretty fun.

I'm about halfway through enemy spawning. i can make specific enemies spawn at specific places and times in SSE now. (but it seems the AI calls are tied to the type as well, otherwise boomerang prims set to sword prims will still use the sword with boomerang anims and properties).

I have a thread specifically for researching files. I don't wanna get off topic here, so if anyone has any questions or is handy with a hex editor and thinks they are up for it, you can head over there :P

Could we make it so they all give Mario trophies? That's what Project M did. Or is it possible to customize what trophies we can get?

I think it's dictated in the Module files but im not sure. i mean, that's really something PW would have to work on. it'll probably be fixed when he releases v2 :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 22, 2014, 10:18:09 PM
If we are able to modify the SSE or to take the enemies out of there, then we'll be moding SSBB just like Halo Custom Edition.

You know, create a map, and add the AI wherever we want.

The great difference is, BRAWL!


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 22, 2014, 10:41:55 PM
i guess first stage this could work awesomely for is mushroomy kingdom :D
and then eventually boss stages?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 23, 2014, 06:31:20 AM
So, I have Knuckles and Shadow in my roster, both using a Sonic rel and config files. However, they seem to share certain things they aren't supposed to. For instance, Shadow's shadow spheres and gfx are now Knuckles; a la, one of Shadow's gfx is a boulder, possibly from Knuckles' gfx.

Is this normal, and that we have to wait for a fix? Or can I go fix it now?
It sometimes crashes when the two fight in a match.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 23, 2014, 08:07:07 AM
So, I have Knuckles and Shadow in my roster, both using a Sonic rel and config files. However, they seem to share certain things they aren't supposed to. For instance, Shadow's shadow spheres and gfx are now Knuckles; a la, one of Shadow's gfx is a boulder, possibly from Knuckles' gfx.

Is this normal, and that we have to wait for a fix? Or can I go fix it now?
It sometimes crashes when the two fight in a match.
its normal becuase they have the same effect file so which effect file gets loaded first the game doesnt load another one

you can fix it in severeal diferent ways but you must know how to use psa to change ids and such

this gfx glitch has existed since rel ports dont know why you were surprised at all.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 23, 2014, 09:04:49 AM
its normal becuase they have the same effect file so which effect file gets loaded first the game doesnt load another one

you can fix it in severeal diferent ways but you must know how to use psa to change ids and such

this gfx glitch has existed since rel ports dont know why you were surprised at all.
Haha, possibly when I left, this occurred, so I never knew about it. So basically, in PSA, the GFX that Shadow and Knuckles call for is the same ID, and if I change the ID of one of them, it won't conflict and use the same one? If so, the question now birthed is "What do I change the NEW ID to?"


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 23, 2014, 09:26:29 AM
Haha, possibly when I left, this occurred, so I never knew about it. So basically, in PSA, the GFX that Shadow and Knuckles call for is the same ID, and if I change the ID of one of them, it won't conflict and use the same one? If so, the question now birthed is "What do I change the NEW ID to?"

http://opensa.dantarion.com/wiki/Effect.pac_IDs (http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs)
first you need to know how to use the psa program to change the ids and then you can use any assist trophy or enemy effect file id for instance
lets say you want shadow to actually use shadows assist trophy effect id, you open fitshadow.pac in bb and see the effect file? you expand and then you will see something like

ef_sonic
miscdata0
sonic(reff)
sonic(reft)

you will rename this to shadows like he has on his assist trophy which will be
ef_shadow
miscdata0(dont touch)
shadow(reff)
shadow(reft)

and save on i advise using bb 71 since it doesnt have moveset editor since most old movesets cant be saved in bb with moveset editor(65-67)


now you open the psa program and load the fitshadow.pac with the renamed files, now on the link abode you can see sonic id in hex is 30 and shadow hex id is CC, now in the psa you go trough all the subactions and whenere you see an externalg gfx with something like this File=30... you open it and chancge lets say 00300015, first 4 digits are the file and the last 4 are the gfx id of that file you change it to 00CC0015 but only on the gfxs that have the file 30 thhe ones that have file0 and such you dont need to change since they are commong gfx

this takes abit unless you know where all the subactions that use gfx are but in time you will learn better.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 10:38:58 AM
*Fist pump of success* I got the clone engine working. However, is there a less-tedious way to add cosmetic data (CSP's, BP's, etc.)? And do I need to add EVERYTHING from the CSS icons to the battle portraits? I found a code on the vault that turns BP's off, by the way.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 10:49:45 AM
Well, the costumes will need those small portraits or the game will freeze when entering a stage.

As for "everything," the minimum you'll need are portraits, the CSS icon, the CSS icon name, the CSP name, the in-game name, and BP's. You can edit it so that your fighter uses an existing franchise icon (eg. adding a Mewtwo slot and giving him the Pokemon franchise icon).


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 23, 2014, 10:50:45 AM
*Fist pump of success* I got the clone engine working. However, is there a less-tedious way to add cosmetic data (CSP's, BP's, etc.)? And do I need to add EVERYTHING from the CSS icons to the battle portraits? I have a code that turns BP's off, by the way.
no theres no simpler way so far for cosmetics its that way or no way right now :S which is really boring to do.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 10:54:34 AM
Well, the costumes will need those small portraits or the game will freeze when entering a stage.

As for "everything," the minimum you'll need are portraits, the CSS icon, the CSS icon name, the CSP name, the in-game name, and BP's. You can edit it so that your fighter uses an existing franchise icon (eg. adding a Mewtwo slot and giving him the Pokemon franchise icon).

Alright. What about all the model data shown in the tutorial? Not sure I understand what all that is for. Also, I can't reorganize the CSS at all?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 23, 2014, 11:26:51 AM
you could always use my generic battle and victory portraits if you dont care about the specific character:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 23, 2014, 11:29:21 AM
you could always use my generic battle and victory portraits if you dont care about the specific character:
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777[/url])
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202684[/url])


These are very useful, and it's very easy and far less time-consuming to use these and then change them with the Costume Manager than it is to make them from scratch.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 23, 2014, 11:34:07 AM
Alright. What about all the model data shown in the tutorial? Not sure I understand what all that is for. Also, I can't reorganize the CSS at all?
u can change the order using the tool u used to add clones to the cssroster.dat
just erase and rename ids on the chart using the tool and save
its really easy


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 23, 2014, 11:36:36 AM
Alright. What about all the model data shown in the tutorial? Not sure I understand what all that is for. Also, I can't reorganize the CSS at all?

The custom cosmetics aren't absolutely necessary to have the engine work, however, if you choose to have custom cosmetics for the clones, it's quite a lengthy process. hence why my video tutorial was close to 25 mins long. The model data i was messing with was actually the texture animations. it controls what pictures are shown where on a model. These steps are necessary to add new CSP's, franchise icons, and CSS icons.

As for re-organizing the CSS. you can change the order with just the config editor. But if your referring to the CSS organizer that allows you to move them around the screen, the only way to accomplish that now is to either open the 3d model for the CSS (MenSelchr_pos) and load the animation for it (MenSelchr_pos_topN) and go to the frame of how many characters you have on the CSS. Then drag those bones around to change where the icon will be in game. though this is quite tedious since the actual icon are not there. The only other way to do it is to open the animation and change the coordinates manually. which is even more tedious then the last process.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 23, 2014, 11:58:06 AM
Guys heres 30 project m codes u might want to use sometime
http://www.mediafire.com/download/smga8khtumoag0h/Project+M+Codes.txt (http://www.mediafire.com/download/smga8khtumoag0h/Project+M+Codes.txt)
Thank Sirkura for 21 of those codes


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 23, 2014, 11:58:24 AM
The custom cosmetics aren't absolutely necessary to have the engine work, however, if you choose to have custom cosmetics for the clones, it's quite a lengthy process. hence why my video tutorial was close to 25 mins long. The model data i was messing with was actually the texture animations. it controls what pictures are shown where on a model. These steps are necessary to add new CSP's, franchise icons, and CSS icons.

 the only way to accomplish that now is to either open the 3d model for the CSS (MenSelchr_pos) and load the animation for it (MenSelchr_pos_topN) and go to the frame of how many characters you have on the CSS. T


what do u mean
u mean we have to edit it and type in how many we need?

Guys heres 30 project m codes u might want to use sometime
[url]http://www.mediafire.com/download/smga8khtumoag0h/Project+M+Codes.txt[/url] ([url]http://www.mediafire.com/download/smga8khtumoag0h/Project+M+Codes.txt[/url])
Thank Sirkura for 21 of those codes

what does project m have to do with BRawlEX
lol
they use their own clone enging


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 12:05:28 PM
The custom cosmetics aren't absolutely necessary to have the engine work, however, if you choose to have custom cosmetics for the clones, it's quite a lengthy process. hence why my video tutorial was close to 25 mins long. The model data i was messing with was actually the texture animations. it controls what pictures are shown where on a model. These steps are necessary to add new CSP's, franchise icons, and CSS icons.

Yeah, it took me an hour to get everything in place. But about your clone engine tool, I keep getting some kind of unprecedented handling error. Any idea as to what that's about?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 23, 2014, 12:07:03 PM
ik they use their own clone engine . trying to find the gameplay codes so the gameplay's like project melee


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 12:08:44 PM
Why. Does. Everything. Need. To. Be. Involved. With. Project M.

If you love it so much, go play it. Let vBrawl be vBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 23, 2014, 12:12:18 PM
Why. Does. Everything. Need. To. Be. Involved. With. Project M.

If you love it so much, go play it. Let vBrawl be vBrawl.


This.

And just a question, I'd follow Sammi's tut for the cosmetic stuff if I want to give the clones CSPs and BPs, correct?

What if I chose not to. Will I just get the cloned characters CSPs, BPs, etc?


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 12:18:23 PM

And just a question, I'd follow Sammi's tut for the cosmetic stuff if I want to give the clones CSPs and BPs, correct?
Yes, but keep in mind if you change one thing, you have to change ALL of the Cosmetic data mentioned in Sammi's tut or else you'll get the beep of fail. This is because you're essentially creating a new character in the game. And yes, the clone will have the original character's cosmetic data. So if you make a clone of Marth,  it will appear as if there are two Marth's on screen.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 12:28:49 PM
Adding all those cosmetics is so damn easy. Just takes practice to learn about it. Right now, I have 14 clones, all with CSP's, battle names, CSS icons, etc. I'm pushing the file size really close right now with an "ExtendedLZ77" compressed sc_selcharacter. Would reducing the dimensions of the CSP's help free up space?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 23, 2014, 12:32:01 PM
Adding all those cosmetics is so damn easy. Just takes practice to learn about it. Right now, I have 14 clones, all with CSP's, battle names, CSS icons, etc. I'm pushing the file size really close right now with an "ExtendedLZ77" compressed sc_selcharacter. Would reducing the dimensions of the CSP's help free up space?

Reducing the size frees up a lot of space, actually, if you do enough of them. I've got 19 Clones, and almost all my characters (every default + like half my clones) have cBliss and I've still got room because I took the size of each portrait down to 100 x 125.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 12:39:53 PM
I'd hate to do a reposting, but I keep getting an unprecedented handling error whenever I try to open my pf folder in Sammi's Clone Engine Tool.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 23, 2014, 12:47:28 PM
I'd hate to do a reposting, but I keep getting an unprecedented handling error whenever I try to open my pf folder in Sammi's Clone Engine Tool.

I intend to fix these errors, I've just been busy as of late with Minus backroom stuff. The errors I'm talking about can be either not having CSSRoster.DAT on the sdcard, having BOTH common and sc_selcharacter.PAC, or having the sc_selcharacter in either places be compressed to extended lz77. The sc_selcharacter has to be lz77.

Hopefully I'll fix those bugs today if I have time so people won't NEED cssroster.dat


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 12:56:46 PM
Reducing the size frees up a lot of space, actually, if you do enough of them. I've got 19 Clones, and almost all my characters (every default + like half my clones) have cBliss and I've still got room because I took the size of each portrait down to 100 x 125.
Yea. I reduced the portraits of my clones to those dimension. Saved ~200kb :D


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 23, 2014, 12:57:16 PM
Adding all those cosmetics is so damn easy. Just takes practice to learn about it.

I'm more concerned with the amount of time it takes. I'll post later if I need any more help.

And Sammi, your tuts are life savers. I appreciate all the work you've put into your tool and the tuts.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 01:05:10 PM
I intend to fix these errors, I've just been busy as of late with Minus backroom stuff. The errors I'm talking about can be either not having CSSRoster.DAT on the sdcard, having BOTH common and sc_selcharacter.PAC, or having the sc_selcharacter in either places be compressed to extended lz77. The sc_selcharacter has to be lz77.

Hopefully I'll fix those bugs today if I have time so people won't NEED cssroster.dat
I just ran through my SD card, and I'm still getting the error. I noticed that you have two versions of the Clone Tool (One of which is labeled XP). What's the difference between the two?

Post Merge: March 23, 2014, 01:07:12 PM
MasterMelee-somethin-or-another posted links to generic battle portraits and results portraits a few pages back. It can save quite a bit of time.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 23, 2014, 01:08:54 PM
MasterMelee-somethin-or-another posted links to generic battle portraits and results portraits a few pages back. It can save quite a bit of time.

I know, but I want my clones to be legit :V


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 23, 2014, 01:12:34 PM
I know, but I want my clones to be legit :V

Use the generic portraits and replace them with libertyernie's Costume Manager.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 23, 2014, 01:15:57 PM
The only difference is one is for windows XP. Your sure u don't have common AND sc_selcharacter? also if your using common 5 make sure that the sc_selcharacter inside it isn't set to extended lz77. Normally it crashes opening the PF folder if it can't find cosmetics for the clone specified in cosmetic config. Or if CSSRoster.dat isn't in the BrawlEx folder.

And Sammi, your tuts are life savers. I appreciate all the work you've put into your tool and the tuts.

Thanks! I'm glad they could help you! :)


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 01:17:41 PM
I'm more concerned with the amount of time it takes. I'll post later if I need any more help.
Just follow the tutorials. Once you do it once, you'll be able to do it again whenever.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 23, 2014, 01:31:12 PM
Use the generic portraits and replace them with libertyernie's Costume Manager.

The application crashes for me (doesn't even load).

I'll do it the hard way :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 23, 2014, 01:36:54 PM
This has probably been asked before but I dont want to stay with the question in my mind...
I see on the CSS expansion roster ID's .txt there are only 95 slot names from where 15 are bosses and alloys, 1 is blank is and 1 is random. Does that mean that we actually count with 78 fighter slots from where 40 are the regular characters, so we actually have only 38 extra slots? Or is there a way to use the bosses's IDs to put another EX fighter and stuff? and what about the missing 5 IDs which arent in the .txt to reach the 100 slots?


Title: Re: The BrawlEx Clone Engine
Post by: Xinc on March 23, 2014, 01:43:45 PM
I believe a slight problem here would be the character voices. There probably aren't enough boss sounds to go around.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 23, 2014, 02:03:29 PM
This has probably been asked before but I dont want to stay with the question in my mind...
I see on the CSS expansion roster ID's .txt there are only 95 slot names from where 15 are bosses and alloys, 1 is blank is and 1 is random. Does that mean that we actually count with 78 fighter slots from where 40 are the regular characters, so we actually have only 38 extra slots? Or is there a way to use the bosses's IDs to put another EX fighter and stuff? and what about the missing 5 IDs which arent in the .txt to reach the 100 slots?

technically
the character replacement code by sputnit may help using the boss ids to new clones
but the clone ids are a little diferent from the character ids
its the same method i used to get GigaBowser working
but since the css code is not in function anymore, the code may not be compatible anymore

here is the code
http://wiird.l0nk.org/forum/index.php?topic=3943.0;wap2 (http://wiird.l0nk.org/forum/index.php?topic=3943.0;wap2)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 23, 2014, 02:11:09 PM
I believe a slight problem here would be the character voices. There probably aren't enough boss sounds to go around.

Try to modify the sounds of the Primids.
They have alot.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 23, 2014, 02:59:56 PM
technically
the character replacement code by sputnit may help using the boss ids to new clones
but the clone ids are a little diferent from the character ids
its the same method i used to get GigaBowser working
but since the css code is not in function anymore, the code may not be compatible anymore

here is the code
[url]http://wiird.l0nk.org/forum/index.php?topic=3943.0;wap2[/url] ([url]http://wiird.l0nk.org/forum/index.php?topic=3943.0;wap2[/url])
hmm, do you think that this could be fixed in the future? I mean, using the 11 boss slots are something (as many slots we can use, better *w*), and yeaah, I tried to use a boss slot on the CSS.dat and crashed lol


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 23, 2014, 03:30:12 PM
imma try to add alloy-based PSAs in an upcoming release, making the total new character count possible to 41 (it'll be 40 for me so far since i got one slot broken for some reason)


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 03:44:56 PM
imma try to add alloy-based PSAs in an upcoming release, making the total new character count possible to 41 (it'll be 40 for me so far since i got one slot broken for some reason)

I realize this question is off-topic, but how would an alloy PSA work? I thought they couldn't grab ledges or use specials.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 23, 2014, 03:58:47 PM
simple, well... not so simple, but people have complete imported psas and models over alloys. simply do an advance search in brawlvault and specify its a character, a PSA and for a certain alloy. but the alloy just needs the right added files to be accessible by multiplayer. so it should just take overriding once they have cosmetics


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 04:02:13 PM
I don't know why, but I can't get the CSSRoster to register in game. I've disabled the Custom CSS code and placed CSSRoster.DAT under BrawlEx. Also, when I tried using BrawlEx without the roster and instead with the Custom CSS, my random icon disappeared even though I placed a 29 after the clone character ID's. The cloned character is Ike (using Abalfika's Dissidia/AC Cloud V1). When I tried to use my FS, he would just use his normal special even though I had broken a smash ball.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 23, 2014, 04:13:43 PM
MeleeMaster. How did you get Spiderman into your roster when there's no Sheik or Yoshi module released?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 23, 2014, 04:29:43 PM
I got it from nebulon's pack. someone must have ported it to marth, but did not post it on brawlvault. same thing with megaman over lucas. I don't know.

Where'd you get it nebulon?

(assuming he read this)


Title: Re: The BrawlEx Clone Engine
Post by: Not Kratos on March 23, 2014, 04:58:35 PM
I think it was mentioned that Spider-man is compatible with a Marth module or something due to not using any of Sheik's articles.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 23, 2014, 05:22:58 PM
A while ago I remember that someone mentioned that the CF module for BrawlEx had a freeze when trying to load the Blue for Final Smashes that used it.

There's a Blue Falcon 30 mod that has wild Final Smashes you can put in. They're goofy, but best of all some of them don't use the Blue Falcon. So for people who want to use a CF PSA in their EX that doesn't use the Blue Falcon, use one of those. I'll link it in a minute.

Post Merge: March 23, 2014, 05:24:52 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=30&ByUser=&Credit=&Info=&AudioSource=&MainType=Character (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=30&ByUser=&Credit=&Info=&AudioSource=&MainType=Character)

Here it is. I'm not positive it works, but if that WAS the issue, then perhaps this is a fix. Not all of these have it.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 23, 2014, 06:07:00 PM
MeleeMaster. How did you get Spiderman into your roster when there's no Sheik or Yoshi module released?
I got it from nebulon's pack. someone must have ported it to marth, but did not post it on brawlvault. same thing with megaman over lucas. I don't know.

Where'd you get it nebulon?

(assuming he read this)
I think it was mentioned that Spider-man is compatible with a Marth module or something due to not using any of Sheik's articles.
all this i made spider man compatible with marth module and then i turned sheik articles to gfx since thats all they do anyway, the gfx fake webs are alittle off the place they should be due to them being ported from article to external gfx i made 2 spider mans that dont interfere with sheiks gfx i putted two links somewhere in this thread for anyone that wanted them, but you can use the one in nebulon pack since its the last one i did.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 23, 2014, 06:13:49 PM
Hey, Kusanagi's Aesthetic Falcon doesn't use the Blue Falcon as Final Smash.

It uses the "Final" Falcon Punch instead.

Will it work?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 23, 2014, 06:21:54 PM
A while ago I remember that someone mentioned that the CF module for BrawlEx had a freeze when trying to load the Blue for Final Smashes that used it.

There's a Blue Falcon 30 mod that has wild Final Smashes you can put in. They're goofy, but best of all some of them don't use the Blue Falcon. So for people who want to use a CF PSA in their EX that doesn't use the Blue Falcon, use one of those. I'll link it in a minute.

Post Merge: March 23, 2014, 05:24:52 PM
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=30&ByUser=&Credit=&Info=&AudioSource=&MainType=Character[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=30&ByUser=&Credit=&Info=&AudioSource=&MainType=Character[/url])

Here it is. I'm not positive it works, but if that WAS the issue, then perhaps this is a fix. Not all of these have it.

But it still loads the track, which is the basis of the module freeze. Onslaught Falcon doesn't use the car either.

Anyways, I got around to updating BrawlExpanded (no, there still are not custom cosmetics). rev7 sports two new characters (Tabuu and Onslaught Falcon as Chuck Norris), lots of new stages (too many to name. if you go into M22K's stage topic you have a good idea of what I did put in), a custom title screen (I ported it from the Japanese version, which was a [explicable] to do), among other small things like a new version number (0.9x instead of just 0.9).

What's wrong currently:
> Chuck Norris' final smash freezes. Not my fault.
> The title screen has lighting issues when you press any button. I'm still working on that, the same thing happens with my stock port.
> The CSS is only half full :oshi:

The download is only an update package, which means you must have the older 0.9-rev3 to install rev7. It's in the Archives (in my sig) and right here ---> :link: (https://mega.co.nz/#F!5kwmDAhY!ItojyQBqQevvmoimfbRiug). Have fun.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 23, 2014, 10:43:15 PM
I did something completely on accident that you guys might find interesting...   :srs: I managed to get a clone working that only has custom CSS cosmetics and NOTHING ELSE. In other words, it doesn't have BP's, Stock icons, etc. yet it works in all vs. mode (Stock matches even), training and stadium modes. However, the character's CSS icon shows "MARIO" in crude text even though the CSP portraits and name show up properly.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 24, 2014, 12:19:39 AM
OK Something is very very wrong.

Can everyone using BrawlEx go to My Music and choose Battlefield and tell me what happens?

Cause It would be a big help in determining if one of my codes clashes with Ex which borks Battlefield's music.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 12:23:45 AM
OK Something is very very wrong.

Can everyone using BrawlEx go to My Music and choose Battlefield and tell me what happens?

Cause It would be a big help in determining if one of my codes clashes with Ex which borks Battlefield's music.

Got a buzzing crash. Other stages work fine, but Battlefield crashes even in vBrawl. Very odd... I thought BrawlEx didn't cause any My Music errors.

Here's my codelist, if it helps.

Code:
RSBE01
Super Smash Bros. Brawl

General Codes

File Patch Code 3.5.1b [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

SDHC Extension
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000007
* 3D608058 616B0300
* 816B0000 2C0B0000
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020

Default Settings Modifier
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000100
* 0417F364 05000A00
* 0417F368 00000101
* 0417F36C 01000000
* E0000000 80008000

One Player Brawl
0468D420 2c060001

Stage Expansion Codes

Stage Roster Expansion System v2.0
* 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
* 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
* 00014113 1D1E043C
* 02052403 30180607
* 210C2015 09082F37
* 391F470A 3F0B3627
* 17232B0D 0E253800
* 006B92A4 00000027
* 066B9A58 00000027
* 280F3E40 1016222E
* 19351126 3B144E12
* 321A2C42 1B1C464A
* 4B334C2D 44433D31
* 453A4834 494D2A00
* 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

Sounds and Music

Replacement Sound Bank Engine
* 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

Tracklist Modifier
* 0610F9BC 00000014
* 60000000 60000000
* 3C80811A 7C601B78
* 608447E7 00000000
* 4A000000 81000000
* 301A46F8 6D755072
* 1417DF44 7CE03B78
* 1417DF4C 7C0400AE
* 161A47E8 00000068
* 00000102 03040607
* 08090A0B 0C0D0E0E
* 0E0E0E0F 10111213
* 14151515 16171819
* 1A1B1C1D 1E1F2D2D
* 2D202122 23242526
* 2728290A 2D2D2D2D
* 2D2D2D2D 2D2D2D2D
* 15241B15 23090312
* 130B0F1A 0C1C2709
* 01110828 100B0200
* 11120A12 1D0B0E18
* 0F0F0F17 0A000000
* E0000000 80008000

Custom Sound Engine
* 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

Individual Victory Themes
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
Use with Custom Sound Engine.

Gameplay Fixes

Input Lag Fix
* C202AD8C 00000002
* 7C630214 3863FBFC
* 60000000 00000000

Triple Jump Glitch Fix
* 04858DCC 38830003

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Ragequit Accelerator
* 040F15D8 60000000

Infinite Replays
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Tags in Replays
* 0404B140 38A00000

Footstool during special fall
* 4A000000 93000000
* 1658A000 00000030
* 00000000 00000026
* 00000000 00000010
* 00000002 9358A018
* 04000100 9358A000
* 020A0100 9358A008
* 00080000 00000000
* 06FC1B88 00000008
* 00070100 9358A010

Colored Shields
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

CPUs Don't Ignore Other CPUs to Target Humans [Magus]
* 04907D60 4800001C

Dash Dancing [Phantom Wings, 5 Lines]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Custom Stage Codes

Stage Builder: Unlimited Parts
* F31A1288 02D39801
* 38000000 00000000

Stage Builder: Allow Overlapping
* F31984E0 FE3C9101
* 38000001 00000000
* F31A0C44 FE3C9701
* 38000001 00000000
* F319C338 FE3C9601
* 38000001 00000000

Stage Editor has no limits
* 4A000000 81000000
* 10521D58 00000001
* 4A000000 80000000
* 4A000000 81000000
* 14529E5E 00000000
* 4A000000 80000000

Disable Custom Stages
046B841C 48000040


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 24, 2014, 12:54:55 AM
Hmm...... we have very different code sets so I don't think anything in our sets SHOULD be the issue at first glance. I've had this happening without the Custom Default settings code so it's definitely not that code....

PS. The "CPUs Don't Ignore Other CPUs to Target Humans" code was made by Magus originally so please credit him. Best. CPU. Related. Code. Ever.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 01:10:21 AM
Hmm...... we have very different code sets so I don't think anything in our sets SHOULD be the issue at first glance. I've had this happening without the Custom Default settings code so it's definitely not that code....

Hmm. It may be a latent BrawlEx error. I don't really use My Music so I can't be sure if it started when I started using BrawlEx or some time after.

The ZSS, Zelda/Sheik, and Pokemon CSS fix codes are built into CSS Expansion I think, but I can't remember if those need the No Wreck My Music code. I know Independent Pokemon do, but that one's not a part of it I think. Could that have something to do with it?

PS. The "CPUs Don't Ignore Other CPUs to Target Humans" code was made by Magus originally so please credit him. Best. CPU. Related. Code. Ever.

Alright, I'll edit my post to put his name in (will probably do the same for the rest of them at some point). I always forget to add names back when I post my codelist :P I usually work with half a screen while working with them in a text file (rearranging and such) so I usually take them off for more screen space / no accidental scrolling horizontally, then forget to put them back on. I'll have to start keeping a credited version separate from my working version.

I agree, though. One of the best codes I've ever used. Definitely a staple.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 24, 2014, 09:59:13 AM
BF My Music crashes have been a problem for some time now. Using a BF My Music reset in vBrawl usually helps.

(By the way, if it's crashing in vBrawl too, it's your save. Just use the BF Fix code, you'll be fine.)


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 24, 2014, 11:40:30 AM
I'm also having the same BF Music problem. What exactly does the reset music code do?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 11:46:37 AM
I'm also having the same BF Music problem. What exactly does the reset music code do?

My Music mess-ups have been happening a long time. It just resets the info in the save back to normal, fixing the problem. After using it to fix it in vBrawl with no other active codes, the code should be removed.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 24, 2014, 11:54:08 AM
My Music mess-ups have been happening a long time. It just resets the info in the save back to normal, fixing the problem. After using it to fix it in vBrawl with no other active codes, the code should be removed.

So it resets the stage's music back to only starter songs?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 11:56:41 AM
So it resets the stage's music back to only starter songs?

No, the error occurs because of save file corruption in the place where Battlefield's My Music data is stored. (Not the songs that are unlocked, but the settings for how often they play, I believe). The My Music Reset just fixes the corruption.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on March 24, 2014, 12:03:14 PM
I set up all the cosmetics according to the tutorial, but the name on top of the CSP is just a white bar. Can anybody help me with this?


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 24, 2014, 12:12:28 PM
I set up all the cosmetics according to the tutorial, but the name on top of the CSP is just a white bar. Can anybody help me with this?

I have "MARIO" in crude text as one of the CSS icons, but the name and CSP's  are what they should be. No idea why. :P


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 24, 2014, 12:44:26 PM
Hmm.. so the CSS Organizer doesn't work with the new SC_SelectChar.pac file? I guess I will have to organize it myself lol.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 24, 2014, 03:02:45 PM
Alright, finally had a little bit of time to work on other things, so i updated the clone tool. I fixed the bugs where having no CSSRoster.dat would crash it, as well as fixed the problem where if you have both common5 AND sc_selcharacter.pac would crash it.

There may also be some features i added and forgot about since there was a big break between the last version and now, but i don't think i'm forgetting anything. All the options in the Clone properties are fully functioning now as well. Changing the Cosmetic ID of the clone will NOT update in the program until you re-select your folder. Changing the clone ID will automatically update the config filenames. but the 'file-layout' will not auto update with the new names.

Download links are in my sig, hope you enjoy. The next time i get to work on it, i will be trying to get the Module editing working, as well as an 'advanced settings' button for clones, where you can change all the settings that the config editor can such as 'can glide'  or 'can crawl'


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 24, 2014, 05:38:52 PM
all this i made spider man compatible with marth module and then i turned sheik articles to gfx since thats all they do anyway, the gfx fake webs are alittle off the place they should be due to them being ported from article to external gfx i made 2 spider mans that dont interfere with sheiks gfx i putted two links somewhere in this thread for anyone that wanted them, but you can use the one in nebulon pack since its the last one i did.

This is great and really appreciated work, so thank you :)
Would this also be possible to do with other characters that's currently not portable, like Juri over sheik and Gunslinger Zero Suit Samus?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 24, 2014, 05:43:04 PM
This is great and really appreciated work, so thank you :)
Would this also be possible to do with other characters that's currently not portable, like Juri over sheik and Gunslinger Zero Suit Samus?
if they dont use anything from the sheik or zss moveset the yes , i doubt the zss psa doesnt use zss gun if it uses its already impossible same if juri uses sheik needles or the whip and the likes.


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on March 24, 2014, 05:50:45 PM
So if a PSA doesn't use any articles of the original character, they can be cloned using a Marth Rel?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 05:53:19 PM
So if a PSA doesn't use any articles of the original character, they can be cloned using a Marth Rel?

Seems that way. It worked with Ridley and Spider-Man, at least.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 24, 2014, 05:58:04 PM
Seems that way. It worked with Ridley and Spider-Man, at least.

I've done some testing with this:

Megaman X Maverick Hunter appears to freeze the game unless it was my error. It freezes during landing animation. He's made for R.O.B. mind you.

Gnu Slinger Samus does not load guns. However I don't know if it freezes. If we give models guns then it might work. For instance, I would make Gun Slinger Samus into a different character (Probably Megaman X8's Axl) so in that case if that model already had guns then it might be fine. I'm not sure if it freezes.

I also tried Silver the Hedgehog V1 and it didn't work, though I don't remember if it froze. Something about it didn't work...

I haven't tried Geno. But I've also never actually used him, I've only seen videos and I'm not sure if he uses anything from R.O.B.

But don't let this discourage anyone. There may be work arounds yet.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 24, 2014, 06:05:47 PM
it looks like geno might have been built on rob because he used rob's beams and rockets.... idk if those are articles of his though


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 24, 2014, 06:07:08 PM
Try Silver over Diddy.
It doesn't use any of Diddy's articles
We can port it over either Sonic or Marth (so a Sonic or Marth .rel work) and it may work.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 24, 2014, 08:47:15 PM
Does anyone know exactly how to give a clone custom sound effects?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 24, 2014, 09:48:26 PM
Does anyone know exactly how to give a clone custom sound effects?

The only way I know of to give them unique sounds is to modify boss sounds and set their fighter dat file to reference those instead of the character it's cloned from.

Has anyone thought to make a BrawlEx FAQ to put in the OP or in a seperate thread?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 24, 2014, 09:52:09 PM
Whenever I have time, I'll try to make a SFX pack for either Master Chief or the Arbiter using the Primids SFX.

The Primids have A LOT of SFX we can modify.
IDK if the other enemies have, but the Primids have a lot.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 09:53:23 PM
Whenever I have time, I'll try to make a SFX pack for either Master Chief or the Arbiter using the Primids SFX.

The Primids have A LOT of SFX we can modify.
IDK if the other enemies have, but the Primids have a lot.

The Nagagogs have quite a few as well, but the problem with enemy sfx is that they're all so short.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 24, 2014, 10:08:16 PM
Are you guys sure you need all that junk to make the cosmetic files work? 'Cause I managed to get a Cloud(Ike) clone running using only custom portraits and the makeshift result data that MasterMelee posted.  :srs:


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 24, 2014, 10:20:15 PM
The Nagagogs have quite a few as well, but the problem with enemy sfx is that they're all so short.

We can try to make some of them shorter and others longer.
I believe they did something like that in Project M for Mewtwo and Roy.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 24, 2014, 10:31:37 PM
I have a question and I apologize if this has been asked before. I tried searching but I didn't find the answer.

So I got the clone engine working very well. But my question, is there anyway to organize the CSS? I tried the CSS organizer but it didn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 24, 2014, 10:34:26 PM
YOu need the CSS expansion tool, to arrange the icons as you want


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 24, 2014, 10:54:51 PM
This is off topic but jrush64 are you going to update your roxas dual wielded his up special teleports him to suicide hope you can fix it soon.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 24, 2014, 11:02:11 PM
We can try to make some of them shorter and others longer.
I believe they did something like that in Project M for Mewtwo and Roy.

While you can make some sounds longer, keep in mind not to exceed memory limits. I don't know which memory bank the SFX bank is loaded in however, so try not to exceed 20KB more than the original size.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 24, 2014, 11:03:50 PM
YOu need the CSS expansion tool, to arrange the icons as you want

Is it this? BX CSS Expansion v1.0.2.0, I know I  use the brawlex config utility to edit the cssroster.dat

Is it possible to arrange icons in the CSS?


This is off topic but jrush64 are you going to update your roxas dual wielded his up special teleports him to suicide hope you can fix it soon.

It probably wont be a difficult thing to fix. I might open my old topic to fix all issues with my PSA's.... Probably when holiday starts on Friday.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 24, 2014, 11:12:33 PM
Is it this? BX CSS Expansion v1.0.2.0, I know I  use the brawlex config utility to edit the cssroster.dat

Is it possible to arrange icons in the CSS?
You actually arrange them when you add them, just replace the values in order, for example:
if you want Luigi next to Mario then type on the list
00
09
since 00 is Mario's ID and 09 is Luigi's
---
anywho, Ive seen you guys has been trying to get the gunslinger samus PSA as a clone, has there been any sucessful progress?
and I also saw there was a talk about clonning captain, can someone share the .rel?


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 24, 2014, 11:14:44 PM
You actually arrange them when you add them, just replace the values in order, for example:
if you want Luigi next to Mario then type on the list
00
09
since 00 is Mario's ID and 09 is Luigi's
---
anywho, Ive seen you guys has been trying to get the gunslinger samus PSA as a clone, has there been any sucessful progress?
and I also saw there was a talk about clonning captain, can someone share the .rel?

Alright thanks I get that. But what about the position of the icons? like with the CSS organizer. I have 2 icons on the last row to the right, can I move them to the middle of the screen?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 24, 2014, 11:15:46 PM
just wanted to say you have amazing hacks.
 8)


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on March 24, 2014, 11:17:43 PM
Alright thanks I get that. But what about the position of the icons? like with the CSS organizer. I have 2 icons on the last row to the right, can I move them to the middle of the screen?
I dont really know about that.. what I do is putting a blank slot with a transparent CSS icon so I can put it several times until the actual character list is in themiddle lol


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 24, 2014, 11:24:58 PM
I dont really know about that.. what I do is putting a blank slot with a transparent CSS icon so I can put it several times until the actual character list is in themiddle lol

Lol. Alright, i guess thats a way to do it... Thank you very much.

just wanted to say you have amazing hacks.
 8)

Thanks alot.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 24, 2014, 11:28:28 PM
Here are some fighter chart IDS

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


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 24, 2014, 11:30:04 PM


I know you're done with Brawl hacking, but I need to know, how did you change the SFX IDs?

I know that you can do that with PSA, but there are many sounds I can't change there such as:

Final Smash
Some Smashes
Death sounds
etc...

I need to know since I'm going to make a Master Chief SFX pack with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 24, 2014, 11:32:47 PM
I know you're done with Brawl hacking, but I need to know, how did you change the SFX IDs?

I know that you can do that with PSA, but there are many sounds I can't change there such as:

Final Smash
Some Smashes
Death sounds
etc...

I need to know since I'm going to make a Master Chief SFX pack with BrawlEx.

You could try unused sound effects from snake or whoever its replaces it

Post Merge: March 24, 2014, 11:45:02 PM
So i was messing around with brawlex i tried 3E It reads the css and icon but it freezes when starting round but it reads it


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 24, 2014, 11:51:34 PM
You could try unused sound effects from snake or whoever its replaces it

You can't change the SFX IDs of Smashes, Final Smashes and Death sounds in PSA.
I was asking how to change those.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 24, 2014, 11:54:01 PM
You can't change the SFX IDs of Smashes, Final Smashes and Death sounds in PSA.
I was asking how to change those.

You have to edit them manually in a hex editor. You can typically find out where the values are located by using OpenSA to find them.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 25, 2014, 12:31:57 AM
You have to edit them manually in a hex editor. You can typically find out where the values are located by using OpenSA to find them.
Seems complicated can you post a tutorial.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 25, 2014, 01:33:56 AM
Tabuu can find those values as well.
http://forums.kc-mm.com/index.php?topic=27769.0 (http://forums.kc-mm.com/index.php?topic=27769.0)


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 25, 2014, 01:25:54 PM
Question: Is there anyway to bypass the 50 icons limit for the CSS?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 01:35:35 PM
Question: Is there anyway to bypass the 50 icons limit for the CSS?

The CSS Expansion does that.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 25, 2014, 01:39:30 PM
Question: Is there anyway to bypass the 50 icons limit for the CSS?


It's already happened. 100 is the limit and additional IDs 3F theough 63 (with the exception of 58) are the open slots. That means you'll have about 72 counting random on your css. This is if you don't have the Pokes or Sheik.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 25, 2014, 02:33:47 PM


It's already happened. 100 is the limit and additional IDs 3F theough 63 (with the exception of 58) are the open slots. That means you'll have about 72 counting random on your css. This is if you don't have the Pokes or Sheik.

Pokes? :/


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 02:35:28 PM
Pokes? :/

The Pokemon.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 25, 2014, 03:33:10 PM
Tabuu can find those values as well.
[url]http://forums.kc-mm.com/index.php?topic=27769.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=27769.0[/url])


We need a better tutorial for this.


Title: Re: The BrawlEx Clone Engine
Post by: justadood on March 25, 2014, 05:25:41 PM
how do i get Thany's roy to work?
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31424 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31424)
i think the problem is that it's decloned and maybe not "over marth", so i can't find out how to do the module :P ...i tried to use brawlex marth's module and put in his ID and everything, but it doesn't look like it's working as of now :P


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 25, 2014, 05:28:19 PM
thanny roy is a marth hack so it uses a marth brawlex rel since you could always port roy with a normal marth rel, you just need to use a brawlex rel and not the rels in the package


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 25, 2014, 05:54:12 PM
Ok, I just want to quickly get this out of the way. Mewtwo's Neutral special doesn't work. He does the animation but no sphere. Also, when landing quickly, he forms a T-Pose position. How do I fix this?

This is Project M's Mewtwo moveset and animation. Do I need the models too? I don't have any Item-based pac files, maybe I need those?

Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 06:02:41 PM
Ok, I just want to quickly get this out of the way. Mewtwo's Neutral special doesn't work. He does the animation but no sphere. Also, when landing quickly, he forms a T-Pose position. How do I fix this?

This is Project M's Mewtwo moveset and animation. Do I need the models too? I don't have any Item-based pac files, maybe I need those?

Thanks.

It's the PSA, Project M works differently. There are some fixed Project M Mewtwos floating around the thread somewhere. You could probably just grab the Mewtwo from Nebulon's build.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 25, 2014, 06:17:18 PM
So this question might be sort of... backwards, but does anyone know if PW started working on a way to open up more slots? Or is that just something people think he's doing?

A lot of people are acting like he is, even I am, but come to think of it I don't even remember actually reading this.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 25, 2014, 06:20:51 PM
So this question might be sort of... backwards, but does anyone know if PW started working on a way to open up more slots? Or is that just something people think he's doing?

A lot of people are acting like he is, even I am, but come to think of it I don't even remember actually reading this.
I doubt it was actually stated, but because PW made the capacity for 100 slots, why wouldn't there be an intent to be able to reach that amount?


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 25, 2014, 06:23:52 PM
why does brawlex crash my wii u? is it because i don't have a completed save or something?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 06:24:46 PM
He said something about working on the next release, but not what that would entail.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 25, 2014, 06:25:51 PM
I doubt it was actually stated, but because PW made the capacity for 100 slots, why wouldn't there be an intent to be able to reach that amount?

I follow the logic, but I'm wondering if he's taking a break or if he's still at it. I don't know how he works, I'm kind of new to the scene compared to most. I remember I downloaded the stage expansion a long time ago and that was really the only time I'd heard about him, and then I hadn't heard much after that (of course, it's possible he was working on something I just was unaware of).

It's not that anyone's demanding he does either, just to make that clear, I just wonder if he is or not.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on March 25, 2014, 06:27:08 PM
why does brawlex crash my wii u? is it because i don't have a completed save or something?

you most likely set it up wrong. you dont need a completed save file.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 25, 2014, 06:27:25 PM
I don't think anyone really knows how PW works.
He just appears out of nowhere and posts something awesome then disappears for a while. XD


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 25, 2014, 06:33:02 PM
He said something about working on the next release, but not what that would entail.

I see. Well, ever since our cap was 50, it was advertised as 100. I guess it's reasonable to assume that the cap he provided was a type of goal...

lol in all honesty, it's very smart of him not to update anyone. It's a good policy, and it keeps people from bugging him. It truly is random... and I don't think it's greedy to at the very least admit that I hope it's soon. The last release was Valentine's day, so I kept a watchful eye during St. Patrick's day (It's a holiday in North America, which I'm not even sure he's from) in case he wanted to release it in that way.

Oh well, I guess that's enough to conclude he's probably working on it. :)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 25, 2014, 06:35:25 PM
Im from North America and St. Patricks day sux


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 25, 2014, 06:36:28 PM
I see. Well, ever since our cap was 50, it was advertised as 100. I guess it's reasonable to assume that the cap he provided was a type of goal...

lol in all honesty, it's very smart of him not to update anyone. It's a good policy, and it keeps people from bugging him. It truly is random... and I don't think it's greedy to at the very least admit that I hope it's soon. The last release was Valentine's day, so I kept a watchful eye during St. Patrick's day (It's a holiday in North America, which I'm not even sure he's from) in case he wanted to release it in that way.

Oh well, I guess that's enough to conclude he's probably working on it. :)
It helps that we can do more than enough even with the current version. It's pretty easy to stay content even if there isn't another update, haha.

Im from North America and St. Patricks day sux
It is a rather docile holiday if you're not much of a drinker.  :P


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 06:36:45 PM
I see. Well, ever since our cap was 50, it was advertised as 100. I guess it's reasonable to assume that the cap he provided was a type of goal...

lol in all honesty, it's very smart of him not to update anyone. It's a good policy, and it keeps people from bugging him. It truly is random... and I don't think it's greedy to at the very least admit that I hope it's soon. The last release was Valentine's day, so I kept a watchful eye during St. Patrick's day (It's a holiday in North America, which I'm not even sure he's from) in case he wanted to release it in that way.

Oh well, I guess that's enough to conclude he's probably working on it. :)

Haha, no reason to watch holidays - I'm sure he'll swoop in like a ninja with something awesome when we least expect it, that's how he's always done it.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 25, 2014, 06:39:59 PM
im in 9th grade i cant drink
St.Patricks day is mello tho


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 25, 2014, 06:42:42 PM
It helps that we can do more than enough even with the current version. It's pretty easy to stay content even if there isn't another update, haha.
 It is a rather docile holiday if you're not much of a drinker.  :P

OH it is, don't get me wrong. :) I guess my issue is that I'm sort of a builder. I like to customize everything and build things, even outside of Brawl. When I originally filled up my extra colors with new models on my first SD card long ago I felt like I couldn't build anymore and it was a bummer. It's more of a personal issue. I just like to build. I know this isn't the place for autobiographies, I'm just trying to justify what I said since I know it can appear unhumbling.

And yeah, St. Patrick's day is... just another excuse for people to do what they already do lol kind of doesn't impact the people I know much  :D


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 25, 2014, 06:44:12 PM
does it have to be on a hacked wii/wiiu or can it be on a hackless wii/wiiu


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 25, 2014, 06:46:06 PM
OH it is, don't get me wrong. :) I guess my issue is that I'm sort of a builder. I like to customize everything and build things, even outside of Brawl. When I originally filled up my extra colors with new models on my first SD card long ago I felt like I couldn't build anymore and it was a bummer. It's more of a personal issue. I just like to build. I know this isn't the place for autobiographies, I'm just trying to justify what I said since I know it can appear unhumbling.
Don't worry, I wasn't trying to attack you or anything. I understand completely. If the potential is there, why not try to realize it, right?  ;)

does it have to be on a hacked wii/wiiu or can it be on a hackless wii/wiiu

I believe it's easier with a hacked Wii/Wii U, but I could be wrong about that. Isn't it mainly just an issue of running it through the Project M launcher?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 25, 2014, 06:49:08 PM
Nebulon u r so right
St Patricks day is another excuse for people to do what they already do
Drink Beer


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 25, 2014, 06:50:42 PM
my wiiu crashes when i get to the stage selection screen after i try choosing a character


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 25, 2014, 07:05:17 PM
I don't think anyone really knows how PW works.
He just appears out of nowhere and posts something awesome then disappears for a while. XD
lol
kinda like a phantom?


on a side note
he may be working on "SFXconfig.dat" :vyse:


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 25, 2014, 07:12:31 PM
lol
kinda like a phantom?

Yeah, he's like a phantom.
...
With wings. Weird huh?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 25, 2014, 07:14:32 PM
lol
kinda like a phantom?
A phantom with wings to swoop in then quickly fly away ;)

Dang, got Ninja'd on that one! XD Lol

on a side note
he may be working on "SFXconfig.dat" :vyse:

Really? Now, that is interesting...


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 25, 2014, 07:15:06 PM
on a side note
he may be working on "SFXconfig.dat" :vyse:
That would be SERIOUSLY needed for me.
Along with a cosmeticconfig.dat but hey :P


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 25, 2014, 07:33:43 PM
I've had problems loading Stock Icons, Battle Portrait Names (the names only, the pictures show up), and Result Screen Photos. Can anyone run me through on how to give a clone these?


Title: Re: The BrawlEx Clone Engine
Post by: Xinc on March 25, 2014, 07:38:38 PM
my wiiu crashes when i get to the stage selection screen after i try choosing a character
Hackless or hack? I tried making a hackless version and it crashed on the stage selection screen (BEEEEEEEEEEEEEEP)


Title: Re: The BrawlEx Clone Engine
Post by: RebelliousTreecko on March 25, 2014, 07:42:38 PM
I've lurked around the Brawl hacking scene for years and checked out tutorials and tried various things, but never really accomplished anything.  

I wanted to learn stuff by myself without asking for help and nagging you guys a lot, but I'm finally admitting defeat.

PhantomWings finally went and done it with the clone engine, so that also resparked my interest in Brawl hacking recently.  Congrats you guys.  Must've been frustrating with all the coding and such. ;)

One step closer to Mugen 2.0.
[/s]
Anyway:   (should these pics go in spoiler tags?)
(http://i57.tinypic.com/2cxfalh.png)
Kay, so I made three clones in addition to the ones already there in Nebulon's pack and used the BrawlEx config utility on CSSRoster.dat to increase the number of slots to 100 and move Tabuu and random to the end.

Shulk (slot 63 - Ike clone) works fine.  

However, Grovyle (slot 64 and a placeholder slot for a hack I want to create someday), and a Mario clone (slot 65 - that the P1 cursor in the pic is on) don't work right.

"Grovyle" is a Marth clone, but has Lyn's CSS icon instead of Marth's, oddly enough.  And it crashes when selected.

The Mario clone makes the game hang for a second when selected, but works fine afterward.  However, it crashes the game when starting a match with it.

(http://i58.tinypic.com/vzed5l.png)
On CSSRoster.dat, "Grovyle" and the Mario clone don't have a name and won't let me put in one, where Shulk works fine and has Fighter63Ex after it.

Any tips on fixing these corrupted characters?  None of the solutions on the first thread post helped.  My config files and .rels seem to be set up fine.

Why did adding one clone turn out successful, while other clones didn't?
Does it have to do with the clones themselves, or the edits I made to CSSRoster.dat?

And another thing, Lyn and Marth crash the game in matches when using certain moves.  Haven't checked any other characters.

I'm using Dolphin for these hacks.



Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 25, 2014, 07:45:05 PM
Only 3F-63 (Excluding 58) work.
64 and up don't work at all.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on March 25, 2014, 07:46:10 PM
Or he could be working on a solution for characters like Mario and Dr. Mario to share the same slot yet with different psas but that's just me hoping for something that won't happen


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on March 25, 2014, 07:48:44 PM
Alright, finally had a little bit of time to work on other things, so i updated the clone tool. I fixed the bugs where having no CSSRoster.dat would crash it, as well as fixed the problem where if you have both common5 AND sc_selcharacter.pac would crash it.

There may also be some features i added and forgot about since there was a big break between the last version and now, but i don't think i'm forgetting anything. All the options in the Clone properties are fully functioning now as well. Changing the Cosmetic ID of the clone will NOT update in the program until you re-select your folder. Changing the clone ID will automatically update the config filenames. but the 'file-layout' will not auto update with the new names.

Download links are in my sig, hope you enjoy. The next time i get to work on it, i will be trying to get the Module editing working, as well as an 'advanced settings' button for clones, where you can change all the settings that the config editor can such as 'can glide'  or 'can crawl'
I tried redownloading the tool (due to it always crashing because of both common5 and selcharacter) and it still crashed when I attempted to open the PF folder. I also see that in your most recent hacks it still says that it's version 0.7. Is it possible you just forgot to update it in the links?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 25, 2014, 07:50:44 PM
at new guy:
ur probably missing esential files like fitfinal.pac etc.
u need the default ones if the psas dont have em
u cand find all brawl files in the resources page
as for not being able to edit the css roster probably u have too many programs open

also i recommend using the selcharacer pac provided in the brawlex package
using a custom one can only be done once u perfect the process

also like someone said 63 and up dont work
so fix that before anything


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 25, 2014, 07:58:58 PM
lol
kinda like a phantom?


on a side note
he may be working on "SFXconfig.dat" :vyse:
That could be extremely handy, looking forward to it.. It sure would be nice to be able to handle everything with only config files.


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 25, 2014, 08:22:25 PM
Hackless or hack? I tried making a hackless version and it crashed on the stage selection screen (BEEEEEEEEEEEEEEP)
So it has to be hacked?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 25, 2014, 09:37:46 PM
I believe you can use any other hackless loading method, since i believe, those just load a set of gecko codes.

anyways, i'm really close to another release, but i need a little assistance. as you can tell, i ended up accidentally having the wrong name attributed to mario and dk in the character selection

well i added alloys and they're having a similar problem. take a look at this:
http://i356.photobucket.com/albums/oo10/meleemaster500/roster2.png (http://i356.photobucket.com/albums/oo10/meleemaster500/roster2.png)

the last 4 icons should be alloys and mario and dk have title problems (the other random icons are purposefully there as glitched and hence disabled characters.)

the actual graphics are correctly named and imported, but i think the associations are missing or incorrect in mario's case. under which section in the character selection file do i need to associate?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 25, 2014, 10:21:14 PM
Hackless or hack? I tried making a hackless version and it crashed on the stage selection screen (BEEEEEEEEEEEEEEP)

You need to disable custom stages if you use the hackless method.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 25, 2014, 11:23:09 PM


MeleeMaster, I don't want to download the entire 500+ MB file just to look, so can you tell me what character that Tifa hack is over?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 26, 2014, 12:07:01 AM
that would be pit. if anyone knows the answer to my question, i can finally release my newest version which will hopefully be glitch free


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 26, 2014, 10:27:38 AM
Has anyone actually got results screen franchise icons to work besides asf1nk? I asked him via PM but he never replied.

Sammi covered it in his tutorial but it didn't actually work, there has to be more to it than adding the texture because it crashes if that is all you do.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 26, 2014, 10:32:26 AM
Has anyone actually got results screen franchise icons to work besides asf1nk? I asked him via PM but he never replied.
Works fine for me.
Make sure you add it to the PAT0 entry and extend the frame count to one above.


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 26, 2014, 10:34:11 AM
Strangely, when I opened the roster file today it was all messed up. Some names was changed into .rel files and the order of fighters was all weird and several was missing.
I tried fixing it, but it wouldn't let me. I tried to get sheik back but it would automatically change into zelda instead or mario strangely.  Anyone have any experience with this?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 26, 2014, 10:40:19 AM
you probably got the file corrupted in some wierd way lol


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 26, 2014, 10:50:26 AM
Works fine for me.
Make sure you add it to the PAT0 entry and extend the frame count to one above.
Works fine for me.
Make sure you add it to the PAT0 entry and extend the frame count to one above.

Where exactly is the MenSelchrMark PAT0 data in the Result.pac? I searched all the AnmTexPat data in miscdata110 and couldn't find anything that relates to the MenSelchrMark.XX textures.

I'm inspecting Asf1nk's result.pac btw.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 26, 2014, 10:52:42 AM
Where exactly is the MenSelchrMark PAT0 data in the Result.pac? I searched all the AnmTexPat data in miscdata110 and couldn't find anything that relates to the MenSelchrMark.XX textures.

I'm inspecting Asf1nk's result.pac btw.
I'll check when I get home in a bit.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 26, 2014, 11:00:45 AM
I'll check when I get home in a bit.

Thank you very much.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 26, 2014, 11:37:43 AM
Check the STGRESULT.
I swear there was something else related to the franchise icons...
Do they have a CI4 palette? Did you name the franchise icon correctly to the franchise icon it uses?


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 26, 2014, 11:52:57 AM
you probably got the file corrupted in some wierd way lol

Well that sucks. Doesn't surprise me though XD


Title: Re: The BrawlEx Clone Engine
Post by: Michaelides on March 26, 2014, 12:12:02 PM
Sorry for being so newb, but how come every time I have 5 clones added to my CSS it does the soft crash when a stage is selected? I have all the files in order, and it worked when I had 4 clones, but when I add the 5th only the 5th one doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 26, 2014, 12:13:35 PM
Have in-game portraits? In-game names? All of the files (Dark, Final, Fake, etc.)?


Title: Re: The BrawlEx Clone Engine
Post by: Michaelides on March 26, 2014, 12:20:43 PM
Have in-game portraits? In-game names? All of the files (Dark, Final, Fake, etc.)?
I didn't put any portraits or in-game names. I have everyone of the files except for fake. Is that because the PSA doesn't include it or my VBrawl fighter zip doesn't have it?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 26, 2014, 12:23:58 PM
It all depends on the config.
If they have "Fake" files in their config, add them to the folder, regardless if you're gonna use them or not.
Also, you'll need an in-game name and portraits to get rid of that soft freeze.


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on March 26, 2014, 12:54:57 PM
Has anyone figured out how to get this too work on RIIVOLTION yet i really dont like gecko very much....


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on March 26, 2014, 01:01:40 PM
Segtendo, I figured it out. You have to add a mdl0 and add a new color sequence for each new franchise icon entry, with correct names and materials matching it.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 01:50:23 PM
Has anyone figured out how to get this too work on RIIVOLTION yet i really dont like gecko very much....

No, and I don't think it will be anytime soon. I believe it's because Riivo locks out the SD card.

Post Merge: March 26, 2014, 01:51:51 PM
btw, does anyone know how to get the CSS icon names to show up in ASF1nk's normal CSS designs?


Title: Re: The BrawlEx Clone Engine
Post by: Kurth on March 26, 2014, 04:04:27 PM
btw, does anyone know how to get the CSS icon names to show up in ASF1nk's normal CSS designs?
You have go to MiscData[30], 3Dmodels, and edit one of the bones in MenSelchrFaceI_TopN . The easiest way would probably be to just replace that file with one exported from the vanilla sc_selcharacter.pac

On a semi-related topic, does anyone know where to add the character names shown on the result screen? I can find the franchise icons in stgresult.pac but I can't find the texture for the names anywhere in it.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 26, 2014, 04:50:31 PM
On a semi-related topic, does anyone know where to add the character names shown on the result screen? I can find the franchise icons in stgresult.pac but I can't find the texture for the names anywhere in it.

if you mean the big name that shows who won, you gotta edit the name that shows up on the 3rd line in the cosmedic config files in the brawlex file. just open them in HxD and edit the right side where the name is to be whatever you want to show


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 26, 2014, 06:24:37 PM
You need to disable custom stages if you use the hackless method.
i did delete all custom stages but after i put all my clone into the game my wii u crashes at stage select, does brawlex even work for wii u


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 26, 2014, 06:29:22 PM
i did delete all custom stages but after i put all my clone into the game my wii u crashes at stage select, does brawlex even work for wii u

Yes, it works. You need to not only delete the stages, but also use the Disable Custom Stages code. It's necessary when using the hackless method.


Title: Re: The BrawlEx Clone Engine
Post by: cbennett2121 on March 26, 2014, 06:50:33 PM
So I recently finished implementing Brawl EX with the Project M engine.  Right now it works as a Vanilla Brawl visually but has the mechanics of PM with the character limit of Brawl EX.  Feel free to check it out.

Project EX (http://forums.kc-mm.com/index.php?topic=67116.0)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 26, 2014, 07:37:42 PM
So I recently finished implementing Brawl EX with the Project M engine.  Right now it works as a Vanilla Brawl visually but has the mechanics of PM with the character limit of Brawl EX.  Feel free to check it out.

Project EX ([url]http://forums.kc-mm.com/index.php?topic=67116.0[/url])

ok
from now on
all project m related stuff goes in that link
thanks
bai


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 08:00:20 PM
My game froze when Gulpin tried to eat one of my clones. Is there any way around that? Kirby is turned off in the fighter config.


Title: Re: The BrawlEx Clone Engine
Post by: cbennett2121 on March 26, 2014, 08:15:07 PM
My game froze when Gulpin tried to eat one of my clones. Is there any way around that? Kirby is turned off in the fighter config.
EDIT:  I just tested the Gulpin issue.  I din't run into any issues, it may be due to the clone but I will continue looking into this.
My guess is that I will need to look into the rels for the pokemon.  I know one of the common.pac files has the pkmn data so I will look into it.  thanks for letting me know.
Would you mind specify what you mean by the second part, I'm being stupid right now.
EDIT: If you are referring to the fact that he doesn't get a power, I believe that has to deal with Kirby's .pac.



Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 08:41:34 PM

If it helps at all, it was an Ike clone used for a Naruto PSA. When I referred to Kirby, I was talking about the option in the Fighter Config that sets Kirby to "single" or "none"


Title: Re: The BrawlEx Clone Engine
Post by: cbennett2121 on March 26, 2014, 08:47:34 PM
If it helps at all, it was an Ike clone used for a Naruto PSA. When I referred to Kirby, I was talking about the option in the Fighter Config that sets Kirby to "single" or "none"
Okay, thanks I will try it.  I tested with a bunch of different character clones, including a few ike ones but not the naruto clone.  As for Kirby being off, that be on the Brawl EX side, which I will check into the effects of single vs none.  As far as I am aware though I thought it was supposed to be on none.


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 09:52:51 PM

On a semi-related topic, does anyone know where to add the character names shown on the result screen? I can find the franchise icons in stgresult.pac but I can't find the texture for the names anywhere in it.

In the Cosmetic Config, there's a string of hex numbers that translate into the character's name starting at offset 20. Search google for a Hexadecimal letter index and type in the corresponding numbers to the letters you want.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 26, 2014, 09:57:52 PM
Hey guys, recently my main PC has ran down, now I'm on my secondary Linux laptop, and I was wondering. Is there anyway to use BrawlBox and the Clone tool on Linux?


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 09:58:38 PM
Hey guys, recently my main PC has ran down, now I'm on my secondary Linux laptop, and I was wondering. Is there anyway to use BrawlBox and the Clone tool on Linux?

You might be able to use Wine or Virtual Box, but I wouldn't know for sure.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 26, 2014, 10:00:05 PM
They can run in Wine as long as you install the .NET 4.0 framework in it. It works for my Mac and I'm pretty sure it works for Linux. In fact, I think there's a tutorial around here for it. I'll look around and see if I can find it.

Edit: I could have sworn there was a thread for Mac and Linux instructions, but I can only seem to find the Mac ones.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 26, 2014, 10:10:02 PM
:kirby: Did somebody say... Linux? :happy:

Check your distribution's package manager for packages called wine (in some it might be wine-1.7) and winetricks. DL .NET FROM WINETRICKS, not from M$, and install. Should work then.

Basically I'm telling you the same thing the above is, I'm just a Linux user myself. ;)

If you don't know anything I just referred to, just ask. (and you might want to tell me your specific distro too, makes my life easier)


Title: Re: The BrawlEx Clone Engine
Post by: pinipigbomb on March 26, 2014, 11:15:23 PM
Okay, thanks I will try it.  I tested with a bunch of different character clones, including a few ike ones but not the naruto clone.  As for Kirby being off, that be on the Brawl EX side, which I will check into the effects of single vs none.  As far as I am aware though I thought it was supposed to be on none.

I just ran another test. It's only the Naruto clone that causes the Gulpin freeze.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 27, 2014, 10:10:34 AM
well....... anyone got megaman x on peach working? i believe it requires a no-entry code in order to not crash, but so far every single no entry code i've found is not working. does anyone have one that does?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 27, 2014, 10:11:26 AM
Just edit the fighter config to not use an entry.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 10:30:44 AM
I just ran another test. It's only the Naruto clone that causes the Gulpin freeze.

Then the problem is in that Naruto PSA.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 27, 2014, 11:09:25 AM
well....... anyone got megaman x on peach working? i believe it requires a no-entry code in order to not crash, but so far every single no entry code i've found is not working. does anyone have one that does?

Megaman X is over Fox but ported to a special Peach Rel. I had issues with him which is why he's not in my pack.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 27, 2014, 12:18:34 PM
Megaman X is over Fox but ported to a special Peach Rel. I had issues with him which is why he's not in my pack.


yeah his module appears to be key. HOWEVER, this megaman x does work, and doesnt have the freefall glitch the other does. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29577 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29577)

anyways, I'm finished my updated pack, it should have no known freezes. if you've downloaded the old one, delete it from your sd and replace it with the new one in my banner

CHANGELOG:
V.1.00
-added alloys raising total characters to 39 out of possible 43 (2 more EX slots and giga bowser and wario man)
-disabled gray fox (now klonoa) and slot 58
-fixed all known freezes(pichu, megaman, megamanx, knuckles, and stages)
-as such, pichu has no motion.pac file (still looks fine, down B is different tho), megamanx and knuckles have different movesets(at least they work)
-fixed random to select from everyone
-added classic stage expansion pack and arwing loading screen
-reorganized the css by franchise kinda
-fixed battle portraits, stages, victory screen names, file names
-added full credits
-added a bunch of alt costumes (mainly recolors) (not for every slot tho)
-added sdhc, unlimited camera, and costume reorganize code


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 01:39:45 PM
Nebulon, I noticed that the Shadow you're using in your pack is actually ShadowKong.
I noticed that when I faced Donkey Kong using Shadow.

Why did you use that one?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 27, 2014, 01:43:11 PM
Nebulon, I noticed that the Shadow you're using in your pack is actually ShadowKong.
I noticed that when I faced Donkey Kong using Shadow.

Why did you use that one?

What happened when you fought Donkey Kong? Glitches? It's Lord of Chaos Shadow over Sonic. But the version in my unreleased pack is a fusion of that Shadow and another... Sort of.


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on March 27, 2014, 01:53:50 PM
Yes, it works. You need to not only delete the stages, but also use the Disable Custom Stages code. It's necessary when using the hackless method.
thank you so mush it helped :D


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 02:04:47 PM
What happened when you fought Donkey Kong? Glitches? It's Lord of Chaos Shadow over Sonic. But the version in my unreleased pack is a fusion of that Shadow and another... Sort of.

Shadow sounds like Donkey Kong when facing him.
And there is one tiny glitch (but it doesn't affect the game): No Emerald when taunting.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 27, 2014, 02:07:03 PM
Shadow sounds like Donkey Kong when facing him.
And there is one tiny glitch (but it doesn't affect the game): No Emerald when taunting.
incase you didnt know, shadowkong is actually a fitsonic.pac renamed, it preates the time where rels existed and some chars worked while simply renamed but that is actually a fitsonic.pac and not a fitdonkey.pac


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 02:13:07 PM
incase you didnt know, shadowkong is actually a fitsonic.pac renamed, it preates the time where rels existed and some chars worked while simply renamed but that is actually a fitsonic.pac and not a fitdonkey.pac

Then the taunt was a common glitch (just like the spear).
But the fact that it has Donkey Kong's SFX confuses me

Why did he use the Donkey Kong port instead of the original Sonic port?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 27, 2014, 03:48:06 PM
Thanks guys, for telling me on how to use the programs on Linux! :)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 27, 2014, 07:07:08 PM
yeah his module appears to be key. HOWEVER, this megaman x does work, and doesnt have the freefall glitch the other does. [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29577[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29577[/url])

anyways, I'm finished my updated pack, it should have no known freezes. if you've downloaded the old one, delete it from your sd and replace it with the new one in my banner

CHANGELOG:
V.1.00
-added alloys raising total characters to 39 out of possible 43 (2 more EX slots and giga bowser and wario man)
-disabled gray fox (now klonoa) and slot 58
-fixed all known freezes(pichu, megaman, megamanx, knuckles, and stages)
-as such, pichu has no motion.pac file (still looks fine, down B is different tho), megamanx and knuckles have different movesets(at least they work)
-fixed random to select from everyone
-added classic stage expansion pack and arwing loading screen
-reorganized the css by franchise kinda
-fixed battle portraits, stages, victory screen names, file names
-added full credits
-added a bunch of alt costumes (mainly recolors) (not for every slot tho)
-added sdhc, unlimited camera, and costume reorganize code

so are the alloys working properly now?
do they have their own css slot, and csp's?
are there 5 costumes per alloy?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 27, 2014, 07:42:18 PM
yepyepMAYBE, you just have to link them properly (i somehow messed up with their tile portait, order, so i made all their tiles look the same). but yeah, their own slots and about 6 costumes. I couldnt find any good psas for them which didnt crash (and all their psas have their limitations of not picking up stuff or grabbing ledges ect...)

EDIT: i haven't actually tried different costumes. I just assumed my slots worked and loaded per pac/pcs files you had for alloys... cause idk if alloys are special and can only have one costume or something like g&w

also, slot 58 keeps not working for me (i construct my packs using sammi husky's tool) for all the packs i've made so far. anyone else having trouble with this slot?

(it crashes upon selecting the character, modules should be fine.)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 27, 2014, 07:53:44 PM
Thanks guys, for telling me on how to use the programs on Linux! :)
:kirby: Good luck, have fun.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 27, 2014, 08:19:19 PM
yepyepyep, you just have to link them properly (i somehow messed up with their tile portait, order, so i made all their tiles look the same). but yeah, their own slots and about 6 costumes. I couldnt find any good psas for them which didnt crash (and all their psas have their limitations of not picking up stuff or grabbing ledges ect...)

also, slot 58 keeps not working for me (i construct my packs using sammi husky's tool) for all the packs i've made so far. anyone else having trouble with this slot?

(it crashes upon selecting the character, modules should be fine.)

Slot 58 not working is just a current limitation. I'm hoping that as a tiny update PW will descend from space and give us a fix lol.



Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 27, 2014, 08:45:45 PM
yepyepMAYBE, you just have to link them properly (i somehow messed up with their tile portait, order, so i made all their tiles look the same). but yeah, their own slots and about 6 costumes. I couldnt find any good psas for them which didnt crash (and all their psas have their limitations of not picking up stuff or grabbing ledges ect...)

EDIT: i haven't actually tried different costumes. I just assumed my slots worked and loaded per pac/pcs files you had for alloys... cause idk if alloys are special and can only have one costume or something like g&w

also, slot 58 keeps not working for me (i construct my packs using sammi husky's tool) for all the packs i've made so far. anyone else having trouble with this slot?

(it crashes upon selecting the character, modules should be fine.)
cool
have u tried using my giga bowser hack
idk if it works since it is based on the css code
it would give u more character though


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 27, 2014, 08:50:13 PM
I'll try it, thanks! I guess that means the max is 42 total slots (including alloys giga and warioman if wario man is an option too lol). with 39 characters the total fighter slots used is 80 (counting separate zsamus, sheik and pokemon), so an 83 character brawl is a pretty good stepping stone.

now if only we got that 7 player brawl code....

JK Phantom Wings, thanks for all you've done!


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on March 27, 2014, 09:40:32 PM
I know to add SFX I'm supposed to replace the soundbank of a boss and then change the soundbank that the clone reads, but can anyone tell me how to do this?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 27, 2014, 09:42:33 PM
Question
How do I add the Megaman clone to my brawl ex when it has no rel
The megaman clone is the one nebulon and shinf made


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 27, 2014, 09:43:45 PM
Question
How do I add the Megaman clone to my brawl ex when it has no rel
The megaman clone is the one nebulon and shinf made

Use Lucas' .rel.

It's not perfect, but it'll get you by 'till the Ness .rel is done.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 27, 2014, 09:44:43 PM
Thx

Post Merge: March 27, 2014, 09:46:08 PM
Tomorrow is gunna be a long day of code testing and cloning for me


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 09:51:11 PM
I know to add SFX I'm supposed to replace the soundbank of a boss and then change the soundbank that the clone reads, but can anyone tell me how to do this?

Open the Fighter.dat file of the character.
Scroll down until you find the Soundbank part.
There, change the Soundbank ID to the one of the boss.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 27, 2014, 09:58:16 PM
So like 0x000000123


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 27, 2014, 09:58:54 PM
So like 0x000000123

That is...


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 27, 2014, 09:59:26 PM
For soundbank of megaman

Post Merge: March 27, 2014, 10:00:57 PM
Oh it's 139
So 0x00000139 for soundbank id

Post Merge: March 27, 2014, 10:01:55 PM
Then rename ft_lucas.rel to ft_ness.rel in module


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 27, 2014, 10:14:49 PM
yepyepMAYBE, you just have to link them properly (i somehow messed up with their tile portait, order, so i made all their tiles look the same). but yeah, their own slots and about 6 costumes. I couldnt find any good psas for them which didnt crash (and all their psas have their limitations of not picking up stuff or grabbing ledges ect...)

EDIT: i haven't actually tried different costumes. I just assumed my slots worked and loaded per pac/pcs files you had for alloys... cause idk if alloys are special and can only have one costume or something like g&w

also, slot 58 keeps not working for me (i construct my packs using sammi husky's tool) for all the packs i've made so far. anyone else having trouble with this slot?

(it crashes upon selecting the character, modules should be fine.)

Hey out of nowhere but
I have recolors of all of the Alloys fit with CSPs, BPs, Stocks, etc up to 10 costumes
I haven't released them to the vault because I haven't had time to take in game pics
These are just recolors though so theoretically they should be okay
Just give me the word and I can totally let use these


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 27, 2014, 11:08:37 PM
I haven't been working on recolors for any of my slots (i've just included any alts from the packs i've gotten them from if any.) someone also said (relating to my old pack) that only slots 00 01 and like 03 were working, the rest re-routed to 00 for some reason. I hadn't encountered this, but then again, i haven't been testing alts too much. I am using that one costume reorganizing code in this pack if that'll change anything. I'm quite the noob when it comes to stuff that occurred during my hiatus. If anyone finds any glitches in my pack like if this is continuing in my most recent packs, just tell me either in pm or on my texture thread.

I think i'll take a little bit of a break before updating my pack with more slots or costumes, gotta catch up on irl stuff.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 28, 2014, 06:07:17 AM
Anyone know if any other Rels would be brave enough to take the place of a Yoshi rel so I could clone him? Until his comes out, can he be cloned using another rel like with Ness and Lucas?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 28, 2014, 12:00:47 PM
Hey everyone.
I'm using Nebulon's pack and the only thing that is bothering me is Goku having Pit's sounds. Has anyone made a sound pack of Goku for one of the bosses?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 28, 2014, 12:18:46 PM
Hey everyone.
I'm using Nebulon's pack and the only thing that is bothering me is Goku having Pit's sounds. Has anyone made a sound pack of Goku for one of the bosses?

Lol I just preten he's the high pit he's the high pitched Japanese one lol


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 28, 2014, 12:27:56 PM
Lol I just preten he's the high pit he's the high pitched Japanese one lol

I pretend he's the DBZ Abridged one XD

"I'mma deck you in the schnoz!"


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 28, 2014, 04:03:02 PM
MeleeMaster, why are there 2 Randoms in your CSS?
I thought that the extra Random icons freeze the game once selecting them.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 28, 2014, 04:18:09 PM
MeleeMaster, why are there 2 Randoms in your CSS?
I thought that the extra Random icons freeze the game once selecting them.

it shouldn't be freezing... if it is let me know. anyways, one of those WAS grayfox(now klonoa)... he wasn't working, so i just replaced him with a random slot for the time being (to keep tile order how i wanted). what should happen is it selects the first random icon if you tried to select the second, like my hotfix on the last version which used mario. once i get that slot working (it's different than slot 58) than the second random will be replaced with the actual character.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 28, 2014, 05:03:27 PM
it shouldn't be freezing... if it is let me know. anyways, one of those WAS grayfox(now klonoa)... he wasn't working, so i just replaced him with a random slot for the time being (to keep tile order how i wanted). what should happen is it selects the first random icon if you tried to select the second, like my hotfix on the last version which used mario. once i get that slot working (it's different than slot 58) than the second random will be replaced with the actual character.

Ok.
BTW, I thought that Dark Link froze when facing original Link.
What is he doing there?


Title: Re: The BrawlEx Clone Engine
Post by: zutox on March 28, 2014, 06:02:13 PM
Dark link has had a remake or what you call it.. :p  I am wondering more about what Klonoa is doing there, being an unfinished character, not really playable with all the glitches?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 28, 2014, 06:13:17 PM
guys how do i fix too many codes error on cfg usb loader


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 28, 2014, 06:25:43 PM
idk about any glitches with either character, if dark link crashes with regular link, I hope i find that out soon or someone reports it to me. klonoa v1.0 was workin fine on a previous build when i used him. either way, he is the final slot, and he's kinda replaceable considering i was loosing patience with PSA's that froze the game. similarly, slot 58 was on equal par and it was smash bros xx link by some japanese guy (though untested cause the slot never worked.) I can replace klonoa with a couple other options if needed


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 28, 2014, 06:32:57 PM
Soooo just a random, but, for those people having trouble with franchise icons on the result screen, you also need to play around with the palette and not just the texture.

(http://i41.photobucket.com/albums/e289/Kitsu-chan8/Pall_zpsa3525071.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 28, 2014, 08:23:29 PM
Is there a shadow psa that doesn't conflict with sonic


Title: Re: The BrawlEx Clone Engine
Post by: GameAndWatcher on March 28, 2014, 08:42:08 PM
Is there a shadow psa that doesn't conflict with sonic
Nebulon's port.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 28, 2014, 09:05:46 PM
Nebulon's port.

Nebulon's port uses Donkey Kong's SFX ID.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 28, 2014, 09:53:50 PM
So what exactly needs to be added in order to make the alloys playable? Say if i wanted to just add the red alloy how would i go about that? Is it the same process for adding in new slots except i just use the config files for the alloys instead?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on March 28, 2014, 10:35:43 PM
Just so you know, the 13th of the Fighter IC-Constants which is labled "U12Flag" in BrawlEx's Configuration utilty is actually the ThrownType. It controls what Thrown animation the character goes into when tossed around. Characters with a value of 1 get thrown with the ThrownDx animation.

For example, If Ike Back throws his victim, normal characters would use the ThrownB animation in Ike's Motion while other characters like Kirby, Jiggs, and G&W use the ThrownDxB animation in Ike's MotionEtc.pac instead.

I think this should be editable if down the line when more characters with different values become Ex modules.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 28, 2014, 10:47:41 PM
So what exactly needs to be added in order to make the alloys playable? Say if i wanted to just add the red alloy how would i go about that? Is it the same process for adding in new slots except i just use the config files for the alloys instead?
start off by grabbing the alloy cosmetics from the OP. It'll have all the cosmetic files properly named and in the right sections in selcharacter (but named by folder instead of in the actual file).

go into your selcharacter file and add all of these in their respective locations with their given names. easy enough

then go into the miscdata[30]/anmtexpat/menselchrfaceA_topN__0 and under face02/texture0 and face 06/texture0, add 4 new entries each

give them MenSelchrChrFace.062 - MenSelchrChrFace.065 for texture and frame index 611-641

then do the whole export replace for faceA through faceI

finally be sure to go into their costume portaits and add another 5 or so for additional slots

you know just like when adding any other cosmetics.


then just use the config editor, open CSSRoster.dat and add the 4 slots for the alloys wherever you want.


now idk why, but i must have messed up these steps to have the wrong tiles attributed to the wrong alloys. have better luck than me!


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 28, 2014, 10:52:58 PM
what about the config files i don't see a CSSSLOT config file for any of the alloys they have everything else though.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 28, 2014, 11:08:13 PM
you don't need one, they are already in the game ;) you're just making a way to select them (just like im gunna do with giga bowser and wario man.) they're playable characters like everyone else, just unaccessible without an icon.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 28, 2014, 11:39:08 PM
To those who know about announcer calls. Quick question.

I'm trying to add announcer calls to my clones by editing some enemy's sound bank to have the announcer calls. Do the announcer calls have to be the same frequency as the announcer calls? The sounds I'm replacing are 32000hz. I tried doing them at 32000hz. Nothing. Tried it at 16000hz. Nothing. I have the .sawnd in pf\sfx, and the announcer calls are silence when I select them. :-\


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 28, 2014, 11:40:47 PM
To those who know about announcer calls. Quick question.

I'm trying to add announcer calls to my clones by editing some enemy's sound bank to have the announcer calls. Do the announcer calls have to be the same frequency as the announcer calls? The sounds I'm replacing are 32000hz. I tried doing them at 32000hz. Nothing. Tried it at 16000hz. Nothing. I have the .sawnd in pf\sfx, and the announcer calls are silence when I select them. :-\

The soundbank has to be one that is loaded in the menu. Enemy soundbanks aren't loaded except when playing SSE. It's just like when a character with sounds that are in another character's soundbanks aren't loaded. The sounds simply don't play.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 28, 2014, 11:45:42 PM
Oh bummer. I didn't know that :-\
Curious. Which group in Super Sawndz did you find the sounds in this post? (http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 28, 2014, 11:47:55 PM
Oh bummer. I didn't know that :-\
Curious. Which group in Super Sawndz did you find the sounds in this post? ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041[/url])


I think it was menu, but I've also learned that if you can keep the file size low enough you can replace the sounds the wiimote makes when you select the characters. You have to keep the volume and/or quality pretty low, though, otherwise filesize shenanigans will happen.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 28, 2014, 11:51:44 PM
from my experience with announcer call i'd suggest replacing announcer voice clips that are unused via super sawndz. though to avoid going over group size limits you should make sure the sound your replacing with has the same sample rate. but by replacing clips used by the announcer you'll get that echoey effect all the normal characters have.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 29, 2014, 12:07:30 AM
The soundbank has to be one that is loaded in the menu. Enemy soundbanks aren't loaded except when playing SSE. It's just like when a character with sounds that are in another character's soundbanks aren't loaded. The sounds simply don't play.

So, if I try to replace the Primids SFX to make a Soundpack for a character, the sounds just won't load?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 29, 2014, 12:08:47 AM
So, if I try to replace the Primids SFX to make a Soundpack for a character, the sounds just won't load?
It works if you also change the soundbank ID in the fighter config.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 29, 2014, 12:11:10 AM
It works if you also change the soundbank ID in the fighter config.

But he said that they'll only play when going to the SSE.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on March 29, 2014, 12:12:45 AM
But he said that they'll only play when going to the SSE.
I've done a character that uses Primid soundbank.
I know that, at the very least, the Primid will work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 29, 2014, 12:15:48 AM
But he said that they'll only play when going to the SSE.

Different context entirely, I said they'll load in the SSE and not the menu. You can make them load for fighters by using their Fighter Config.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 29, 2014, 12:53:42 AM
Different context entirely, I said they'll load in the SSE and not the menu. You can make them load for fighters by using their Fighter Config.

Ok.
BTW, I still can't get how to make some sounds work.
Like Final Smash and KO's.

They still sound like the original character.
I don't want to have a Shadow who shouts "Now I'll show you!" like Sonic.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 29, 2014, 01:03:49 AM
I know you're done with Brawl hacking, but I need to know, how did you change the SFX IDs?

I know that you can do that with PSA, but there are many sounds I can't change there such as:

Final Smash
Some Smashes
Death sounds
etc...

I need to know since I'm going to make a Master Chief SFX pack with BrawlEx.



I'll use Vergil as an example. He's over Ike but he uses Peaches sound and an Ike rel over Peach.

I changed Vergil psa sfx to peach sfx id's. I added Vergils sound to Peaches sfx. SonicBrawler should know more about it as he helped me understand it.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 29, 2014, 01:07:10 AM

I'll use Vergil as an example. He's over Ike but he uses Peaches sound and an Ike rel over Peach.

I changed Vergil psa sfx to peach sfx id's. I added Vergils sound to Peaches sfx. SonicBrawler should know more about it as he helped me understand it.

The thing is, how?

Those sound IDs can't be changed in PSA, and I still don't get how to change them using Hex Editor.

Isn't there a good Recent tutorial for this?
I've searched a lot, but those are outdated and don't give good information.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 29, 2014, 01:21:44 AM
You can change death sounds, hurtsounds, attack sounds, and low voice clips in Tabuu.
Sections/data/misc/soundData/SoundDataList/SFX?

In the property pane on the right you'll find 'value'. Thats the infoIndex of the sound in smashbros_sound.brsar. Finding what is what takes a bit of digging around. just go into the smashbros_sound stuff for that chara (either se or vc) and look for that info index. You'll be able to tell if whats what at that point.

Then at the top of that property window in Tabuu, note the 'File offset'. open your characters PSA in a hex editor and goto that address. Then from there you need to search for the value (since the offset tabuu gives you isn't an absolute address and i don't feel like doing mathy stuff to explain it). To find the value to search, right click on the SFX? entry in tabuu, and click 'open hex view' then search for THAT value in the hex editor. Then to replace the sound it's only a matter of finding a sound you want, converting the info index in BBox to hex, then typing that in over the old value.

Now if you open it in tabuu and the value changed, GOOD JOB! you've successfully changed that sound.



Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on March 29, 2014, 01:36:32 AM
The thing is, how?

Those sound IDs can't be changed in PSA, and I still don't get how to change them using Hex Editor.

Isn't there a good Recent tutorial for this?
I've searched a lot, but those are outdated and don't give good information.

They cam be changed in brawlbox. that's how i do it.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 29, 2014, 10:34:34 AM
anyone know of a way to allow the alloys to shield, airdodge and grab ledges? they have subactions for them but they are all empty, and even after filling them in not sure how to get them to do it.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 29, 2014, 05:45:29 PM
sammy can u make a tool that lets me change css icons, csp icons, bp icons, rsp icons, and franchise icons easily


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on March 29, 2014, 06:58:22 PM
They cam be changed in brawlbox. that's how i do it.

How? Is there a tutorial for that?

If not, can you make one please?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 29, 2014, 07:09:30 PM
For the BrawlEx Megaman do i add a lucas clone?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 29, 2014, 07:10:28 PM
For the BrawlEx Megaman do i add a lucas clone?

No. Add a Ness clone, just use a Lucas module. ONLY the module. Everything else should be from Ness.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 29, 2014, 07:18:17 PM
k thx


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 29, 2014, 09:19:06 PM
for alloys, be sure to use this code too:

Alloy Victory/(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) Poses
* 0477F8EC 60000000


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on March 29, 2014, 09:55:13 PM
I just wish i knew of a way to let thr alloys shield airdodgr and grab ledges.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 29, 2014, 10:02:58 PM
Guys when I'm using brawl ex I can't get the main menu screen to switch to 1 I want how do I do it


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 30, 2014, 08:45:32 AM
open the sc_selcharacter/miscdata[30]/3d models/ MenSelchr_pos_TopN and right click -> preview. on the right hand side, there will be animations. look for MenSelchr_pos_TopN_0. change the current frame how many characters you have in the game + 1. just drag the bones around now. that is a MASSIVE pain in the ass since it doesn't show the icons, but you sure can move em that way. (protip: press t on the keyboard to switch to translation tool)

or you can re-organize them by coordinates of course

It worked! However, for some reason, the background image seems as if it's not looped anymore, it eventually stops spinning once it reaches its end.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 30, 2014, 11:07:33 AM
Guys, what am I doing wrong here?
I just downloaded Nebulons pack, put it all on the SD card. Used the 4GB codeset he provided, but the only thing that loads is;
Infinite Camera
Stage Expansion (But... it's all the default stages, but they're all randomized everywere)
and that's all. nothing else :\


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 30, 2014, 11:56:20 AM
Guys, what am I doing wrong here?
I just downloaded Nebulons pack, put it all on the SD card. Used the 4GB codeset he provided, but the only thing that loads is;
Infinite Camera
Stage Expansion (But... it's all the default stages, but they're all randomized everywere)
and that's all. nothing else :\
Are you using an SDHC Card?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 12:02:45 PM
Does anyone get how to change csp, CSS, BP , and other icons for clones I watched the tutorials many times and can never get t to work


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 30, 2014, 12:03:08 PM
Does anyone get how to change csp, CSS, BP , and other icons for clones I watched the tutorials many times and can never get t to work
Always freezes for me


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 12:04:14 PM
Can't figure out how to work it


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 30, 2014, 12:08:59 PM
Are you using an SDHC Card?
Yes, but I'm using the SDHC code.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 30, 2014, 12:20:29 PM
Yes, but I'm using the SDHC code.

SDHC code only works when used through the Project M Launcher. Are you using that?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 30, 2014, 12:23:29 PM
Does anyone get how to change csp, CSS, BP , and other icons for clones I watched the tutorials many times and can never get t to work
Does it freeze, or does it not show up at all?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 12:27:55 PM
It freezes right before I get to css


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 30, 2014, 12:28:33 PM
SDHC code only works when used through the Project M Launcher. Are you using that?
Actually, before I took my break from Brawl. The SDHC code was working through CFG Usb Loader.
But I'll try the P:M launcher.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 12:49:17 PM
How u ppl make signatures I can't find out how


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on March 30, 2014, 12:50:44 PM
Actually, before I took my break from Brawl. The SDHC code was working through CFG Usb Loader.
But I'll try the P:M launcher.

Ah, yes, it does work through USB Launcher, I forgot about that.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on March 30, 2014, 01:07:16 PM
How u ppl make signatures I can't find out how

That's not relevant to this topic.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on March 30, 2014, 02:28:31 PM
How u ppl make signatures I can't find out how
you can change it in profile, then "forum profile information" on the right

yeah, i have the sdhc code not working on the standard launcher. I'll have my friend try out the code using the project m launcher, which incidentally i forgot to remove from my pack lol.


I'll work on makin project M compatible with brawlex. BUT I WONT RELEASE THE CODES so don't worry anyone on the team watching this thread. I'll just make a version of the 3.0 GCT file that doesnt have css breakin stuff and anyone can use it for their packs (that is unless someone does this before me). Therefore, the codes will remain a secret to everyone.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 30, 2014, 03:21:21 PM
It freezes right before I get to css
Ah. So the Main Menu shows up perfectly, but the CSS freezes. Then it's something to do with your SC_Character.pac file. Did you use the one in Phantom Wing's download? Also, are you using the CSS Expansion method, or with codes?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 03:23:52 PM
css expansion method


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 30, 2014, 03:32:03 PM
css expansion method
Okay. Did you download Phantom Wing's CSS Expansion zip and extracted the SC_Selcharacter.pac into your Menu2 folder of your PF Folder in your SD card?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 03:32:27 PM
yes i did


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on March 30, 2014, 04:25:43 PM
And it crashes? Hmm.. how about the Common3.pac file? Did you place that in your system folder? Also, do you have a CSSRoster.dat file in your Brawlex folder?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 05:03:25 PM
Yes it's in the system folder and yes I have CSSroset in brawl ex folder I probably did something wrong following the steps but I can't get it to work


Title: Re: The BrawlEx Clone Engine
Post by: DDTarZan on March 30, 2014, 07:27:21 PM
I have a question about BrawlEx and I'm just curious. We can only add extra characters up to FighterEx63, so is that like the absolute limit that Brawl can take, or are we just patiently waiting for PhantomWings to do what he does best? :p


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 30, 2014, 07:32:54 PM
"You could probably mine an additional 12 by using the boss slots and MarioD for a total of 96 (12x8 CSS roster), but going beyond that will have to wait until the BrawlEx CE v2" ~PhantomWings

I assume from this that he plans to try expanding it at some point :P


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 30, 2014, 07:33:11 PM
Anyone Here wanna help me develop my hack it's in my signature


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 30, 2014, 07:34:27 PM
I have a question about BrawlEx and I'm just curious. We can only add extra characters up to FighterEx63, so is that like the absolute limit that Brawl can take, or are we just patiently waiting for PhantomWings to do what he does best? :p
basically
63 is hex
and converted to decimal equals 100
so we can have 100 characters
which is enough
about 10-12 of those slots are taken by bosses
so cloning over bosses requires extra steps


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on March 30, 2014, 08:37:28 PM
"You could probably mine an additional 12 by using the boss slots and MarioD for a total of 96 (12x8 CSS roster), but going beyond that will have to wait until the BrawlEx CE v2" ~PhantomWings

I assume from this that he plans to try expanding it at some point :P

This is exciting. My computer died 2 weeks ago, but I hope my new one comes in time for his update.

Though on that note, has anyone gotten a boss slot or the MarioD slot to work?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on March 30, 2014, 08:46:10 PM
How the [censored] is that related?


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 30, 2014, 08:47:55 PM
Can someone remind me the slot that doesn't work?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 30, 2014, 08:50:04 PM
Can someone remind me the slot that doesn't work?
58


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on March 30, 2014, 08:52:00 PM
58

Gee, that was quick. Thanks! :D


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 30, 2014, 09:22:54 PM
I have the individual pokemon on the CSS but when I go to switch the pokemon in game with down b it freezes.
Is the individual pokemon code compatible with BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 30, 2014, 09:47:56 PM
I have the individual pokemon on the CSS but when I go to switch the pokemon in game with down b it freezes.
Is the individual pokemon code compatible with BrawlEx?
Individual i.e. they can't switch.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 30, 2014, 09:51:31 PM
Individual i.e. they can't switch.
I dont have the code on yet.  I just added for example squirtles id to the cssroster.dat file.  I choose squirtle and in game I just start as squirtle but can use final smash and switch to another pokemon.  When i do switch it freezes.  Should i use the individual pokemon engine code to prevent this or is the code not compatible with brawlex?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on March 30, 2014, 10:21:51 PM
I dont have the code on yet.  I just added for example squirtles id to the cssroster.dat file.  I choose squirtle and in game I just start as squirtle but can use final smash and switch to another pokemon.  When i do switch it freezes.  Should i use the individual pokemon engine code to prevent this or is the code not compatible with brawlex?
:kirby: Are you using the CSS Expansion by chance?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 30, 2014, 10:41:04 PM
:kirby: Are you using the CSS Expansion by chance?
Im not really sure.  Im using whatever was in Nebulons pack.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on March 30, 2014, 10:52:00 PM
I Have geno ported on brawlex heres the files
http://www.2shared.com/file/KLbt8VE-/3F_Geno.html? (http://www.2shared.com/file/KLbt8VE-/3F_Geno.html?)


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on March 30, 2014, 11:18:40 PM
I dont have the code on yet.  I just added for example squirtles id to the cssroster.dat file.  I choose squirtle and in game I just start as squirtle but can use final smash and switch to another pokemon.  When i do switch it freezes.  Should i use the individual pokemon engine code to prevent this or is the code not compatible with brawlex?
The code isn't compatible. You need to remove that from your gct and put the cosmetics and the slotconfig files for each pokemon in the BrawlEx folder, renamed for the appropriate slots. Don't use the CSSSlot configs or the FighterConfigs, those will freeze (or at least it did for me).


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on March 30, 2014, 11:38:08 PM
hmm
dats odd
i remember only adding the ids to the cssroster
u may have corrupted psa's or costumes over some of ur pokemons


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 31, 2014, 12:29:37 AM
The independent Pokemon slots are usable, and you don't need the code. You can either have independent icons that CAN still switch in battle, or you can use the ACTUAL independent Pokemon that CANNOT switch. Take a look at the fighter chart you can download in the OP.

The CSS slot data has 2 of each Pokemon. The ID's for the Independent Poke's are the ones with the proper CSS icon, while the trainers poke's are the ones with trainers Icons. Use the ID that lines up with THOSE icons to choose the ones you want. Then you also have to use the independent versions of the CSSSlot config files for independent pokes as well. Those are in the download


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on March 31, 2014, 02:33:02 AM
I Have geno ported on brawlex heres the files
[url]http://www.2shared.com/file/KLbt8VE-/3F_Geno.html?[/url] ([url]http://www.2shared.com/file/KLbt8VE-/3F_Geno.html?[/url])

just wondering does his upB work?since geno uses rob up B, also any reason why your using mewtwo.rel? is that a lucario rel?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on March 31, 2014, 08:46:56 AM
The independent Pokemon slots are usable, and you don't need the code. You can either have independent icons that CAN still switch in battle, or you can use the ACTUAL independent Pokemon that CANNOT switch. Take a look at the fighter chart you can download in the OP.

The CSS slot data has 2 of each Pokemon. The ID's for the Independent Poke's are the ones with the proper CSS icon, while the trainers poke's are the ones with trainers Icons. Use the ID that lines up with THOSE icons to choose the ones you want. Then you also have to use the independent versions of the CSSSlot config files for independent pokes as well. Those are in the download
So I got the independent pokemon working by putting the ids in and then taking the independent slot configs and putting them into the correct folder. The only problem now is that When I choose pokemon trainer it is just one pokemon that can't be switched. Is that just simply a trade off? I can only have one or the other?


Title: Re: The BrawlEx Clone Engine
Post by: wiiztec on March 31, 2014, 08:55:22 AM
where is the actual code?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on March 31, 2014, 11:13:39 AM
where is the actual code?

what code? for the clone engine? doesnt need one. PW made his own module called BX_fighter that gets loaded by sora_melee in common2. It also has the CSS related codes built in if your using the expansion. doesn't need any codes at all.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 31, 2014, 11:29:23 AM
Sammy is it possible for I to make an icon tool for the cosmetic stuff


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 31, 2014, 08:46:32 PM
So, anyone know what's wrong with my setup?
I posted  acouple pages ago.
My problem is,  I'm using Nebulons pack with a 4GB  SDHC, with the SDHC expansion.
Unrestricted camera works, stage expansion has more stages, but they're all default stages, and they're all scrambled around.
What am I doing wrong? :|
 


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 31, 2014, 08:50:34 PM
Can someone help me I can't fight out the cosmetic tutorial Sammy husky made
Don't know how to make any of the icons


Title: Re: The BrawlEx Clone Engine
Post by: DarkDeity on March 31, 2014, 09:06:49 PM
hi i know it was posted earlier on in the forum but could i get a list of all the soundbank id's?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 31, 2014, 09:08:02 PM
Can someone help me I can't fight out the cosmetic tutorial Sammy husky made
Don't know how to make any of the icons
What's the problem you're running into?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 31, 2014, 09:11:02 PM
I got nothing out of the video don't understand it at all and have no clue what to do


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on March 31, 2014, 09:12:25 PM
I got nothing out of the video don't understand it at all and have no clue what to do
1
I made a video on it, try it. If you don't get it, you're gonna need to wait for a tool
https://www.youtube.com/watch?v=yRqKzJEK1LM (https://www.youtube.com/watch?v=yRqKzJEK1LM)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on March 31, 2014, 09:41:44 PM
Wow seems a lot easier I'll test tomorrow


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 01, 2014, 07:38:43 AM
It's another holiday... Last update was Valentine's day... Let's see if there's pattern here...


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 01, 2014, 08:22:16 AM
It's another holiday... Last update was Valentine's day... Let's see if there's pattern here...
Hey, Nebulon, I have a question! :P

First, your pack is pretty awesome. I noticed Ridley and immediately put him in my PF! :D
However, I opened up Ridley's pac just to see who it was over and it was C.Falcon. So, did you port Ridley over C.Falcon, and his Module file?

If so, how? I want to port my Yoshi Baddally over someone else since there isn't a Yoshi Rel yet, haha. :D


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 01, 2014, 08:30:53 AM
Hey, Nebulon, I have a question! :P

First, your pack is pretty awesome. I noticed Ridley and immediately put him in my PF! :D
However, I opened up Ridley's pac just to see who it was over and it was C.Falcon. So, did you port Ridley over C.Falcon, and his Module file?

If so, how? I want to port my Yoshi Baddally over someone else since there isn't a Yoshi Rel yet, haha. :D
there is a CF rel now it has a glitch if you use CF FS it freezes but it works if you dont use the blue falcon since any CF psa without the blue falcon FS will work.

And ridley only worked becuase it doesnt use any article or floating points of the original character they are over, same goes for spider man and megaman, you will never port yoshi over anyone becuause he uses articles and floting points which cant be ported without yoshi rel


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 01, 2014, 10:05:58 AM
Guy can u help me I can't figure out ShinF cbliss for brawl ex
Only the hex edit part


Title: Re: The BrawlEx Clone Engine
Post by: ShadowWolf on April 01, 2014, 12:44:08 PM
there is a CF rel now it has a glitch if you use CF FS it freezes but it works if you dont use the blue falcon since any CF psa without the blue falcon FS will work.

And ridley only worked becuase it doesnt use any article or floating points of the original character they are over, same goes for spider man and megaman, you will never port yoshi over anyone becuause he uses articles and floting points which cant be ported without yoshi rel
Theres a falcon rel included in the modules? I didn't see one when I downloaded it. Is it included or is it separate from the rest?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 01, 2014, 01:15:05 PM
Theres a falcon rel included in the modules? I didn't see one when I downloaded it. Is it included or is it separate from the rest?

It was an update. Redownload and you'll see it.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 01, 2014, 01:30:42 PM
Hey, in the config utility I disabled one of the colors for Lucas but in-game it still tries to load it and soft-freezes. Anybody know how to fix that or if there's something else I'm supposed to do?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 01, 2014, 01:39:02 PM
Hey, in the config utility I disabled one of the colors for Lucas but in-game it still tries to load it and soft-freezes. Anybody know how to fix that or if there's something else I'm supposed to do?

Gotta edit the CSS slot config or it will still try to load it. Refer to Shinfs tut on cBliss with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 01, 2014, 02:30:26 PM
That fixed it, thank you very much


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 01, 2014, 02:44:05 PM
Nebulon said that there is a Captain Falcon module now, but I don't see it on the first page. Can someone point me in the right direction?


http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)

Check under the Captain Falcon section, there's a link to it there.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 01, 2014, 04:59:56 PM
is it possible to make a custom css screen with brawl ex


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 01, 2014, 07:28:48 PM
Has it been mentioned before that cloning Meta Knight crashes the results screen? I have the Result file included and my MK clone still crashed.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 01, 2014, 07:29:35 PM
is it possible to make a custom css screen with brawl ex
yes
but first u have to master brawl ex


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on April 01, 2014, 08:02:30 PM
Anyone know how to change the name on top of the csp so it's not a white bar over clones? I made custom cosmetics, and that's the only problem.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 01, 2014, 08:07:05 PM
how do i change the css background on brawl ex


Title: Re: The BrawlEx Clone Engine
Post by: Mynexus on April 01, 2014, 08:12:24 PM
Has it been mentioned before that cloning Meta Knight crashes the results screen? I have the Result file included and my MK clone still crashed.

I've also noticed that Meta-Knight will load fine on the victory screen if he either loses a match, or if he wins a match using his X button victory animation. Winning a match with his Y or B animations will crash the game. Is there a specific reason for this?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 01, 2014, 08:16:23 PM
I've also noticed that Meta-Knight will load fine on the victory screen if he either loses a match, or if he wins a match using his X button victory animation. Winning a match with his Y or B animations will crash the game. Is there a specific reason for this?
:kirby: I don't get these problems. \:


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 01, 2014, 08:18:48 PM
:kirby: I don't get these problems. \:
Me neither. Maybe it's just for a straight Meta Knight clone, instead of a different character?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 01, 2014, 08:40:34 PM
Me neither. Maybe it's just for a straight Meta Knight clone, instead of a different character?

I'll try the old Gray Fox PSA then.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 01, 2014, 09:22:36 PM
I'll try the old Gray Fox PSA then.

Is the new one out??


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 01, 2014, 09:38:24 PM
Is the new one out??

No, not yet. And it still crashes when winning.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on April 01, 2014, 10:14:43 PM
No, not yet. And it still crashes when winning.

Disable the Results .pac in the BrawlEx config file. not like Gray Fox uses it anyway.

Meanwhile, I'm almost done with my Gray Fox update.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 02, 2014, 01:22:28 AM
I think I better point this out but in Nebulon's pack, when you're playing as Young Link, if you taunt it spawns items, Up taunt is the Beam Sword, down taunt is Deku Nut, and Side taunt is a random healing item.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 02, 2014, 01:53:38 AM
I think I better point this out but in Nebulon's pack, when you're playing as Young Link, if you taunt it spawns items, Up taunt is the Beam Sword, down taunt is Deku Nut, and Side taunt is a random healing item.

I'll fix that next update.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 02, 2014, 05:59:39 AM
I'll fix that next update.
Sorry to also be a bearer of bad news as well, but when playing as Knuckles, I'm not entirely sure how, but after executing his gliding animation, he continues to walk forward and no button input will stop him. I don't if you knew about this.


Title: Re: The BrawlEx Clone Engine
Post by: Vaild Address on April 02, 2014, 08:22:23 AM
So? BrawlEX rels work with regular brawl?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 02, 2014, 09:26:19 AM
Sorry to also be a bearer of bad news as well, but when playing as Knuckles, I'm not entirely sure how, but after executing his gliding animation, he continues to walk forward and no button input will stop him. I don't if you knew about this.

?? So wait... If you are on the ground and press Side B, when he's in the air what happens? When he hits the ground he keeps sliding? Or he walks? Sorry, I'll fix that too. The update is over due. OI've got a lot of things in it right now, I'm just also preparing for more clone slots so I'm trying to get all of that done too...

Also thank you guys for these. :) To be on the safe side though we might want to pm me, just because I wouldn't want any moderators to have to remind us that this isn't the place. I do appreciate it though. Any feedback, good or bad, will help Brawl for All.

To make this post relevant, would anyone know what IDs I should be using? I'm using after 63, but I haven't got to far, I just have all of the picture information complete. So that when I "turn them on" so to speak I won't have to worry about anything but whether or not they show up and work.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 02, 2014, 10:16:18 AM
There are a few glitches in Nebulon's pack.

1. Shadow is mute, and when he faces Donkey Kong, they share the same sounds.
2. Knuckles is also mute, but no sounds at all besides common SFX and some shared with Sonic (like the Final Smash voice).
3. Dragonite T-poses when using Neutral-B in the air.
4. Raptor still freezes when facing Wolf. They can be on the same stage, fight good and no problem, but if Wolf does his Final Smash and Raptor attempts to use Neutral-B, the game crashes right there.
5. Captain Falcon's Falcon Punch is a little messed up.
6. Most of the characters freeze (though I can still hear the music) in certain stages such as the Tetris one and the one with asteroids.
7. This is mostly because of the filesize: I can't change the character portraits anymore.
I honestly don't like to have Mickey and Sora, I prefer Arby and the Chief.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 02, 2014, 10:55:12 AM
There are a few glitches in Nebulon's pack.

1. Shadow is mute, and when he faces Donkey Kong, they share the same sounds.
2. Knuckles is also mute, but no sounds at all besides common SFX and some shared with Sonic (like the Final Smash voice).
3. Dragonite T-poses when using Neutral-B in the air.
4. Raptor still freezes when facing Wolf. They can be on the same stage, fight good and no problem, but if Wolf does his Final Smash and Raptor attempts to use Neutral-B, the game crashes right there.
5. Captain Falcon's Falcon Punch is a little messed up.
6. Most of the characters freeze (though I can still hear the music) in certain stages such as the Tetris one and the one with asteroids.
7. This is mostly because of the filesize: I can't change the character portraits anymore.
I honestly don't like to have Mickey and Sora, I prefer Arby and the Chief.
most of this has been fixed  in  awile dragonite motion was missing the air animations for neutral special and nebulon added them back in,wolf was freezing everytime he did his FS not just when vs raptor due to bb psa corrupting his psa while saving and nebulon also had this fixed.

You cant change the character portraits becuase they arent 128x160 anymore nebulon reduced them to have a bigger filesize available and you need to cmpr everything.

not sure if you didnt update your build or if nebulon didnt update with the fixes.

Some char graphics are messed up like falcon punch and naruto  rasengan becuase nebulon didnt put the texture on the right format.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 02, 2014, 11:01:46 AM
most of this has been fixed  in  awile dragonite motion was missing the air animations for neutral special and nebulon added them back in,wolf was freezing everytime he did his FS not just when vs raptor due to bb psa corrupting his psa while saving and nebulon also had this fixed.

You cant change the character portraits becuase they arent 128x160 anymore nebulon reduced them to have a bigger filesize available and you need to cmpr everything.

not sure if you didnt update your build or if nebulon didnt update with the fixes.

Some char graphics are messed up like falcon punch and naruto  rasengan becuase nebulon didnt put the texture on the right format.

Most of these were fixed actually. Even Resangan... I still need to fix the CF punch though. Also it should be updated,


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 02, 2014, 11:07:38 AM
If the issue with Raptor hasn't been fixed, then try the BrawlEX slot in my updated Raptor. It doesn't seem to have the Landmaster + Fireball = crash issue.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 02, 2014, 01:19:54 PM
If the issue with Raptor hasn't been fixed, then try the BrawlEX slot in my updated Raptor. It doesn't seem to have the Landmaster + Fireball = crash issue.
raptor wasnt the problem it was wolf himselft that gets his Fs corruped when saved with a bb woth moveset editor


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 02, 2014, 11:01:28 PM
So sometimes after we've played a match, one of our characters will sometimes change on its own. For instance if we play Mario vs Lucas, once we get back to the CSS player 2 will have Jigglypuff selected instead. Anybody else having this issue?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 02, 2014, 11:19:30 PM
So sometimes after we've played a match, one of our characters will sometimes change on its own. For instance if we play Mario vs Lucas, once we get back to the CSS player 2 will have Jigglypuff selected instead. Anybody else having this issue?

I only have it when I select the Pokemon from Pokemon Trainer. You can select individual ones to start with by picking them on the CSP. When I do that it'll go back to picking the character I had selected previously.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 03, 2014, 03:24:05 PM
[url]http://opensa.dantarion.com/wiki/Effect.pac_IDs[/url] ([url]http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs[/url])
first you need to know how to use the psa program to change the ids and then you can use any assist trophy or enemy effect file id for instance
lets say you want shadow to actually use shadows assist trophy effect id, you open fitshadow.pac in bb and see the effect file? you expand and then you will see something like

ef_sonic
miscdata0
sonic(reff)
sonic(reft)

you will rename this to shadows like he has on his assist trophy which will be
ef_shadow
miscdata0(dont touch)
shadow(reff)
shadow(reft)

and save on i advise using bb 71 since it doesnt have moveset editor since most old movesets cant be saved in bb with moveset editor(65-67)


now you open the psa program and load the fitshadow.pac with the renamed files, now on the link abode you can see sonic id in hex is 30 and shadow hex id is CC, now in the psa you go trough all the subactions and whenere you see an externalg gfx with something like this File=30... you open it and chancge lets say 00300015, first 4 digits are the file and the last 4 are the gfx id of that file you change it to 00CC0015 but only on the gfxs that have the file 30 thhe ones that have file0 and such you dont need to change since they are commong gfx

this takes abit unless you know where all the subactions that use gfx are but in time you will learn better.
Quoting from a while back, but I just want to thank Carnage for posting this. Helped me a lot with my clones.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 03, 2014, 04:07:10 PM
anybody wants this with brawl EX?

http://youtu.be/-8RtQwEBlVA (http://youtu.be/-8RtQwEBlVA)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 03, 2014, 04:31:11 PM
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])


That looks cooleo.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 03, 2014, 04:42:24 PM
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])


Oh yeah.
But I don't like Independant Pokemon.
I still like to change Pokemon and have Final Smash.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 03, 2014, 04:45:57 PM
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])

That would be awesome! Planning on porting it?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 03, 2014, 04:47:02 PM
anybody wants this with brawl EX?

[url]http://youtu.be/-8RtQwEBlVA[/url] ([url]http://youtu.be/-8RtQwEBlVA[/url])

Think it could work with CSS Expansion? 'Cause that would be pretty boss.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 03, 2014, 05:02:49 PM
That would be awesome! Planning on porting it?
Think it could work with CSS Expansion? 'Cause that would be pretty boss.
1.yes
2.definetly



Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 03, 2014, 05:15:05 PM
1.yes
2.definetly



Will it have the Independant Pokemon?
I hope it doesn't.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 03, 2014, 05:22:42 PM
Will it have the Independant Pokemon?
I hope it doesn't.
probably not
im not a fan of independent pokes
and if someone wants em
all they have to do is edit the cssslot configs for the pokemon


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 03, 2014, 05:31:44 PM
I most learn how to make my own menu's.
That one gave me the idea, now I want to make a Halo based one.
Not SUPER exactly the same, but... you get the idea.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 03, 2014, 05:44:37 PM
So... I was at work in a daze and I was thinking about the clone engine and what not and something obvious hit me: Has anyone tried to replace the boss slots? Like say Rayquaza was Fighter 3D, CSSSlot 3C, Slot 3D, and Cosmetic 3B, wouldn't I just have to put say, the Link files I wanted in place of those with the proper IDs following them, and then put whatever number is in the Rayquaza module into the Link module?

I'm not using the most amazing language, but I figured why not try it? If anyone else has tried it or knows why that wouldn't work please tell me before I do it lol.

Post Merge: April 03, 2014, 05:46:10 PM
And by number in the Link module, I meant the ID that you would normally put inside of the first box.

Post Merge: April 03, 2014, 06:56:06 PM
So... I was at work in a daze and I was thinking about the clone engine and what not and something obvious hit me: Has anyone tried to replace the boss slots? Like say Rayquaza was Fighter 3D, CSSSlot 3C, Slot 3D, and Cosmetic 3B, wouldn't I just have to put say, the Link files I wanted in place of those with the proper IDs following them, and then put whatever number is in the Rayquaza module into the Link module?

I'm not using the most amazing language, but I figured why not try it? If anyone else has tried it or knows why that wouldn't work please tell me before I do it lol.

Post Merge: April 03, 2014, 05:46:10 PM
And by number in the Link module, I meant the ID that you would normally put inside of the first box.

Any theories as to what I'd do about Cosmetic section for Bosses? For Rayquaza the IDS are CSS 34, Fighter 2E, Slot 2E... but if I were to put Link in it would need a cosmetic... so... :/ hole in my idea.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 04, 2014, 12:21:33 AM
anybody wants this with brawl EX?

God yes, I miss using that CSS so much


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 04, 2014, 06:21:53 PM
My BrawlEx still isn't working :|
Only using FPC and the SDHC code, using Nebulon's pack.
Nothing loads, not even custom texures.
Anything I'm doing wrong? D:
(I'm using CFG USBLoader, yes the hooktype is AXNextframe, and I had BrawlEx working with the SDHC and on CFG Loader but randomly, it has stopped working! D:)


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 04, 2014, 07:40:25 PM
I already made my Terra Tower / Aqua Blue CSS compatible with BrawlEx.

The icons layout was slightly changed in order for it to accept a little more characters... So far I only tested it with 42 characters (including random) but should be perfectly fine up to 45.

Is anyone interested in it? Or would rather wait until I make sure it works fine with 100?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 03:01:22 AM
My BrawlEx still isn't working :|
Only using FPC and the SDHC code, using Nebulon's pack.
Nothing loads, not even custom texures.
Anything I'm doing wrong? D:
(I'm using CFG USBLoader, yes the hooktype is AXNextframe, and I had BrawlEx working with the SDHC and on CFG Loader but randomly, it has stopped working! D:)
do you have the gameconfig.txt on the root of the SD card?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 08:10:54 AM
do you have the gameconfig.txt on the root of the SD card?
Yes, I'm using Nebulon's pack. It comes with a gameconfig.txt


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 05, 2014, 08:39:26 AM
Are you using SDHC expansion? Is your card above 2 gig in max capacity?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 08:47:41 AM
Are you using SDHC expansion? Is your card above 2 gig in max capacity?
My SDHC is 4GB, only using FPC and the SDHC Expansion. I had BrawlEx Working a couple weeks ago, now it just doesn't work :I
Also, I know the codes are being loaded because I had Infinite Camera working, it just seems as if FPC isn't working.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 09:45:34 AM
My SDHC is 4GB, only using FPC and the SDHC Expansion. I had BrawlEx Working a couple weeks ago, now it just doesn't work :I
Also, I know the codes are being loaded because I had Infinite Camera working, it just seems as if FPC isn't working.
are you using the brawlex filepatch code in the readme? and why dont you use nebulon gct and andd the sdhc code to it?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 09:50:10 AM
are you using the brawlex filepatch code in the readme? and why dont you use nebulon gct and andd the sdhc code to it?
How to you add codes to a current GCT? o.O


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 09:51:16 AM
How to you add codes to a current GCT? o.O
well gctedit exists, transfrom that gct back to text and then add it and then turn it back to gct


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 10:14:35 AM
Still, no luck. I used the FPC in the Readme.txt, used Nebulon's Codeset. Still nothing loads. :I


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 10:18:00 AM
Still, no luck. I used the FPC in the Readme.txt, used Nebulon's Codeset. Still nothing loads. :I
nebulon codeset doesnt suport sdhc cards so you need his codeset plus sdhc, cant have any code that messes up brawlex like CSS codes,independant pokemon code and so on.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 10:19:27 AM
nebulon codeset doesnt suport sdhc cards so you need his codeset plus sdhc, cant have any code that messes up brawlex like CSS codes,independant pokemon code and so on.
In his pack, there is a file called "RSBE014GB" I'm assuming that's the codeset with the SDHC code.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 10:28:43 AM
In his pack, there is a file called "RSBE014GB" I'm assuming that's the codeset with the SDHC code.
you have to ask him i never used that rsbe01 also remenber the sdhc code only works when launched by usb loader like pm loader or usbloader gx, it doesnt work trough gecko i think


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 11:06:21 AM
you have to ask him i never used that rsbe01 also remenber the sdhc code only works when launched by usb loader like pm loader or usbloader gx, it doesnt work trough gecko i think
I am using a USBLoader, CFG USBLoader


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 05, 2014, 12:51:57 PM
Sammi, what frame exactly of MenSelchr_pos_TopN_0 should I select if I want the CSS to carry 97 characters? Supposedly it should be frame 98, but it doesn't have that many frames unless I add new ones.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 05, 2014, 02:23:09 PM
Sammi, what frame exactly of MenSelchr_pos_TopN_0 should I select if I want the CSS to carry 97 characters? Supposedly it should be frame 98, but it doesn't have that many frames unless I add new ones.

Frame 52 is the final frame in the animation, but includes all of the bones. So...i don't really know sadly.


Title: Re: The BrawlEx Clone Engine
Post by: Lone Devil on April 05, 2014, 03:14:55 PM
By any chance will BrawlEx effect Vs mode High Scores with the extra characters? if not, is it possible?
(In case I won't have to replace at least one character).


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 05, 2014, 03:26:14 PM
high scores lol do ppls really even care about scores? atari's time is long gone :P


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on April 05, 2014, 03:37:49 PM
By any chance will BrawlEx effect Vs mode High Scores with the extra characters? if not, is it possible?
(In case I won't have to replace at least one character).

BrawlEx will have the Ex characters share usage data with who you specify in the config files. For example, I have Sora sharing Pit's data, while Solidus shares Snake's data.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 05, 2014, 04:10:11 PM
BrawlEx will have the Ex characters share usage data with who you specify in the config files. For example, I have Sora sharing Pit's data, while Solidus shares Snake's data.

Is there a beta for him? Solidus?


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 05, 2014, 04:18:00 PM
Frame 52 is the final frame in the animation, but includes all of the bones. So...i don't really know sadly.

I'll make an attempt with frame 52. If it doesn't work, then I'll add frames up to 98 and retry.


Title: Re: The BrawlEx Clone Engine
Post by: chocodino on April 05, 2014, 05:05:37 PM
My SDHC is 4GB, only using FPC and the SDHC Expansion. I had BrawlEx Working a couple weeks ago, now it just doesn't work :I
Also, I know the codes are being loaded because I had Infinite Camera working, it just seems as if FPC isn't working.

is your SD card locked?, there are lots of things that just stop working if the SD card is locked


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on April 05, 2014, 05:07:46 PM
Is there a beta for him? Solidus?

He's not ready for one yet, and is rather low on my queue ATM. Gray Fox's revival is taking center stage in my Modding time right now, and is about 85% done.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 05, 2014, 06:26:27 PM
is your SD card locked?, there are lots of things that just stop working if the SD card is locked
No, it's not locked.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 05, 2014, 09:19:23 PM
It kinda worked. But, for some reason I don't know, various graphics became messed up. I'll see how it handles it with some changes.

So far, we can say that, in a pinch, using frame 52 works. However, it doesn't work as great as it should. I'll keep testing to see the best COA.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on April 05, 2014, 10:12:14 PM
For those who are unaware olimar clones freeze if there pikmin desync from them. The time limit for pikmin desyncing can be adjusted but for example in teams if an olimar clone dies his pikmin freeze and if he has no lives left don't reset and thus they eventually desync and freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 06, 2014, 03:31:22 AM
For those who are unaware olimar clones freeze if there pikmin desync from them. The time limit for pikmin desyncing can be adjusted but for example in teams if an olimar clone dies his pikmin freeze and if he has no lives left don't reset and thus they eventually desync and freeze.
did you use psa or bb psa ?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on April 06, 2014, 07:38:12 AM
Brawl box, although im sure its not a psa issue as regular olimar doesnt freeze that way and he was edited in brawlbox as well.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 06, 2014, 08:51:33 AM
Brawl box, although im sure its not a psa issue as regular olimar doesnt freeze that way and he was edited in brawlbox as well.
bb sometimes corrupts psas and i dont think anyone ever had much experience psaing pikmins to begin with  my only sugestion is use psa and see if the problem persists or start with a fitolimar.pac fresha and copy all the data from one windown to another and then do a single save in bbpsa this usualy its the safest way.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 06, 2014, 09:44:33 AM
Gahahahaaha, it worked!

(http://i.imgur.com/GzGY6ib.jpg)

92 characters, one big random button and a custom layout.
Now to continue polishing...


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 06, 2014, 09:59:35 AM
Gahahahaaha, it worked!

([url]http://i.imgur.com/GzGY6ib.jpg[/url])

92 characters, one big random button and a custom layout.
Now to continue polishing... This is awesome! Can't wait to get this CSS back!


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 06, 2014, 11:31:32 AM
^^
Did somebody say Mugen?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 06, 2014, 11:55:33 AM
You know, Rather than calling it Super Smash Bros. Mugen, or Mugen 3D, why not call it Super Smash Bros. All-Stars? not to be confused with the old texture packs called by the same name.


Title: Re: The BrawlEx Clone Engine
Post by: superstarfy64 on April 06, 2014, 01:23:36 PM
Can anyone explain to me how I add the sound effects to a clone. I have the .sawnd file. Also, let's asume we are working with Rayquaza as a demonstration. Thanks!  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 06, 2014, 01:46:57 PM
Can anyone explain to me how I add the sound effects to a clone. I have the .sawnd file. Also, let's asume we are working with Rayquaza as a demonstration. Thanks!  :kdance:

http://forums.kc-mm.com/index.php?topic=66417.0 (http://forums.kc-mm.com/index.php?topic=66417.0)


Title: Re: The BrawlEx Clone Engine
Post by: LCCoolJ95 on April 06, 2014, 06:53:50 PM
Hey, I just have a question concerning on how the slots work. I want to add these characters in:

1. Naruto
2. Ichigo
3. Cloud
4. Dante
5. Mewtwo
6. Majin Buu
7. Scott Pilgrim
8. Marisa 2D
9. Gotenks
10. Sephiroth
11. Roy
12. Waluigi
13. Goku
14. Shadow
15. Metal Sonic
16. Vegeta
17. Gray Fox
18. Tails
19. Sasuke
20. Wisp
21. Knuckles
22. Tabuu
23. Viewtiful Joe
24. Ryu
25. Ridley
26. Zero

How do I configure the Custom CSS code to compensate with the extra characters? Sorry, I've been away from Brawl Hacking for a while.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 06, 2014, 07:02:07 PM
Hey, I just have a question concerning on how the slots work. I want to add these characters in:

1. Naruto
2. Ichigo
3. Cloud
4. Dante
5. Mewtwo
6. Majin Buu
7. Scott Pilgrim
8. Marisa 2D
9. Gotenks
10. Sephiroth
11. Roy
12. Waluigi
13. Goku
14. Shadow
15. Metal Sonic
16. Vegeta
17. Gray Fox
18. Tails
19. Sasuke
20. Wisp
21. Knuckles
22. Tabuu
23. Viewtiful Joe
24. Ryu
25. Ridley
26. Zero

How do I configure the Custom CSS code to compensate with the extra characters? Sorry, I've been away from Brawl Hacking for a while.

CSS code can be considered obsolete, since now there's a file that you can put on your SD card that edits the CSS the same way the custom CSS code used to.

Sammi's guide explains it well:

https://www.youtube.com/watch?v=0QHtHbJL79M (https://www.youtube.com/watch?v=0QHtHbJL79M)


Title: Re: The BrawlEx Clone Engine
Post by: LCCoolJ95 on April 07, 2014, 12:17:13 PM
CSS code can be considered obsolete, since now there's a file that you can put on your SD card that edits the CSS the same way the custom CSS code used to.

Sammi's guide explains it well:

https://www.youtube.com/watch?v=0QHtHbJL79M (https://www.youtube.com/watch?v=0QHtHbJL79M)
Wow...I feel old lol. Thanks :)


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 07, 2014, 02:45:08 PM
Can't wait for more ExModules. I have other PSAs that are crying out for their own slots on my roster. lol

In all seriousness, though, I LOVE playing with BrawlEx. Making the roster a huge mofo is fun, and the variety possible is astounding. :) I also can't wait for a more user-friendly way to ADD custom cosmetics. Going to show BrawlEx to my friends next time I meet with them, haha.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 07, 2014, 03:09:41 PM
I also can't wait for a more user-friendly way to ADD custom cosmetics.
Speaking of this, have you made any more progress on your program, Sammi?

I don't really keep up with this thread very much, since all I expect are bug reports.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 07, 2014, 05:07:20 PM
How come it's, whenever I change a Clone's announcer call ID, and try to listen to it. It doesn't play any noise? I opened the Smashbros_sound.bsar in brawlbox and converted the InfoIndex into hex, but it doesn't play a noise. I'm not even trying to replace any sounds ATM. Just seeing if the sounds would load :I
Am I missing something?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 07, 2014, 05:48:48 PM
This only works on real hardware right, and not on the ISO I dumped from the disc to use with Dolphin? (It's how I test all my hacks)... Any way it could be done?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 07, 2014, 05:54:05 PM
This only works on real hardware right, and not on the ISO I dumped from the disc to use with Dolphin? (It's how I test all my hacks)... Any way it could be done?
dolphin has sd card emulator just use that and it works perfectly


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 07, 2014, 06:02:52 PM
Speaking of this, have you made any more progress on your program, Sammi?

I don't really keep up with this thread very much, since all I expect are bug reports.
correction.
expect noob mistakes
seewhatididthere


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 07, 2014, 06:15:04 PM
How come it's, whenever I change a Clone's announcer call ID, and try to listen to it. It doesn't play any noise? I opened the Smashbros_sound.bsar in brawlbox and converted the InfoIndex into hex, but it doesn't play a noise. I'm not even trying to replace any sounds ATM. Just seeing if the sounds would load :I
Am I missing something?
Make sure you replace a sound that is loaded via the menu.
I tried replacing an enemy's sounds with announcer calls and got silence.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 07, 2014, 06:39:36 PM
Wow...I feel old lol. Thanks :)
Believe it or not, the CSS Expansion happened rather recently. No big. ;)


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 07, 2014, 06:41:48 PM
Hey, anyone wanna make their Brawlex pack PM compatible? Add this patch:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203111 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203111)

but be careful not to override what you want separate. this will override the following with project m stuff instead:
-Stages
-stage selection screen
-strap/loader other menus/intro vid
-codes
-results screen
-all standard character movesets
-some characters' costumes (whichever ones PM overrides)
-some in-game portraits
-some result screen portraits

What this WILL NOT override:
-character selection screen (sorry, it's not just something you can override. You'll have to make it yourself/combine with PM's)
-brawlex characters and their modules
-character costume portraits
-all non-overridden costumes/portraits
-Roy or Mewtwo (if you want a brawlEX compatible mewtwo, download a beta of PM unbound and copy mewtwo's folder)

You will have to edit the character selection screen file to also make characters like dr mario's alt mario costume available


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 07, 2014, 06:58:04 PM
Make sure you replace a sound that is loaded via the menu.
I tried replacing an enemy's sounds with announcer calls and got silence.
Were can I find unused Menu noises?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 07, 2014, 07:13:44 PM
You need to use menu sounds that ARE used, but you possibly won't hear. Example, I replaced some sounds that are loaded for the Wi-fi menu.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 07, 2014, 07:33:39 PM
Never mind, found a whole bunch. But on the bright side. I FINALLY GOT CUSTOM ANNOUNCER VOICES WORKING! :)
Now I just need to get clone custom sounds :\


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 07, 2014, 08:53:27 PM
Hey, anyone wanna make their Brawlex pack PM compatible? Add this patch:
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203111[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203111[/url])

but be careful not to override what you want separate. this will override the following with project m stuff instead:
-Stages
-stage selection screen
-strap/loader other menus/intro vid
-codes
-results screen
-all standard character movesets
-some characters' costumes (whichever ones PM overrides)
-some in-game portraits
-some result screen portraits

What this WILL NOT override:
-character selection screen (sorry, it's not just something you can override. You'll have to make it yourself/combine with PM's)
-brawlex characters and their modules
-character costume portraits
-all non-overridden costumes/portraits
-Roy or Mewtwo (if you want a brawlEX compatible mewtwo, download a beta of PM unbound and copy mewtwo's folder)

You will have to edit the character selection screen file to also make characters like dr mario's alt mario costume available


Can you please show a video of it working?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on April 07, 2014, 09:01:29 PM
So that PM Brawl Ex thing MeleeMaster does it use PM Mewtwo like can he float?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 07, 2014, 09:32:15 PM
Can you please show a video of it working?


I don't have enough time at the moment, but I intend to. If you want to look at it a different way, the pack contains all PM files and cosmetics outside of the character select screen and the codes used for PM minus the css stuff.

I've gotten pretty used to making brawlex packs, that I realized theres not too many things that have to be specific to add the characters. In fact, my pack edited with PM (http://www.mediafire.com/download/vkxbwgagivois26/MeleeMastersMegaMovesetMixV1.1 (http://www.mediafire.com/download/vkxbwgagivois26/MeleeMastersMegaMovesetMixV1.1)[PM].zip) contains less glitches when trying to start up than it has before, prolly cause i'm sacrificing some of my old cosmetics or codes and one of them in the previous builds might have been glitchy.


So that PM Brawl Ex thing MeleeMaster does it use PM Mewtwo like can he float?


well it contains everything that PM does except for mewtwo, partially because people use their own movesets, partially because they have to set up mewtwo themselves, but mainly because they clone mewtwo in a way separate from brawlex, causeing some glitches with stuff like the shadowball and jab. if you want to use a PM style and compatible mewtwo clone. I suggest you use the one in PM unbound's pack: http://forums.kc-mm.com/index.php?topic=67176.msg1245101#msg1245101 (http://forums.kc-mm.com/index.php?topic=67176.msg1245101#msg1245101)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 07, 2014, 10:27:18 PM
dolphin has sd card emulator just use that and it works perfectly

Oh right, I forgot about that, making SD card images, never really used it before, thanks for the heads up! What I normally do is replace files in an extracted ISO image then recompile the image since the file replacement cheat code freezes the game, but it sounds like SD images would be the best route. ;D  Using Dolphin 4.0 correct? Can't seem to locate the SD loader.

Edit:  Never mind, found a guide to injecting into an SD image  ;D


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 07, 2014, 10:48:28 PM
Oh right, I forgot about that, making SD card images, never really used it before, thanks for the heads up! What I normally do is replace files in an extracted ISO image then recompile the image since the file replacement cheat code freezes the game, but it sounds like SD images would be the best route. ;D  Using Dolphin 4.0 correct? Can't seem to locate the SD loader.

Edit:  Never mind, found a guide to injecting into an SD image  ;D
:kirby: Image should go in dolphin/User/Wii/sd.raw

To turn it on go Settings > Wii > Insert SD Card <-- Check that box.

Works in Dolphin 3, should work in Dolphin 4.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 08, 2014, 12:19:36 AM
Man, clone SFX is hard as crap!
Hopefully there can be a video tutorial soon :\


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on April 08, 2014, 10:51:41 AM
Man, clone SFX is hard as crap!
Hopefully there can be a video tutorial soon :\

I added a small tutorial of how to put shared soundbanks on my momiji pack, maybe it can help you
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202811 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202811)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 08, 2014, 02:55:40 PM
I added a small tutorial of how to put shared soundbanks on my momiji pack, maybe it can help you
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202811[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202811[/url])

Awesome, Momiji is in my current pack, it would be even more awesome if I could add SFX! :)


Title: Re: The BrawlEx Clone Engine
Post by: LCCoolJ95 on April 08, 2014, 10:33:08 PM
Uh...I watched that "BrawlEX Clone Tool + CSS Expansion" video by Sammi, and I did everything I saw. But it froze at the "Online Play Not Rated by the ESRB" screen. The only thing I did different was change the hook type to AXNextFrame.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on April 08, 2014, 10:52:42 PM
Uh...I watched that "BrawlEX Clone Tool + CSS Expansion" video by Sammi, and I did everything I saw. But it froze at the "Online Play Not Rated by the ESRB" screen. The only thing I did different was change the hook type to AXNextFrame.

Unfortunately so far no one has been able to fix that yet. At least that I know of.. Just press something as fast as possible. It should work. ^^


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 08, 2014, 11:34:24 PM
Uh...I watched that "BrawlEX Clone Tool + CSS Expansion" video by Sammi, and I did everything I saw. But it froze at the "Online Play Not Rated by the ESRB" screen. The only thing I did different was change the hook type to AXNextFrame.

Oh hai, sorry bout that i just seen your comment on youtube. If it's freezing where you say, you MAY want to try one of the downloadable packs around here and tell me if it freezes then. That way i can gauge whether or not it's related to your setup or not


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 08, 2014, 11:51:23 PM
I don't think I'm ready to do this hacking yet, kinda overwhelmed at the moment, on how to add more slots and such. 


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 09, 2014, 12:00:31 AM
I don't think I'm ready to do this hacking yet, kinda overwhelmed at the moment, on how to add more slots and such. 

Why not just use my tool/watch the tut on the tool + css expansion. It like does everything for you except edit the module....which all you have to do is open section 8 and change the first entry to your Slot ID


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 09, 2014, 12:04:23 AM
Why not just use my tool/watch the tut on the tool + css expansion. It like does everything for you except edit the module....which all you have to do is open section 8 and change the first entry to your Slot ID

I don't think the CSS code works on Dolphin using the Gecko cheats, I thought it crashes the emulator.  Do you have any links for this tutorial? I'd appreciate it ;D I guess what I want to know most about is, can this work with Dolphin using SD card emulation and/or cheats that don't crash the emulator?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 09, 2014, 11:41:57 AM
works fine for me on dolphin


Title: Re: The BrawlEx Clone Engine
Post by: LCCoolJ95 on April 09, 2014, 01:21:44 PM
Well, I got it to work. Though, I find it extremely annoying that I have to press A really fast.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 09, 2014, 01:52:49 PM
There's a "ft_Kirby copy fix.rel" does that mean we can make an extra and separate fully functioning kirby? With access to kirby hats and everything?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 09, 2014, 02:10:20 PM
works fine for me on dolphin

Could you explain how you did it, I don't know how since replacing the files in the ISO probably wouldn't work, but SD card (er, SD.raw and using WinImage)?

There needs to be a tutorial right?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 09, 2014, 02:56:24 PM
My video tutorial in the OP for brawl minus covers setting up dolphin with gecko. Sorry for not getting back to your PM, I'm pretty busy recently.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on April 09, 2014, 06:23:34 PM
riivo possible yet?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 09, 2014, 06:48:27 PM
riivo possible yet?
Nope.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 09, 2014, 08:12:53 PM
Nope.

Thats not true, and PW already posted saying why. Just because nobody has gotten it to work doesn't mean it cant :) people are just doing somethin wrong


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 09, 2014, 08:32:30 PM
Thats not true, and PW already posted saying why. Just because nobody has gotten it to work doesn't mean it cant :) people are just doing somethin wrong

And last time I checked, people got as far as the CSS. The only thing was that there were no characters there :P

We'll get there soon enough, guys.

Even though I do absolutely nothing here :V


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on April 09, 2014, 09:37:49 PM
And last time I checked, people got as far as the CSS. The only thing was that there were no characters there :P

We&#039;ll get there soon enough, guys.

Even though I do absolutely nothing here :V
I was able to get a clone slot to appear but it was Mario and hovering over the icon froze the game. But I reload it with gecko and its a clone. So Idk.


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 09, 2014, 10:05:43 PM
I actually got one character loaded and working on riivo before I realized I had to switch over. It was totally by accident too. It was the Monster Hunter over Olimar hack (Though I put it on Ike instead). If anyone wants to give it a look, maybe that might lead to something.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 09, 2014, 10:41:53 PM
I've been away for SOOOO long.

Ok, here I come with some things:
I tested every single gametype and...

1. Brawl: Duh, this is the main thing.
2. Training Mode: Just like Brawl.
3. Classic Mode: The lack of stock icons made the game freeze, so ATM I can't try that one.
4. Homerun Contest: Untested.
5. Boss Battles: Works perfectly, but I always die. XD
6. All Star Mode: Works perfectly, until the very last point where you finish it. If you play All-Star mode with BrawlEx clones, rage quit once you beat Olimar (the last of them).
7. Event Match froze when I entered, IDK why. It should work for others because I believe that glitch was fixed.
8. The Subspace Emissary works, but the CSS of there is glitched.
9. Tourney and Rotation do not work at all.
10. Multi-Man Brawl: I still don't trust this. If you get some kills with any BrawlEx Clone, IDK where will the Record go.
11. Break the Targets: Haven't tested, but SHOULD work.

This is what I got when testing BrawlEx in other modes.

Whenever I'm able to get Stock Icons, I'll test Classic Mode.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 09, 2014, 11:00:26 PM
And last time I checked, people got as far as the CSS. The only thing was that there were no characters there :P

We'll get there soon enough, guys.

Even though I do absolutely nothing here :V
if i rmember
the guy was using the expansion css without pw's special sc_selcharacter
so that is why there were no characters in the css


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 12:02:33 AM
Followed the tutorial, installed the IOS36 wad file necessary for Gecko OS, but now it's telling me "no DVD found" and refuses to load the ISO image. WTF?

Brawl set as default ISO in Dolphin, SD.raw properly configure, all the file/folder hierarchy is properly configured as well, the hook type too. Nothing, nada, zilch. The ISO simply refuses to load with GeckoOS.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 12:19:56 AM
Make sure your settings match the ones in the video exactly. Like sd cheats being set to on and that everything else except AXnextFrame and game language is set to "no"

Also, what file are you using to launch gecko? the boot.dol or boot.elf? And what version of dolphin are you using?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 12:40:40 AM
Make sure your settings match the ones in the video exactly. Like sd cheats being set to on and that everything else except AXnextFrame and game language is set to "no"

Also, what file are you using to launch gecko? the boot.dol or boot.elf? And what version of dolphin are you using?

Using Dolphin 4.0 x64-1302, so not 4.0 vanilla but a GIT revision. Using boot.elf as seen in the video, all files are named exactly to the settings to match the new slot's name (in this case, KrystalEX to go over FitPeach and so on). Brawl EX files are all named to 3F at the end.

Gecko OS loads perfectly fine, it's just it's not finding the ISO even when it's set as default, this is what's confusing me.  Do I need to use a vanilla/non-GIT revision of Dolphin ( as in 4.0)?

Using Gecko 1.9.3.1, there's no language option called "no" but "default". Do I need to set SD File Patch to "yes"?

Edit: Nope, using 4.0 vanilla makes no difference. All the hex changes were made exactly how they were in the video too, files named properly, as are folders, I'm so confused.  Anyways, it's late where I am, so I'll try it again; I can't expect to see success if I don't fail every now and then  ;D

Maybe having someone look at the files could help as well?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 10, 2014, 12:57:45 AM
So, an odd problem arose for me after adding slot 57 to the game. After I had done so, problems with slot 45 arose that cause the 07, 08, 09 costume slots to freeze the game when the character appears(In Training mode as soon as "Ready" hits the screen). Any ideas what's causing this? It's not the movelist or costumes because when I move them around to other costume slots they function normally.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 01:16:28 AM
Could the error be happening because of the many mods I've made to the files in the extracted ISO (instead of using File Patch Code, I simply replace and recompile the ISO image)?

Edit: Nope, ISO isn't at fault, I definitely messed up and need to re-follow the tutorial. No biggie!


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 10, 2014, 01:30:30 AM
Could the error be happening because of the many mods I've made to the files in the extracted ISO (instead of using File Patch Code, I simply replace and recompile the ISO image)?

That is a possibility. In modifying my ISO to have as many music files as possible(to save space on my SD prior to learning about the SDHC fix) it corrupted so the system can't recognize a specific song and I can't open the music settings to fix it. Prior to that, my original modified ISO exhibited weird freezes due to the mods I made to it, and I didn't even modify those things before.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 01:33:07 AM
That is a possibility. In modifying my ISO to have as many music files as possible(to save space on my SD prior to learning about the SDHC fix) it corrupted so the system can't recognize a specific song and I can't open the music settings to fix it. Prior to that, my original modified ISO exhibited weird freezes due to the mods I made to it, and I didn't even modify those things before.

Okay, I went back and copied my unmodified ISO image from my USB  HDD and tested it, still doesn't work, so either Dolphin 4.0 revision 1302 broke something or it's a PEBKAC error, and I'm thinking it's PEBKAC seeing as the original ISO failed to load.  Or could be a combo of my error and Dolphin, hard to say. I submitted a report to the Dolphin Team, hopefully I hear back from them, it could be something broken.

Again, a clean ISO was used, still didn't work, I'll try again later today ;D Now I know what the issue isn't.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 10, 2014, 01:41:20 PM
I am having the weirdest problem. I am replacing the alloys and trying to put their names in but it's not working. Instead it takes their CSS picture and puts that over the roster name. Anyone ever see this?(http://i59.tinypic.com/2hfs3cy.png)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 10, 2014, 01:48:54 PM
Guys how do you use shinf cbliss for brawl ex I can't figure out the cosmetic hex edit part


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 02:19:25 PM
Yep, the bloody thing STILL isn't working, but I've confirmed the ISO isn't the issue, nor is the file/folder hierarchy, I might have someone look at this after all. What I want to know is if I'm renaming the character ID incorrectly.

Let's say I have a Krystal over Peach mod and recolors I want to use in a new slot, the slot ID is 3F and the no. of slots in the code is changed to 25 instead. With that said, you use the module and BrawlExConfig to make sure the new character slot says Krystal instead of Peach, correct? Now, when you import Peach into the Fighter folder, would all the FitPeachXX need to be changed to FitKrystalXX instead? Or KrystalEX or something like that, or, do I need to make the slot say "PeachEX" for the Brawl EX config?


Title: Re: The BrawlEx Clone Engine
Post by: Amarythe on April 10, 2014, 02:26:54 PM
Hey; in the tutorial, when it comes to editing modules, it says to alter a specific code of hex in "sextion[8]".

Now, that's all fine and dandy. I did it several times with various characters. But... When I opened a Kirby.rel to edit... section8 is "null"! Is there something special I need to do with Kirby's .rel or is it fine as is?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 10, 2014, 02:36:28 PM
Hey; in the tutorial, when it comes to editing modules, it says to alter a specific code of hex in "sextion[8]".

Now, that's all fine and dandy. I did it several times with various characters. But... When I opened a Kirby.rel to edit... section8 is "null"! Is there something special I need to do with Kirby's .rel or is it fine as is?
Leave the included Kirby rel alone. It fixes issues with Kirby copying BrawlEx characters. There is no BrawlEx Kirby module. And there likely won't be one a for a while.


Title: Re: The BrawlEx Clone Engine
Post by: Amarythe on April 10, 2014, 02:52:47 PM
Leave the included Kirby rel alone. It fixes issues with Kirby copying BrawlEx characters. There is no BrawlEx Kirby module. And there likely won't be one a for a while.
No, I mean the one in the ExModules fold-

...Oh wait. That says it's a fix, not a BX module. Damn, looks like I won't be adding Sukapon into the game soon. And here I was all excited to make a Joy Mech Fight PSA >_>


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 02:56:52 PM
And looks like I won't be able to use my Krystal over Peach in an extra slot either, despite following the video tutorial exactly. Damn...

Renaming the files, Peach's module, the slot ID, everything done exactly, still doesn't work. Might need to make a thread about this as I don't want to derail.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 10, 2014, 03:22:35 PM
I am having the weirdest problem. I am replacing the alloys and trying to put their names in but it's not working. Instead it takes their CSS picture and puts that over the roster name. Anyone ever see this?([url]http://i59.tinypic.com/2hfs3cy.png[/url])

Something in your MelSelCharFace_A in your sc_selchar.pac through I is set to load the name with your CSS face.
I get that mistake alot.


Title: Re: The BrawlEx Clone Engine
Post by: DarkEagle7 on April 10, 2014, 04:03:33 PM
This is compatible with Cbliss?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 10, 2014, 04:31:44 PM
Guys. If you have issues, start by downloading a pack and going from there. I downloaded ASF's, and can make clones with no problem.
This is compatible with Cbliss?
In a sense, it replaces it. You can achieve the same effect with this.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 10, 2014, 05:41:37 PM
And looks like I won't be able to use my Krystal over Peach in an extra slot either, despite following the video tutorial exactly. Damn...

Renaming the files, Peach's module, the slot ID, everything done exactly, still doesn't work. Might need to make a thread about this as I don't want to derail.
that video is outdated
we dont even use the css code anymore
lol


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 10, 2014, 07:03:32 PM
Wait, so should I use the ft_kirby.rel from the exmodules folder, or just keep the one included in the core files folders?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 10, 2014, 07:08:05 PM
Aren't they both the same?
Either way, just throw it in the module folder.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 07:19:49 PM
I'm having a bit of a strange problem that I have never encountered before...

So I am making my own build and I have added a Roy, Mewtwo, and Villager. Villager works fine. Mewtwo works almost... Roy... Crashes when highlighted over even thought I thought I had the right files.

The main problem I am having is that as you scroll through Mewtwo's costumes when you get to the final one if freezes if you try to go any further. Why?

I am using the codes given from SonicBrawler (http://forums.kc-mm.com/index.php?topic=67178.0) and I am using Nebulons sc_selcharacter.pac from his pack, and I am just editing the existing textures without having to worry about doing it manually myself.


Title: Re: The BrawlEx Clone Engine
Post by: GameAndWatcher on April 10, 2014, 07:36:27 PM
There's your problem.
I dun goofed here. I thought you were using the old Clone Engine codes.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 07:36:53 PM
There's your problem.

You think so? Why is that?

See I had tried to use Project M Unbound's, but it wasn't as good as SonicBrawler's.

Post Merge: April 10, 2014, 07:44:34 PM
Alright. I tried changing to the Project M Unbound codes, and it did the same thing.  :srs:

Post Merge: April 10, 2014, 07:54:43 PM
I also just tried Nebulons normal codes, and my own custom codes. Both of them have the exact same errors. So it isn't the codes, the codes are fine. It must be something with the sc_selcharacter or the BrawlEx files.

Post Merge: April 10, 2014, 08:20:56 PM
I think it might just be a stupid file naming error...

What would you call the CSP after MenSelchrFaceB.1129?   11210? Cause that doesn't seem to work.


Title: Re: The BrawlEx Clone Engine
Post by: superluigi220 on April 10, 2014, 09:21:40 PM
am i doing something wrong when i add a clone over the id 58 on dolphin it says kirbypikmin.pac and crashes


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 09:22:24 PM
that video is outdated
we dont even use the css code anymore
lol

Ugh, I feel like a derp lol.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 10, 2014, 09:25:52 PM
am i doing something wrong when i add a clone over the id 58 on dolphin it says kirbypikmin.pac and crashes
58 doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 09:38:40 PM
Maybe I'm missing something, but I was just informed the videos on the OP were outdated and not of use with the new Brawl EX clone engine, is there an updated tutorial on where to get the up to date links with all the .dat files necessary, since the CSS code no longer applies, what the crap am I supposed to do to run this with Dolphin?

There seems to be too many inconsistencies with what's up to date, what's outdated, what files to use, I don't know WHERE I'm supposed to look for the latest and greatest Brawl EX clone-related files or what's what.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 09:39:16 PM

The main problem I am having is that as you scroll through Mewtwo's costumes when you get to the final one if freezes if you try to go any further. Why?


So I am also having this problem with Marth as well as Mewtwo, which is strange considering Marth is not a clone...

Post Merge: April 10, 2014, 09:40:43 PM
Maybe I'm missing something, but I was just informed the videos on the OP were outdated and not of use with the new Brawl EX clone engine, is there an updated tutorial on where to get the up to date links with all the .dat files necessary, since the CSS code no longer applies, what the crap am I supposed to do to run this with Dolphin?

There seems to be too many inconsistencies with what's up to date, what's outdated, what files to use, I don't know WHERE I'm supposed to look for the latest and greatest Brawl EX clone-related files or what's what.

Well here is a link to Sammi's most current tutorial. (https://www.youtube.com/watch?v=0QHtHbJL79M&list=UUCC3-Ug_l3LCpbAo8K3DOGQ)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 09:40:44 PM
On second thought, I was wrong for wanting to experiment with this clone engine.  Too much confusion for me, OP has CSS codes, but then people tell me CSS codes are not applicable, what the crap am I supposed to do?
What files are up to date, are they on the first page or somewhere else? How do I use the CSSRoster.dat if the Brawl EX 1.3.0 didn't come with it? I'm so bloody confused, the video tutorials are out of date, where do I go?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 09:43:22 PM
On second thought, I was wrong for wanting to experiment with this clone engine.  Too much confusion for me, OP has CSS codes, but then people tell me CSS codes are not applicable, what the crap am I supposed to do?

Don't have any CSS codes in your gct file. Then by using the BrawlExConfigUtility you can edit the CSSRoster.dat. From there you can edit the order of the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 09:44:35 PM
Don't have any CSS codes in your gct file. Then by using the BrawlExConfigUtility you can edit the CSSRoster.dat. From there you can edit the order of the CSS.

The Brawl EX engine zip file didn't come with that, none of the downloads I downloaded had such a file. I must have downloaded the wrong files.  How are these edited? Are there tutorials for editing the CSSRoster.dat? I haven't seen any really. Then where do you go? SD.raw? Like I said, this only confuses me more as I don't know where to go after that, there should be an updated tutorial or something.

So damn confusing, I'm about to screw the whole thing and just not bother.  This is causing me undue stress as I'm not able to figure out the proper, UPDATED steps to doing this right for Dolphin, that's all.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 09:58:52 PM
Ok so I have everything working now, but Mewtwo's final CSP causes the game to crash.  :notimp:

I have all of the proper files in place, and things are named correctly. It is just being stupid...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 10:18:00 PM
UPDATED steps to doing this right for Dolphin, that's all.


The Videos in the OP are dated, however they DO STILL APPLY if you don't use the CSS expansion. The newest video that uses my tool to automate everything is here. This one IS THE LATES INFO ON HOW TO SETUP THE ENGINE.

However the Brawl minus one is the one that documents how to setup dolphin with the sd.raw. if you already did that, just watch this video. If you don't want to use the CSS code, just download the BrawlEx CSS expansion and the BrawlEx clone engine in the OP's download links and plop them on the sdcard. Heres the video

http://youtu.be/0QHtHbJL79M] BrawlEx Clone Tool + CSS expansion (http://youtu.be/0QHtHbJL79M)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 10:27:47 PM
The Videos in the OP are dated, however they DO STILL APPLY if you don't use the CSS expansion. The newest video that uses my tool to automate everything is here. This one IS THE LATES INFO ON HOW TO SETUP THE ENGINE.

However the Brawl minus one is the one that documents how to setup dolphin with the sd.raw. if you already did that, just watch this video. If you don't want to use the CSS code, just download the BrawlEx CSS expansion and the BrawlEx clone engine in the OP's download links and plop them on the sdcard. Heres the video

[url]http://youtu.be/0QHtHbJL79M[/url]] BrawlEx Clone Tool + CSS expansion ([url]http://youtu.be/0QHtHbJL79M[/url])


I noticed something at the 2:20 mark, you show copying and pasting four folders into rsbe/pf , but they aren't in any of the downloads for some reason, do I need to get those folders that go in PF somewhere else?  What about PSA files? I don't think my hacks use them and I wish to use Krystal over Peach in a new slot, do I need to name the slot Peach or can I rename it to whatever I want to?

I saw in the vid that there was a zip called Brawl EX Expansion or something, but that wasn't in the download links either, where do I get that? It shows moving folders called BrawlEX, Module and System, but they're nowhere to be found.

Edit: Ninja'd never mind about the expansion stuff lol.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 10:38:21 PM
Shweet. Hope this helps you get it working.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 10:51:28 PM
Shweet. Hope this helps you get it working.

When you say "PSA file" what do you mean? Krystal over Peach doesn't have one, I think.

Also, with the clone tool, I keep getting an unhandled exception error.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 10:59:27 PM
By PSA file i meant whatever you downloaded from the vault or what have you. I only said that since i doubted people were adding clones of people already in the game, however thats what the engine does. It makes a new version of a character already in the game (Lucas for example) that you can put a moveset and model over just like normal.

Your going to need all the stuff from that clone off the Brawl Disc as well, just like in the video


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 11:01:15 PM
When you say "PSA file" what do you mean? Krystal over Peach doesn't have one, I think.

Generally the psa file is the FitFighter.pac and FitFighterMotionEtc.pac files which are put in the fighter folder. They are what gives characters custom movesets. So because Krystal doesn't have one it will just have normal Peach attacks, but look like Krystal.




Hey, Sammi, or anyone who knows. :P

Do you know where I can find the Fighter.dat for the independent pokemon? I know I saw it somewhere, but I can't seem to find it.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 11:02:17 PM
By PSA file i meant whatever you downloaded from the vault or what have you. I only said that since i doubted people were adding clones of people already in the game, however thats what the engine does. It makes a new version of a character already in the game (Lucas for example) that you can put a moveset and model over just like normal.

Your going to need all the stuff from that clone off the Brawl Disc as well, just like in the video

Already have the extracted ISO too, so all data partitions, files, PAC/PCS files, all there. This hack I made on my own, Krystal over Peach, so there's nothing to download per se, no idea what I can do about that. Now, I'm using Brawl EX Clone Tool 0.75 and choose the pf folder, I'm getting an exception error, I can't make a clone of Peach as it keeps popping up with this error message, like it's telling me it can't fine the CSSSlot files when I directed to to the right folder. Nothing's working out it seems.

Edit: Got ninja'd above, already have the files, so I'm good for using FitPeach.pac/pcs. But why the program keeps crashing like that, I'll never know. I can't add a Peach clone.

I keep getting errors that it can't "find" the files in the PF folder, but they're there.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 11:13:17 PM
I keep getting errors that it can't "find" the files in the PF folder, but they're there.

I get an error every time I use the tool, but the error only happens when I already have BrawlEx files within the folders. If the folders are empty it works fine. I just ignore the message and press the X in the corner. The tool functions like normal afterward, but I just can't see the clone files that I already have created.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 11:18:43 PM
You get an EXCEPTION when you try to add peach? or an error saying that it can't find CSSRoster.dat?

CSSRoster.dat needs to be in the BrawlEx folder, NOT inside any subfolders in BrawlEx's folder.
Also, Pokemon Master, If your getting that exception its generally caused from having .bak files from hexeditors in there. OR it could be some obscure bug i haven't seen yet caused when it can't find cosmetics for the clones. However, im almost positive i squashed that in the last update. (what version are you using? it should say v0.75 in the program title)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 11:22:42 PM
You get an EXCEPTION when you try to add peach? or an error saying that it can't find CSSRoster.dat?

CSSRoster.dat needs to be in the BrawlEx folder, NOT inside any subfolders in BrawlEx's folder.
Also, Pokemon Master, If your getting that exception its generally caused from having .bak files from hexeditors in there. OR it could be some obscure bug i haven't seen yet caused when it can't find cosmetics for the clones. However, im almost positive i squashed that in the last update. (what version are you using? it should say v0.75 in the program title)

The program doesn't close right away, as I can press continue, and yes, CSSRoster.dat is indeed in the BrawlEX folder. In the video, I see a zip called BrawlEX Clone Engine 1.1.50, but no such download exists on this site, and it shows in the Core Files the three folders, including BrawlEX, which is then later replaced by the CSS Clone Tool folders of the same name. I did that, wham! exception code, it doesn't even show the cloned entry, in fact, it just doesn't cooperate.

I just see copying from folders that aren't in the same Clone Engine zip I have, I have BrawlEx Clone Engine v1.2.0.0 but I see BrawlEx Clone Engine v1.1.50 in the video...I'm not sure where you're copying those three folders the first time, before replacing them with the same BrawlEX folder I see in BrawlEx CSS Expansion v1.0.2.0

I don't get errors from the CSSRoster.dat, but from something like Fighter04(SZerosuit).dat, even though it's in PF/BrawEX/FighterConfig/Fighter04(SZerosuit).dat

Yeah, using 0.75, but it's not finding any of the .dat files in the four CSSConfig, etc folder, even though they are in the right place.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 10, 2014, 11:30:19 PM
Also, Pokemon Master, If your getting that exception its generally caused from having .bak files from hexeditors in there. OR it could be some obscure bug i haven't seen yet caused when it can't find cosmetics for the clones. However, im almost positive i squashed that in the last update. (what version are you using? it should say v0.75 in the program title)

I did have some .bak, but I just tried deleting them. I still got the exception. And I am using the latest version.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 11:33:00 PM
I did have some .bak, but I just tried deleting them. I still got the exception. And I am using the latest version.


Guess we're in the same boat, I didn't see any .bak files, in pf, I have BrawlEX, Menu2, Module, System, and fighter. In the BrawlEX folder, I have, with all the .dat files, CosmeticConfig, CSSSlotConfig, FighterConfig, and SlotConfig along with CSSRoster.dat, so the placement is correct, but I still get the unhandled exception and it refuses to clone Peach.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 10, 2014, 11:35:52 PM
hmmmmmmmmmmm.......do you have sc_selcharacter or common5 in the folders? make sure they aren't compresed in any way. (if using common5 open it and hover sc_selcharacter and check its compression) YES I KNOW I SAID TO COMPRESS IT IN MY TUTS :( but the tool can't open it compressed at the moment.

if possible please post or pm me a screen cap of the exception


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 10, 2014, 11:39:22 PM
hmmmmmmmmmmm.......do you have sc_selcharacter or common5 in the folders? make sure they aren't compresed in any way. (if using common5 open it and hover sc_selcharacter and check its compression) YES I KNOW I SAID TO COMPRESS IT IN MY TUTS :( but the tool can't open it compressed at the moment.

if possible please post or pm me a screen cap of the exception

Wait what? Yes, in Menu2, I see sc_selcharacter.pac just fine, and in System, I see common2 and common3, but not common5. I'll send a PM in a couple of minutes, need to screencap the error.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 11, 2014, 09:01:42 AM
Is independent pokemon for brawl ex possible yet


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 09:14:19 AM
Is independent pokemon for brawl ex possible yet
It isn't possible to make clones, but there were some fighter.dat files for them that have floated around that allow for them to be independent. I just don't know where they went. :P



So for some reason two of my clones are pointing to the same files in my sc_selcharacter.pac. Both my Mewtwo and Roy clones point to the same files, so they both look like Mewtwo on my CSS... :/


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 11, 2014, 09:18:02 AM
It isn't possible to make clones, but there were some fighter.dat files for them that have floated around that allow for them to be independent. I just don't know where they went. :P



So for some reason two of my clones are pointing to the same files in my sc_selcharacter.pac. Both my Mewtwo and Roy clones point to the same files, so they both look like Mewtwo on my CSS... :/
he wasnt asking to make pokemon clones but to make them independant wich i think its possible if he uses some specifiq ids whcih dont summon the PT or the switches but idkn which ids they are.

if both of them load mewtwo file i bet on the roy fighterxx.dat you named the folder mewtwo


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 09:24:31 AM

if both of them load mewtwo file i bet on the roy fighterxx.dat you named the folder mewtwo

Nope. The Roy fighter is named for the Roy folder, and when you select the Mewtwo which is supposed to be Roy it still loads up Roy and you can play as him.

Post Merge: April 11, 2014, 09:41:05 AM
The weirdest thing just happened. I tried playing as Charizard for a round, and he was independent! Idk how but he was. But then I did a round right after that, but the pokemon trainer was back, and then charizard would transform again. Is there a way to get rid of the trainer? I think that that will solve the problem.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 10:28:04 AM
I give up, I so give up, I still get the No DVD found error in Dolphin 4.0, the CSS code isn't in the GCT file, so I made sure, all files, properly named, and still, it doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 11, 2014, 10:32:26 AM
I give up, I so give up, I still get the No DVD found error in Dolphin 4.0, the CSS code isn't in the GCT file, so I made sure, all files, properly named, and still, it doesn't work.
use a made pack


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 10:41:04 AM
use a made pack

Downloading right now ;D Drop it on the SD.raw, load Dolphin, and away I go :P


Update: That doesn't work either, the emulator is definitely conflicting with something, and I know the ISO isn't the issue either, but something Dolphin is freaking out with. Something's seriously messed up here, again, ISO image and the files themselves are ruled out, as I tried with an unmodified ISO from my HDD, still same results, even with the correct file pack, even the hook type in the settings were correct, still didn't work. Emulation settings are conflicting somewhere.

I do have USB Loader GX on my Wii along with the ISO, I could load cheats via that as well on a 2 GB card I have, so in a way, that might be less stressful.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 11:28:33 AM

I do have USB Loader GX on my Wii along with the ISO, I could load cheats via that as well on a 2 GB card I have, so in a way, that might be less stressful.

Using the actual Wii is defiantly less difficult to set up. That is what I use all the time because my Dolphin emulator also disagrees with it. :P Plus I feel like using the Wii is a better way to test it because that is what it will eventually need to work on.


So does anyone else know what I am taking about when I say Independent Pokemon BrawlEx .dat files? I'm pretty sure they have been posted in this huge thread somewhere, but with 325 pages.... I am not looking through that. I know I have done it before, and I have seen the files, but I must have accidentally deleted them somehow. :(


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 11:36:03 AM
Using the actual Wii is defiantly less difficult to set up. That is what I use all the time because my Dolphin emulator also disagrees with it. :P Plus I feel like using the Wii is a better way to test it because that is what it will eventually need to work on.


So does anyone else know what I am taking about when I say Independent Pokemon BrawlEx .dat files? I'm pretty sure they have been posted in this huge thread somewhere, but with 325 pages.... I am not looking through that. I know I have done it before, and I have seen the files, but I must have accidentally deleted them somehow. :(

Yeah, I do all my character and mod testing on Dolphin because it's easier to get things up and running and I can replace files directly without using codes or USB Loader GX, but something as complex as CSS replacement/expansion, real hardware would be the best bet.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 12:05:51 PM
YOUR POSITIVE that you right clicked on the brawl ISO in dolphin and set it as default?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 11, 2014, 12:19:23 PM
:kirby: Be sure you're using a full dump too (should say 7.9gb). I tried using a 4.7gb and I had issues.

I'm unsure about how Dolphin 4 loads things, but I have great success with Dolphin 3 (which is odd because File Patch isn't supposed to work in Dolphin 3).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 12:26:20 PM
I use dolphin 3 all the time. For consistency i just have both, but generally use 3 for testing stuff


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 12:37:19 PM
YOUR POSITIVE that you right clicked on the brawl ISO in dolphin and set it as default?

'

Oh absolutely. I'm thinking something broke in past 3.0, as 3.5 doesn't work, but I definitely see a check mark next to "Make Default ISO", the files are all correct, the folders are correct, Carnage made a pack for me to download, that didn't work. I tried a clean 7.9 GB ISO off my USB hard drive, none of those worked, meaning, something's screwed up in the emulator settings or simply, SD loading is completely broken in newer versions. Using real hardware would be far easier for this CSS/clone mod. The fact 3 works but 4 doesn't tells me something broke in 4.

:kirby: Be sure you're using a full dump too (should say 7.9gb). I tried using a 4.7gb and I had issues.

Screenshot

[url]http://i.imgur.com/tKokhkc.jpg[/url] ([url]http://i.imgur.com/tKokhkc.jpg[/url])

I'm unsure about how Dolphin 4 loads things, but I have great success with Dolphin 3 (which is odd because File Patch isn't supposed to work in Dolphin 3).


Indeed, I tried the original, unchanged ISO image, 7.9 GB, nada, didn't do a dang thing, something in newer versions broke SD emulation, I'm better off testing on real hardware because it just doesn't seem worth all this trouble to get the clone engine to work. I'm tempted to just go back to making my regular mods; that's what I get got wanting to do something different.  :laugh:


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 11, 2014, 12:39:43 PM
So does anyone else know what I am taking about when I say Independent Pokemon BrawlEx .dat files? I'm pretty sure they have been posted in this huge thread somewhere, but with 325 pages.... I am not looking through that. I know I have done it before, and I have seen the files, but I must have accidentally deleted them somehow. :(

Making an additional thread with extra and Updated info and links while PW is away might be a good idea.


Title: Re: The BrawlEx Clone Engine
Post by: Ezehokadrim on April 11, 2014, 12:57:49 PM
Using the actual Wii is defiantly less difficult to set up. That is what I use all the time because my Dolphin emulator also disagrees with it. :P Plus I feel like using the Wii is a better way to test it because that is what it will eventually need to work on.


So does anyone else know what I am taking about when I say Independent Pokemon BrawlEx .dat files? I'm pretty sure they have been posted in this huge thread somewhere, but with 325 pages.... I am not looking through that. I know I have done it before, and I have seen the files, but I must have accidentally deleted them somehow. :(

The Independent Pokemon files are in the OP. Just redownload the BrawlEx Clone Engine v1.2 zip and they are in the CSSlot config templates. If you already have CSSlots for the pokemons and you don't want to replace them, open them in an hex editor and change the value at 0x10 to 1E for Charizard, 20 for Squirtle and 22 for Venusaur. Oh and while I'm here does anyone know why some .rels bug on Dolphin? I may have trouble making them or something, but my other characters are working. Could anyone get me a marth rel with character ID 43 and any module ID above 99?


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on April 11, 2014, 01:10:32 PM
 :mewtwo:
So I'm back, and decided to give this another try. It loaded everything kinda right, but (it's megaman, by the way) the other clone slot appears as mario, and when I pick ness it freezes in game. I know this was mentioned before, but I don't feeling going on a hunt.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 11, 2014, 01:24:43 PM
'

Oh absolutely. I'm thinking something broke in past 3.0, as 3.5 doesn't work, but I definitely see a check mark next to "Make Default ISO", the files are all correct, the folders are correct, Carnage made a pack for me to download, that didn't work. I tried a clean 7.9 GB ISO off my USB hard drive, none of those worked, meaning, something's screwed up in the emulator settings or simply, SD loading is completely broken in newer versions. Using real hardware would be far easier for this CSS/clone mod. The fact 3 works but 4 doesn't tells me something broke in 4.

Indeed, I tried the original, unchanged ISO image, 7.9 GB, nada, didn't do a dang thing, something in newer versions broke SD emulation, I'm better off testing on real hardware because it just doesn't seem worth all this trouble to get the clone engine to work. I'm tempted to just go back to making my regular mods; that's what I get got wanting to do something different.  :laugh:
That screen'd says 9.9gb, so I would assume your ISO is bad.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 01:29:12 PM
:mewtwo:
So I'm back, and decided to give this another try. It loaded everything kinda right, but (it's megaman, by the way) the other clone slot appears as mario, and when I pick ness it freezes in game. I know this was mentioned before, but I don't feeling going on a hunt.

If the you have 2 clone slots and only one appears normal, generally something isn't configured right. are you using the CSS code or the CSS expansion?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 01:44:54 PM
That screen'd says 9.9gb, so I would assume your ISO is bad.

No, it's not, I tried both a 9.9 GB (modified) and 7.4 GB version of the ISO, neither of which worked at all. Both modded and unmodded ISOs have been tested and neither worked with Dolphin, I'm better off using real hardware for more complex hacks. For basic hacks like characters, music and textures, Dolphin isn't an issue as ISO files can be swapped out and tested, but for clone engines, not really ideal.

Summary: Dolphin didn't load a clean ISO nor did it load a modded ISO, both yielded in a "No DVD found" error despite having made both set to default ISO, Dolphin 3.5 and beyond have broken SD loading, even after loading Gecko OS 1.9.3.1 (or whatever the latest one is called), hook type set to the right one, nothing. Using a real Wii in this instance would make it easier for cloning.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 01:51:29 PM
Try just using 4.0.2 (the latest official release of dolphin) instead of a nightly build. im using 4.0.2 just fine right now :o you may want to check and recheck the default ISO setting. It also has to be set to AxNextFrame for the hooktype on dolphin, or you could get no dvd errors if i recall


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 01:53:47 PM
Try just using 4.0.2 (the latest official release of dolphin) instead of a nightly build. im using 4.0.2 just fine right now :o you may want to check and recheck the default ISO setting. It also has to be set to AxNextFrame for the hooktype on dolphin, or you could get no dvd errors if i recall

Using 4.0.2 right now, Brawl ISO set to default, SD.raw in /user/Wii directory, all files in correct placement and all are correctly named, following your up to date video, and loading the boot.elf from Gecko OS 1.9.3.1, is that the version you're using?

Still giving me the error, despite having followed the instructions, both on modded and unmodded ISO images. One thing I could try is deleting the emulator configs and starting from scratch again, but I don't have high hopes, I'm better off using a real Wii with USB Loader GX.  Not worth me stressing about Dolphin being stupid and just use it on the real thing. I can continue to do my other mods on Dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 02:05:12 PM
go into dolphins config, click the 'path' tab and make sure you the path for 'default iso' is set, and that it is correct.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 02:19:12 PM
go into dolphins config, click the 'path' tab and make sure you the path for 'default iso' is set, and that it is correct.

I tried Dolphin 3.0 and it got a little further, but it ultimately locked up when I got past the wii remote warning, then blank screen, so that alone tells me the ISO itself is perfectly fine, but something in 4.0 isn't right.  The fact 3.0 went further tells me something's off in newer versions.

Edit: Tried deleting the emulator settings, at first, before I set the DVD root and Apploader paths, it simply didn't load the ISO via Gecko OS, so I added the DVD root to the extracted ISO directory, same with the app loader, Gecko OS loaded, but I'm back to where I started, so I think the DVD root and app loader paths are the issue.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 02:27:03 PM

The Independent Pokemon files are in the OP. Just redownload the BrawlEx Clone Engine v1.2 zip and they are in the CSSlot config templates. If you already have CSSlots for the pokemons and you don't want to replace them, open them in an hex editor and change the value at 0x10 to 1E for Charizard, 20 for Squirtle and 22 for Venusaur.
Thank you for pointing this out. I feel really stupid now. :P I have my Charizard working fine now.

I'm still having trouble with my Roy and Mewtwo cosmetics though... I have an idea on how to fix it though.

Post Merge: April 11, 2014, 02:33:55 PM
Yeah never mind... That idea didn't work. I'm just gonna start over with them...  :-\


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 02:39:22 PM
Found the culprit, DVD Root was causing this the whole time, I got further, the game did begin to boot up and the cheats were applied, so that gives me hope, but the game locked up, so I need to double check my SD.raw next time.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 02:44:06 PM
sweet! now it's just a matter of getting BrawlEx setup right! theres a troubleshoot guide in the OP, try those first, then if you need further assistance, ask away


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 11, 2014, 02:47:10 PM
Turn fast load on in the game config. Should fix strap screen crashes in Dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 11, 2014, 02:48:50 PM
pkmn master its not working for me can u send them to me


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 02:51:06 PM
Turn fast load on in the game config. Should fix strap screen crashes in Dolphin.

Didn't know you could do that.  Still, I'm a lot closer than I was!

Hmm...the config file for Brawl is...off, need to fix that.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 11, 2014, 02:52:47 PM
do i just put the cssslotconfig files for independent pokemons in my folder?
nvm got it to work


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 02:59:55 PM
Sorry how do you skip the Wii strap screen? I see no options in Dolphin 4.0. And for the code file, just the file patch code 3.5.x? The code/gct is case sensitive? (Called RSBE01.gct) in the SD.raw file and Code Manager has ID RSBE01.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 03:10:35 PM
If your using the CSS expansion, the only code you will need is the File Patch code 3.5.1b included in the readme file for BrawlEx. The gct isn't case sensitive. Make sure your gecko settings are set to AxNextFrame


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 03:18:49 PM
do i just put the cssslotconfig files for independent pokemons in my folder?
I put all of the independent pokemon files into the BrawlEx folders. You also need to make sure to use the ones that say either [Lizardon Alone] and [Lizardon] instead of using the ones that say [PokeLizardon]. All you need to do is put those files in and it should work.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 11, 2014, 03:19:31 PM
Sorry how do you skip the Wii strap screen? I see no options in Dolphin 4.0. And for the code file, just the file patch code 3.5.x? The code/gct is case sensitive? (Called RSBE01.gct) in the SD.raw file and Code Manager has ID RSBE01.
You don't skip strap loader. The option is called Speed Up Disc Transfer Rate, and it does exactly what it says.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 11, 2014, 03:26:08 PM
Has anyone else had any problems with Kirby?  :kdance:

He is being really random and unpredictable for me. Sometimes he freezes after being selected. Sometimes he causes the game to freeze right after you select the stage. Sometimes he freezes the game after his entry. And sometimes he actually works and plays all the way through to the end.

I am extremely confused by this... :srs:


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 11, 2014, 04:33:43 PM
Hey Nebulon, does your pack have Stock Icons for characters?

You know, to be able to play Classic Mode.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 11, 2014, 07:38:24 PM
Guys I can't get classic mode to work :( is it possible


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 08:34:26 PM
If your using the CSS expansion, the only code you will need is the File Patch code 3.5.1b included in the readme file for BrawlEx. The gct isn't case sensitive. Make sure your gecko settings are set to AxNextFrame

So, for a fact I can rule out the ISO and Dolphin, the more variable I rule out the better, the game seems to lock up at the boot screen where it shows the strap warning, is there a way to bypass that? Both the file pack that was sent for me to test in PM and the one I made from the tutorial are locking up the game, so the order of files could be the problem, I'll double check. Nevertheless, I'm way closer than I was earlier, I have hope of this working ;D

You don't skip strap loader. The option is called Speed Up Disc Transfer Rate, and it does exactly what it says.

Okay, enabled that in the settings, game still crashes after the code and SD files load, but Gecko OS does indeed act normally, so I'm really close, the folder/file hierarchy is likely messed up on my end. I think I'll make screenshots of the folders in the SD.raw file.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 11, 2014, 09:01:13 PM
I'm using Dolphin 4.0-1351 (working on dowloading 4.02 right now) and I loaded my game via the Project M loader. My hacks load up fine, but when I go the the CSS, there are no icons o-o
Like, the little boxes where you hover over the character and select them. They aren't there.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 09:07:18 PM
I'm using Dolphin 4.0-1351 (working on dowloading 4.02 right now) and I loaded my game via the Project M loader. My hacks load up fine, but when I go the the CSS, there are no icons o-o
Like, the little boxes where you hover over the character and select them. They aren't there.

How the crap did you get your codes to load on Dolphin? I loaded up SD.raw and Gecko OS loaded the game up just fine, er rather, didn't give me a DVD error, which is good, but the game locks up right when it hits the strap screen for me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 09:08:21 PM
I'm using Dolphin 4.0-1351 (working on dowloading 4.02 right now) and I loaded my game via the Project M loader. My hacks load up fine, but when I go the the CSS, there are no icons o-o
Like, the little boxes where you hover over the character and select them. They aren't there.

Means CSSRoster.dat isn't being found :P


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 11, 2014, 09:20:34 PM
How the crap did you get your codes to load on Dolphin? I loaded up SD.raw and Gecko OS loaded the game up just fine, er rather, didn't give me a DVD error, which is good, but the game locks up right when it hits the strap screen for me.
Create a virtual SD card. In Dolphin, I loaded the .elf for the Project M loader and configured it to use AXNextFrame. You also gotta make sure the Brawl ISO is set as the default image.
Means CSSRoster.dat isn't being found :P
That's strange. I have the CSSRoster.dat in the BrawlEx folder in my SD image...
I'll try remaking the image.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 11, 2014, 09:32:45 PM
ImDisk Virtual Disk <4
Best image software ever.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 09:52:58 PM
Create a virtual SD card. In Dolphin, I loaded the .elf for the Project M loader and configured it to use AXNextFrame. You also gotta make sure the Brawl ISO is set as the default image.That's strange. I have the CSSRoster.dat in the BrawlEx folder in my SD image...
I'll try remaking the image.

Yep, did all that, SD.raw with all the folders (Private ->wii->app-> etc) "Insert SD card" enabled, Brawl set to default ISO, the game does look like it almost boots past the Gecko OS screen, but then immediately locks up but I only use the file patch code 3.5.1 or whatever that most reliable version of the code is. I'm getting further as before I had a "No DVD found" error, which was a PEBAKC on my part.

What I'm trying to do is make a clone of Peach to add all six slots from my recent Krystal hack over the new slot, which in hex is 3F. Why it keeps locking up at the strap/splash screen, I don't know, it's baffling.  CSSRoster.dat has been properly edited and the Peach clone has been generated in the BrawlEX folder (well, the four folders that go in there) Fighter3F.dat, etc. Brawl EX Engine cloned her slot ID just fine, but again, Dolphin locks up just as the game is about to load with the SD card :-\

Gecko OS definitely is set to  AXNextFrame


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 10:28:01 PM
Might want to try downloading a pack now that dolphin is finding the dvd, then modifying from there. you can use my tool to remove all the clones you dont want


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 11, 2014, 10:33:51 PM
Ok, so. I STILL can't get BrawlEx to work on my Wii, or even the FPC it's self.
Ok, I know something is being loaded, the Stage Expansion Code. But when I goto the second stage, it's expanded, but they're all default stages in a random order :
The game takes longer to load, such as when I switch menus, start a match, end a match ect.
I know my pack works cause it works on Dolphin, and yes. I've tried someone elses pack.
I'm using a 4GB SDHC card, keep in mind I'm using the SDHC expansion, and I'm also using CFGUSB Loader.
My hooktype is on AXNextframe, IOS 249 is being loaded and my SD card isn't locked.
Help? D:

Post Merge: April 11, 2014, 10:35:59 PM
Wow... Can't belive I didn't try this. Just set my IOS to 250.... BOOOM IT WORKED :D:D:D


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 10:38:56 PM
Might want to try downloading a pack now that dolphin is finding the dvd, then modifying from there. you can use my tool to remove all the clones you dont want


The one I downloaded was a pack from Carnage, I'm not aware of any other packs with bundled folders and files? Are they located in the OP by chance? Then I use BrawlEx Clone Tool to remove the clones I don't want? What about the GCT file, just the file patch code 3.5.1 named to "rsbe01.gct". What should the hierarchy of the SD card look like?

What I have in the SD root:

SD:/codes/rsbe01.gct
SD:/Private/wii/app/rsbe/pf/Brawl EX (along with Module, Menu2, Fighter, BrawlEX, and system)?

Then in BrawlEX, there should be CosmeticConfig, CSSSlotConfig, FighterConfig, SlotConfig, and CSSRoster.dat? Within each of those four folders, lies Peach's clone for slot 3F, named by using the Clone Engine 0.75.   As for the folder "Fighter", it should contain the character I wish to clone, in this case, Peach using a folder called Krystal, so I use my recent Krystal and all her recolors, used the mass re-namer so all the files are appropriately named to FitKrystalXX, etc.

Do you have any links to packs I could download?

In summary: all I need are the necessary files to add another slot for Krystal over Peach, the file patch 3.5.1 code and anything else I need for the slot to work properly, I don't need a fancy CSS redo, I'm fine with the look of the original menu and boot/splash screen, just a no-frills way of loading another slot of a Peach clone, nothing more.  ;D

Screencaps of the folder hierarchy for SD.raw (er, rather, before I use WinImage):

(http://i.imgur.com/53ZMPzv.jpg)
(http://i.imgur.com/dIzUzsk.jpg)
(http://i.imgur.com/z5CattJ.jpg)

I sense a poorly configured SD card/folder structure on my end.  Again, is there a link to a premade pack with all the correctly-placed folders and files, then use the BrawlEX Clone Engine 0.75 to remove all but Peach?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 11, 2014, 11:06:39 PM
Your hierarchy seems alright. Did you rename the Peach clone's FighterConfig file using the Config Utility, or did you just direct-copy the Peach template and name the file Fighter3F.dat?

If so, the problem must be something not related to the file name and hierarchy. Would you like me to make a quick Peach/Krystal slot pf folder instead? I've never had a clone fail. Then again, I am on console.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 11, 2014, 11:16:53 PM
did you modify the pack in any way? i suggest leaving everything the way it was, and trying to see if it will boot. if it does, you can use my tool to remove clones.

The fact that its not booting makes me think that BrawlEx isn't setup correctly. ER WAIT! you do know that BrawlEx adds roughly 10 seconds to the startup time right? just let dolphin sit for a while when its booting up, and let me know if it eventually starts up. IF you know how, try to put it in debug mode so you can see the log.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 11:20:29 PM
Your hierarchy seems alright. Did you rename the Peach clone's FighterConfig file using the Config Utility, or did you just direct-copy the Peach template and name the file Fighter3F.dat?

If so, the problem must be something not related to the file name and hierarchy. Would you like me to make a quick Peach/Krystal slot pf folder instead? I've never had a clone fail. Then again, I am on console.

The clone engine works on Dolphin, that's definite, and I do have Fighter3F.dat and all the "3F" files in the other three folders, so there's only one clone. What do I with FitPeach, MotionPacETC, and etc files? I mean, don't you need to download my Krystal hack in order for this to work with Krystal (the most recent one as I wish to avoid the older Krystal models do to being not as well rigged)?

Yeah, I used the Config Utility, no, the program generated all the right files in the right folders.  Here are the folders in what I believe to the right placement, along with the files I wish to have be part of the clone (FitKrystal, etc as used with the Mass Renamer in the BrawlEX Clone Engine, ver 0.75). Er...I'll send the link via PM ;)


did you modify the pack in any way? i suggest leaving everything the way it was, and trying to see if it will boot. if it does, you can use my tool to remove clones.

The fact that its not booting makes me think that BrawlEx isn't setup correctly. ER WAIT! you do know that BrawlEx adds roughly 10 seconds to the startup time right? just let dolphin sit for a while when its booting up, and let me know if it eventually starts up. IF you know how, try to put it in debug mode so you can see the log.

What pack file are you talking about? You mean the one I got was from Carnage? No, I directly copied it to the SD.raw image using WinImage, then loaded the Gecko OS boot.elf in Dolphin. I briefly saw the splash screen then "WHAM!" game crashes. The problem is that I'm looking for very specific files, only for the sake of making one extra slot, and using Peach's clone to make a new slot for Krystal over Peach, the one I released last week. Either that or I'm probably too dense to figure out how this works.  ;)

I tried waiting, but the emulator screen turns white with the little spinning wait cursor and then crashes the emulator before 10 seconds.

Would you be so kind as to direct me to this pack you speak of? The one I got isn't the one you're referring to, I think.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 11, 2014, 11:27:36 PM
Ah, I see. You must be using Sammi's Clone Tool. I can't speak much of it, myself (I add all my clones manually), but hopefully I should at least be able to help you set up the SD card for future endeavors. :)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 11:28:20 PM
Ah, I see. You must be using Sammi's Clone Tool. I can't speak much of it, myself (I add all my clones manually), but hopefully I should at least be able to help you set up the SD card for future endeavors. :)

PM sent, and I appreciate it :D For now, just need one clone for Peach, or something as I can't figure this out worth crap lol! I used his tutorial because of how easy it was to follow, but I clearly encountered an 1D10T/PEBKAC error.  Would this be a template of sorts, to go off of. Don't get me wrong, I'm very appreciative of the tool released by these people, they've helped me understand more about hacking I didn't realize was possible  ;D


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 11, 2014, 11:46:54 PM
PM sent, and I appreciate it :D For now, just need one clone for Peach, or something as I can't figure this out worth crap lol! I used his tutorial because of how easy it was to follow, but I clearly encountered an 1D10T/PEBKAC error.  Would this be a template of sorts, to go off of. Don't get me wrong, I'm very appreciative of the tool released by these people, they've helped me understand more about hacking I didn't realize was possible  ;D
Eh, I dunno about a template, it'd require some explaining. It's getting a little late for me, but if you want a step-by-step of the manual process later (with images instead of just text) I'll be happy to give it to you tomorrow.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 11, 2014, 11:59:53 PM
Eh, I dunno about a template, it'd require some explaining. It's getting a little late for me, but if you want a step-by-step of the manual process later (with images instead of just text) I'll be happy to give it to you tomorrow.

Sure thing, I'd appreciate it when you have the time, thanks again! A step-by-step manual would be great ;D

Got the files, now, the emulator doesn't crash, which is definitely another good step in the right direction, but Gecko OS just seems to be stuck on "loading ISO, applying cheat codes...." and then just sits there doing nothing. I'll try making a new cheats and Private directory.


So close!!! Lol!

Edit: Yeah, that tears it, I'll have to do this on real hardware, Dolphin is just being...interesting.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 08:45:23 AM
Do you want me to send you my entire Dolphin 3 configuration?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:20:54 AM
Do you want me to send you my entire Dolphin 3 configuration?

If you want, it's really weird; I'm getting very, very close, just one more step and I'm there, Gecko OS loads perfectly fine and it does look like it's about to load the cheats and the ISO image, but it gets stuck at "loading ISO....applying cheats from SD...." but the emulator itself doesn't actually crash as I can close the window without it giving me an error, and doesn't say "not responding". Very peculiar, but I am making progress...I think.


Title: Re: The BrawlEx Clone Engine
Post by: londtex on April 12, 2014, 11:32:53 AM
I got Brawl Ex working,but sometime the music stop and the game freezes. I am only using
the file Patch code and sdhc code. I am i doing some thing wrong or dose Brawl Ex do that?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 12, 2014, 11:33:25 AM
Is Kirby hat with brawl ex possible yet?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 12, 2014, 12:00:25 PM
I'm still having issues with the CSS icons showing up. It's still blank, after I remade my SD image and got Dolphin 4.02.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 12, 2014, 12:03:54 PM
I'm still having issues with the CSS icons showing up. It's still blank, after I remade my SD image and got Dolphin 4.02.
did u remember to use pw's selcharacter pac?

Post Merge: April 12, 2014, 12:05:14 PM
I got Brawl Ex working,but sometime the music stop and the game freezes. I am only using
the file Patch code and sdhc code. I am i doing some thing wrong or dose Brawl Ex do that?
brawl ex doesnt do that


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 12, 2014, 12:05:57 PM
did u remember to use pw's selcharacter pac?
My SD image is an exact copy of my SD card, which loads BrawlEx just fine.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 12, 2014, 02:33:19 PM
How are you loading the game With dolphin?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 12, 2014, 02:42:11 PM
I tried both using the Project M loader and the GCT on the SD image, and normally via the Dolphin cheats and the SD image.

Sammi. Can you explain what you did? Maybe I'm doing something wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 12, 2014, 03:00:04 PM
If anyone wants to take a look at the BrawlEX pack I compiled just click my signature.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 12, 2014, 05:09:17 PM
I tried both using the Project M loader and the GCT on the SD image, and normally via the Dolphin cheats and the SD image.

Sammi. Can you explain what you did? Maybe I'm doing something wrong.
Have you tried GeckoOS?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 12, 2014, 05:38:35 PM
If anyone wants to take a look at the BrawlEX pack I compiled just click my signature.
A quick question: what PSA do you pack makers use for Mickey Mouse? I use the Mickey's Soul one, but if there's something better, could you point me in it's direction?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 05:47:03 PM
Have you tried GeckoOS?
SDHC =/= Gecko OS.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 06:01:05 PM
Turns out, I can launch the game with Gecko OS without problems, but only if I boot without codes enabled, notably, the File Patch Code. I don't think that code works with Dolphin 3.x or 4.x at all, as it's what been crashing the emulator. I know that because I just tried, but obviously, no CSS differences were noticeable.  The FPC conflicts with Dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 12, 2014, 06:05:31 PM
Thats not true, it does work with dolphin. me, some people on these forums, and most of my fellow Minus developers use it to make the mod, so i know its not just me, and i know its not conflicting with dolphin. However, if something being PATCHED is corrupted, then it will freeze with the FPC. If your looking for another pack to try, try melee master's or Nebulon's


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 06:12:36 PM
Thats not true, it does work with dolphin. me, some people on these forums, and most of my fellow Minus developers use it to make the mod, so i know its not just me, and i know its not conflicting with dolphin. However, if something being PATCHED is corrupted, then it will freeze with the FPC. If your looking for another pack to try, try melee master's or Nebulon's

Like, I can get Gecko OS to run the ISO through the app without the FPC, it's just locking up WHEN I use the file patch code, why, I haven't a clue, it's baffling.

Sorry for sounding skeptical, just haven't a clue why the code isn't being applied.  Loads GeckoOS fine without codes, locks up with it.  Today, I had help making everything manually with success, but still, the code refuses to patch in the app and just hangs at the loading screen, so I don't have a clue. Everything in his and your tutorial was done exactly.

Do I need an apps/geckoos1931 folder with the boot file in the SD card as well?  Because it got past the Gecko OS screen, but then it was just blank with the emulator log spamming the same string of text thousands of times over and over.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 12, 2014, 06:56:36 PM
so I got good news guys
i have updated gigabowser, now u dont need to add the extra code i had in the initial release
all u do is add the edited config files I compiled and that is it
the files are here:   https://docs.google.com/file/d/0B2G9p_N3oTiaejg1R1BGQ3VmU00/edit?pli=1 (https://docs.google.com/file/d/0B2G9p_N3oTiaejg1R1BGQ3VmU00/edit?pli=1)
and ill be updating the stuff in my signature links later on
Also by default, these config files use Koopas cosmetics
So you can just plug it in and add Gigabowser to your game
ill be making another version with edited configs to load custom CSP's, or in the meanwhile you can use Sammis tutorials to do it yourself :P

also, you dont even have to add the gkoopa folder to your fighters folder, the game will load it by default.
you can if u want to change the costume or whatever
like always,
enjoy.

(http://i.picresize.com/images/2014/01/13/7uW6.png)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 07:29:30 PM
Yep, FPC crashes the game, even using the built-in FPC for Brawl crashes...

I can load the ISO through Gecko OS fine, it does boot up, but it's when I use the GCT file it all goes to hell, i.e, it crashes. Tried the built-in codes for the emulator settings, nothing. At this point, I may as well use a real Wii since it's being very picky.  If someone can send me their premade gct file for me to try on my SD.raw, it would be helpful and appreciated  ;D  I'm probably making them wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 12, 2014, 08:00:44 PM
How are you making the GCT file by chance?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 08:06:01 PM
How are you making the GCT file by chance?

Game Code Manager. er Code Manager, the program with the skull on it. I'm just saying, the GCT keeps failing to load, and was hoping I could try someone else's to see if it works. All I have is the File Patch Code 3.5.1b, the file is named rsbe01.gct and the ID in the file is RSBE01 (not sure if the file is case sensitive or not), so would someone be willing to send me their GCT if that's not too much trouble?

This is proving to be VERY infuriating for me, I don't know how everyone else is running this on Dolphin without problems but I seem to have rotten luck, I don't understand it, at all, and I'm about to pull my hair out. The hierarchy is correct, the files for the clone are correct, in fact, Gecko OS loads the ISO just fine, so long as there is no GCT file. If the GCT is in there, it crashes right away, so please, if anyone has their GCT for me to test, it would be greatly appreciated.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 12, 2014, 08:13:07 PM
Try this one:  FilePatch only  (http://www.mediafire.com/download/snf08x8er07ii5r)


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 08:19:42 PM
Try this one:  FilePatch only  ([url]http://www.mediafire.com/download/snf08x8er07ii5r[/url])



Tried that, it got past the Gecko OS screen, Hook Type is set to AXNextFrame and the config file has been saved, I loaded the ISO and it bloody locked up on me. I'm just doomed to never being able to run this hack on Dolphin, at all, so, the GCT file was another variable that we ruled out, who knows what else it can be...  :(  Damn...


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 08:26:21 PM

Tried that, it got past the Gecko OS screen, Hook Type is set to AXNextFrame and the config file has been saved, I loaded the ISO and it bloody locked up on me. I'm just doomed to never being able to run this hack on Dolphin, at all, so, the GCT file was another variable that we ruled out, who knows what else it can be...  :(  Damn...

Are you using the gameconfig.txt file?
Gecko OS usually needs it for long codes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 12, 2014, 08:43:44 PM
But just one filepatch code wouldn't exceed the limit. hmm.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 09:05:04 PM
Have you tried the Dolphin Build of BrawlExpanded? If that doesn't work, it is definitely your Dolphin configuration.

Also turn panic handlers on, that might help determine the problem.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 09:05:53 PM
But just one filepatch code wouldn't exceed the limit. hmm.

Well, then he's doing something wrong.
Or he is a PAL user and can't do it because this File Patch Code is for NTSC-U.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:09:04 PM
Well, then he's doing something wrong.
Or he is a PAL user and can't do it because this File Patch Code is for NTSC-U.

Nope, all my games are NTSC-U, never touched a PAL game.

Have you tried the Dolphin Build of BrawlExpanded? If that doesn't work, it is definitely your Dolphin configuration.

Also turn panic handlers on, that might help determine the problem.

Emulator crashes before any messages are displayed. I tried Dolphin 3.0, same results, also crashes. This has given me so much stress I might as well run it on a real Wii.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 09:10:45 PM
Nope, all my games are NTSC-U, never touched a PAL game.

Then it is your Dolphin configuration or you're doing something wrong over there.

IDK since I use my Wii to load Brawl hacks.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:17:33 PM
Then it is your Dolphin configuration or you're doing something wrong over there.

IDK since I use my Wii to load Brawl hacks.

I tried deleting all the config and still does it, Why, I haven't a clue, I like Dolphin because for my other hacks, it's more convenient to test (then again, they're more basic), but something this complex, yeah right, I don't have high hopes.  I've followed two different but reliable tutorials, one that was automatic and the other was done manually. Oddly enough, again, I can load Gecko OS and it does load the ISO image just fine, so long as there are no gct files. It's when gct files are found that it locks up


Current SD.raw hiearchy:

Private/wii/app/rsbe/pf
codes/rsbe01.gct

no apps folder in root

Then in the pf folder:

pf/BrawlEx
pf/fighter/krystal/all Peach's renamed files
pf/menu2/sc_selcharacter.pac
pf/module/bx_fighter.rel, ft_kirby.rel, ft_krystal.rel (for Peach)
pf/system/common2 and common3.pac

Then in the BrawEx folder:

BrawlEX/CSSRoster.dat
BrawlEX/CosmeticConfig/Cosmetic3F.dat
BrawlEx/CSSSlotConfig/CSSSlot3F.dat
BrawlEx/FighterConfig/Fighter3F.dat
BrawlEx/SlotConfig/Slot3F.dat

3F was intended to be for Krystal over Peach, but no codes seem to be working. Tried this on both my current modified and unmodified ISO images, same results.

If that's not the correct hierarchy, I don't know what is.  :-\

More detailed screenshots coming in a bit.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 12, 2014, 09:19:23 PM
excellent work jon don bravoex


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on April 12, 2014, 09:25:49 PM
I haven't really been here recently, so I have a few questions.
1.) Have any new modules been released? The last one I saw was CF
2.)Why does CF FS freeze?
3.) has anyone found a fix to the now loading freeze?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 12, 2014, 09:27:21 PM
3.) has anyone found a fix to the now loading freeze?
You can't have the "info2" folder.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 09:33:27 PM
You can't have the "info2" folder.


How does that answer the question?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 12, 2014, 09:38:46 PM
How does that answer the question?
If you have the "Info2" folder, Brawl will not load past Now Loading...


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 09:40:39 PM
If you have the "Info2" folder, Brawl will not load past Now Loading...

I don't have it and it still happens most of the time.

But eventually works as it should.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 12, 2014, 09:41:06 PM
Nope, all my games are NTSC-U, never touched a PAL game.

Emulator crashes before any messages are displayed. I tried Dolphin 3.0, same results, also crashes. This has given me so much stress I might as well run it on a real Wii.
Try Dolphin 4.01 its much better :sparta:


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 12, 2014, 09:41:49 PM
I don't have it and it still happens most of the time.

But eventually works as it should.
Besides that, I do have it and it works every time.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:42:12 PM
I'm think I'll need to send the hierarchy of SD.raw for someone to look at to ensure it's correctly done because clearly, there's a piece of the puzzle that's missing. I'm close, very close, to getting this done, but this is getting very weird, at least then, someone can determine what the issue is.


Try Dolphin 4.01 its much better :sparta:

I've tried numerous versions, I only went back to 3.0 as per a suggestion, I've tried 4.0, 4.0.1, 4.0.2, didn't do jack squat. I think I'll have someone look at my folder/file hierarchy of the SD.raw file or something, as I'm clearly not doing something right.  Loading the ISO via Gecko OS without a gct file, game boots perfectly fine, load the ISO with Gecko OS plus the File Patch Code, instant crash after going through Gecko. That's what I need help with, to have someone else double check my files as someone can make the same error without realizing it, but with someone else double checking, you can find out more.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 09:45:01 PM
I tried deleting all the config and still does it, Why, I haven't a clue, I like Dolphin because for my other hacks, it's more convenient to test (then again, they're more basic), but something this complex, yeah right, I don't have high hopes.  I've followed two different but reliable tutorials, one that was automatic and the other was done manually. Oddly enough, again, I can load Gecko OS and it does load the ISO image just fine, so long as there are no gct files. It's when gct files are found that it locks up


Current SD.raw hiearchy:

Private/wii/app/rsbe/pf
codes/rsbe01.gct

no apps folder in root

Then in the pf folder:

pf/BrawlEx
pf/fighter/krystal/all Peach's renamed files
pf/menu2/sc_selcharacter.pac
pf/module/bx_fighter.rel, ft_kirby.rel, ft_krystal.rel (for Peach)
pf/system/common2 and common3.pac

Then in the BrawEx folder:

BrawlEX/CSSRoster.dat
BrawlEX/CosmeticConfig/Cosmetic3F.dat
BrawlEx/CSSSlotConfig/CSSSlot3F.dat
BrawlEx/FighterConfig/Fighter3F.dat
BrawlEx/SlotConfig/Slot3F.dat

3F was intended to be for Krystal over Peach, but no codes seem to be working. Tried this on both my current modified and unmodified ISO images, same results.

If that's not the correct hierarchy, I don't know what is.  :-\

More detailed screenshots coming in a bit.
I sense you're using Dolphin x64. Try using the x86 version. It probably won't help, but that's what I use.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:46:44 PM
I sense you're using Dolphin x64. Try using the x86 version. It probably won't help, but that's what I use.

Never thought of that, I use the X64 since I'm on a 64-bit version of Windows 7 Pro, again, I might have someone look at the files/folders for what I use, and possibly even test it on their end to see if it's a PEBKAC error.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 09:49:25 PM
Never thought of that, I use the X64 since I'm on a 64-bit version of Windows 7 Pro, again, I might have someone look at the files/folders for what I use, and possibly even test it on their end to see if it's a PEBKAC error.
I dunno what a pebkac is, but I happen to have the same setup as you do (64-bit Windows 7 Professional).


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 09:51:44 PM
I dunno what a pebkac is, but I happen to have the same setup as you do (64-bit Windows 7 Professional).

PEBKAC, problem exists between keyboard and chair, an end-user error. Anyway, if the 32-bit version doesn't work, I'm sending these files for someone to look into, or something, as this is pissing me off.

Edit: Crashed immediately when using Gecko OS...wtf?  
Edit 2: Hates the 32-bit version, so it won't load it, looks like 64-bit only for me.

Edit 3: That's it, I'm having someone look at these files, I can't think of anything else, I'm at the end of my rope here.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 10:02:21 PM
PEBKAC, problem exists between keyboard and chair, an end-user error. Anyway, if the 32-bit version doesn't work, I'm sending these files for someone to look into, or something, as this is pissing me off.

Edit: Crashed immediately when using Gecko OS...wtf?  
Edit 2: Hates the 32-bit version, so it won't load it, looks like 64-bit only for me.

Edit 3: That's it, I'm having someone look at these files, I can't think of anything else, I'm at the end of my rope here.
Try this:
Imaging the sd.raw onto an actual SD and Wii testing. This will rule out the build if it works.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 10:05:51 PM
Try this:
Imaging the sd.raw onto an actual SD and Wii testing. This will rule out the build if it works.


I'm trying to avoid having to do this as it's a last resort and I don't want to have to set up my Wii quite yet, hence why I mentioned that having someone double check to see if the hierarchy is even correct after trying two different tutorials multiple times. Time and time again, I've done nothing but fail at trying to get the bloody thing to work, if it doesn't work on Dolphin, chances are it will lock up on the Wii, as I've had mods work on Dolphin but not the Wii.

Again, I'd rather have someone assist with neutralizing errors while I'm still on my PC so I don't have to keep going back and forth between the Wii and my PC. I zipped all my SD files and put it on Dropbox, I just hope someone can help double check the files beforehand, but, at this rate, I'd rather not impose on anyone for assistance as well, you know....

I'd rather not have to get my Wii out of some box somewhere in my closet, hook...in fact, I can't even hook it up, my roommate's TV's occupied with other electronics taking up the inputs. Anyways, I'm at a (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446).


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 12, 2014, 10:33:55 PM
I'm trying to avoid having to do this as it's a last resort and I don't want to have to set up my Wii quite yet, hence why I mentioned that having someone double check to see if the hierarchy is even correct after trying two different tutorials multiple times. Time and time again, I've done nothing but fail at trying to get the bloody thing to work, if it doesn't work on Dolphin, chances are it will lock up on the Wii, as I've had mods work on Dolphin but not the Wii.

Again, I'd rather have someone assist with neutralizing errors while I'm still on my PC so I don't have to keep going back and forth between the Wii and my PC. I zipped all my SD files and put it on Dropbox, I just hope someone can help double check the files beforehand, but, at this rate, I'd rather not impose on anyone for assistance as well, you know....

I'd rather not have to get my Wii out of some box somewhere in my closet, hook...in fact, I can't even hook it up, my roommate's TV's occupied with other electronics taking up the inputs. Anyways, I'm at a ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url]).

Given the information, your file hierarchy seems is correct, so it's either a dat problem or a configuration problem. Highly recommended to check the .dats again, at least until I can zip up my Dolphin build.


Title: Re: The BrawlEx Clone Engine
Post by: Xinc on April 12, 2014, 10:36:44 PM
https://www.youtube.com/watch?v=jT_4Xma3Eck (https://www.youtube.com/watch?v=jT_4Xma3Eck)

I tried replaying something I saved a while ago and there was a powerful desync. Just putting this out there for all those who want to record something on a replay for BrawlEX.


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 12, 2014, 10:55:10 PM
Given the information, your file hierarchy seems is correct, so it's either a dat problem or a configuration problem. Highly recommended to check the .dats again, at least until I can zip up my Dolphin build.

Alright, sounds good, I'll double check the .dat files, I wouldn't be surprised, but there are at least module files for Peach, so I know I'm not trying to clone a char. that doesn't have a rel file. Anyways, I need to take a break from trying for an hour or so, my brain is completely fried from trying to figure it out.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 12, 2014, 11:20:43 PM
Are there any modules being worked on right now?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 11:21:36 PM
I hate how announcer calls are heard in the Wiimote whenever character is selected in Nebulon's pack.

Is there a way to get stop the Wiimote sounds stop sounding in the Wiimote?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 12, 2014, 11:22:17 PM
I hate how announcer calls are heard in the Wiimote whenever character is selected in Nebulon's pack.

Is there a way to get stop the Wiimote sounds stop sounding in the Wiimote?
Press the home button, Wiimote settings, turn the sound all the way down.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 12, 2014, 11:27:02 PM
Press the home button, Wiimote settings, turn the sound all the way down.

I'd had the Wii for 5 YEARS, and I never knew about that?

C'mon!

Thanks for that.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 13, 2014, 02:26:25 AM
excellent work jon don bravoex
no problem
guess it worked good for you.
im wondering if we can use Bosses using this method I used for Giga bowser>.>


Title: Re: The BrawlEx Clone Engine
Post by: aristotle on April 13, 2014, 03:58:57 AM
Has an ExModule for Samus been released yet? If not, is it possible to get a samus clone to work using the original ft_samus.rel file?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 13, 2014, 04:04:10 AM
Nope, notyet, and sadly no it won't.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 13, 2014, 07:56:07 AM
I sense you're using Dolphin x64. Try using the x86 version. It probably won't help, but that's what I use.
I have x64 as well, cuz my laptop is x64. Should I try the x86 version?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 13, 2014, 08:33:04 AM
I have x64 as well, cuz my laptop is x64. Should I try the x86 version?

32-bit refused to load with Gecko OS on my end, I'm stuck with 64-bit, not that mind however. At this rate, the trouble I've been going through almost makes it not worth using it on Dolphin, but I've on more attempt to try with something that was sent in my direction.

Edit: Yup, not even the SD.raw that was sent to me for testing works, now I really need someone to test mine to see what exactly the cause is, so we know it's not the SD.raw at fault, nor the gct file itself.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 13, 2014, 09:23:21 AM
no problem
guess it worked good for you.
im wondering if we can use Bosses using this method I used for Giga bowser>.>
Likely not, as the bosses have different PSA commands than fighters. Might be able to get Warioman to work, but that's just about it.

I have x64 as well, cuz my laptop is x64. Should I try the x86 version?
Sure you can give it a shot! Come back with results. :)


Post Merge: April 13, 2014, 09:25:58 AM
32-bit refused to load with Gecko OS on my end, I'm stuck with 64-bit, not that mind however. At this rate, the trouble I've been going through almost makes it not worth using it on Dolphin, but I've on more attempt to try with something that was sent in my direction.

Edit: Yup, not even the SD.raw that was sent to me for testing works, now I really need someone to test mine to see what exactly the cause is, so we know it's not the SD.raw at fault, nor the gct file itself.
I do not understand why Dolx86 didn't work for you, unless your processor is an IA64, not an x86_64 (the former lacks entire 32-bit support which the latter has).


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 13, 2014, 09:26:10 AM
Wow, after all this time, the codes, they finally work, just wow....talk about mega PEBKAC


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 13, 2014, 09:31:37 AM
Wow, after all this time, the codes, they finally work, just wow....talk about mega PEBKAC
So what did you break that makes it unusable?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 13, 2014, 09:36:50 AM
So what did you break that makes it unusable?

There were two variables that made the emulator crash,

One: My SD.raw was either corrupted and/or incorrectly configured
Two: I extracted the vanilla ISO (as in the one I didn't use mods with; the one where I didn't swap out files)

So it was a combination of using a modded ISO and an incorrectly configured SD.raw file; the one that was sent to me last night works like a charm.  The question now is, with all those clone characters, I wonder if it's possible to switch out one of those cloned characters with one of my own.

Edit: Looking at the files, the placement/folder names looks exactly like how I did mine...

Now I REALLY need to have someone take a gander at mine to see what I did differently, and yet, it doesn't look different at all, really.  I've narrowed it down to my files.

Edit: Okay, I managed to load the game, with the gct file, and my SD.raw, but the extra slot doesn't load which means, my SD.raw is not correctly set up, so I've ultimately narrowed it down to that. If there's someone who'd be willing to take a look at this and let me know why the actual clone isn't work, that'd be wonderful  ;D The good news is having cheats enabled and loading my SD.raw without crashing is a good sign.  8)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 13, 2014, 09:56:45 AM
There were two variables that made the emulator crash,

One: My SD.raw was either corrupted and/or incorrectly configured
Two: I extracted the vanilla ISO (as in the one I didn't use mods with; the one where I didn't swap out files)

So it was a combination of using a modded ISO and an incorrectly configured SD.raw file; the one that was sent to me last night works like a charm.  The question now is, with all those clone characters, I wonder if it's possible to switch out one of those cloned characters with one of my own.

Edit: Looking at the files, the placement/folder names looks exactly like how I did mine...

Now I REALLY need to have someone take a gander at mine to see what I did differently, and yet, it doesn't look different at all, really.  I've narrowed it down to my files.

Edit: Okay, I managed to load the game, with the gct file, and my SD.raw, but the extra slot doesn't load which means, my SD.raw is not correctly set up, so I've ultimately narrowed it down to that. If there's someone who'd be willing to take a look at this and let me know why the actual clone isn't work, that'd be wonderful  ;D The good news is having cheats enabled and loading my SD.raw without crashing is a good sign.  8)
I could take a look. How big is the .raw?


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 13, 2014, 10:01:31 AM
I'm just so close!!! LOL :laugh: I'm glad that it no longer crashes.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 13, 2014, 10:10:56 AM
What is the latest method of adding Alloys?

I have this probably impossible idea that if I take say a BrawlEx Marth rel and name it ft_zako, and then replace the alloys with Marth PSAs, then that'd be four new clones slots in a sense...

I just need to see what files we use for the Alloys... if it's similar to how we already do BrawlEX then I'm not sure there'd be an issue, from what I understand we can already replace normal characters with these perfect rels anyway...

But now I'm just talking, could someone direct me to it?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 13, 2014, 10:27:40 AM
What is the latest method of adding Alloys?

I have this probably impossible idea that if I take say a BrawlEx Marth rel and name it ft_zako, and then replace the alloys with Marth PSAs, then that'd be four new clones slots in a sense...

I just need to see what files we use for the Alloys... if it's similar to how we already do BrawlEX then I'm not sure there'd be an issue, from what I understand we can already replace normal characters with these perfect rels anyway...

But now I'm just talking, could someone direct me to it?

you just add the alloy cosmetic files on the OP, and once they're all added and linked, add them to the roster

and no I haven't added giga yet, but I assume it works and am looking forward to adding it


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on April 13, 2014, 10:37:54 AM
I think I'm a little late but wow I can't beleive P:M works with BrawlEx!


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 13, 2014, 10:44:06 AM
Yep My projectm for brawl ex build should come out wednesday


Title: Re: The BrawlEx Clone Engine
Post by: the_randomizer on April 13, 2014, 10:45:52 AM
Derp, finally got it to work, yes, even with the cloned slot! Of course, Krystal isn't loading, but the cloned slot is there.

Regular Peach loads the mods, but not the newly-cloned slot, and how do I load custom CSPs/BPs I made for Krystal in slot 3F?


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 13, 2014, 11:19:04 AM
Somebody mentioned that there was a captain falcon rel for brawlex? Where are all these modules that have been made but aren't in the clone engine download?!


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 13, 2014, 11:25:42 AM
Somebody mentioned that there was a captain falcon rel for brawlex? Where are all these modules that have been made but aren't in the clone engine download?!
The module download is somewhere lost in this thread :\


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 13, 2014, 11:27:18 AM
Somebody mentioned that there was a captain falcon rel for brawlex? Where are all these modules that have been made but aren't in the clone engine download?!

http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)

Check under the Captain Falcon section.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 13, 2014, 11:34:31 AM
Is there anyway to get info.pac in the info2 folder to work? :\


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 13, 2014, 11:37:31 AM
What is the latest method of adding Alloys?

I have this probably impossible idea that if I take say a BrawlEx Marth rel and name it ft_zako, and then replace the alloys with Marth PSAs, then that'd be four new clones slots in a sense...

I just need to see what files we use for the Alloys... if it's similar to how we already do BrawlEX then I'm not sure there'd be an issue, from what I understand we can already replace normal characters with these perfect rels anyway...

But now I'm just talking, could someone direct me to it?

The 4 Alloys share one single rel.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 13, 2014, 11:46:12 AM
I figured that if all of the alloys were Marth clones or characters that can go over Marth clones there wouldn't be an issue. Of course this is just me thinking, I haven't tried it yet.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 13, 2014, 11:48:47 AM
I figured that if all of the alloys were Marth clones or characters that can go over Marth clones there wouldn't be an issue. Of course this is just me thinking, I haven't tried it yet.
But the alloys have really small file size limits. Not sure if a Marth clone would be able to fit within their limits.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 13, 2014, 12:52:51 PM
how do i give clones their own sounbank?
i wanna replace a bosses soundbank and give it to a clone but i cant figure out how


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 13, 2014, 01:43:55 PM
how do i give clones their own sounbank?
i wanna replace a bosses soundbank and give it to a clone but i cant figure out how
*facepalm*
In the FITC is a soundbank option. Use that.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 13, 2014, 02:10:09 PM
how do i give clones their own sounbank?
i wanna replace a bosses soundbank and give it to a clone but i cant figure out how

there is like literally a whole thread about this
http://forums.kc-mm.com/index.php?topic=66417.0 (http://forums.kc-mm.com/index.php?topic=66417.0)
search and u shall find


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 13, 2014, 03:37:38 PM
[url]http://forums.kc-mm.com/index.php?topic=65218.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=65218.0[/url])

Check under the Captain Falcon section.


Thank ya sir


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on April 13, 2014, 07:20:30 PM
I saw some talk about loading the bosses so just throwing it out there, aren't there ocarina codes for controlling all of the bosses? I remember playing around with them before so couldn't those be used for controlling bosses should somebody want to?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 13, 2014, 07:21:29 PM
You had to be in boss battle mode to control the actual bosses though, so...


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 13, 2014, 09:28:21 PM
Is there anyway to add custom Victory Themes?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 13, 2014, 09:30:24 PM
so,
ind. pokemons
was it ever made?
im asking because i think i can easily compile some configs for them...


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 13, 2014, 09:38:45 PM
so,
ind. pokemons
was it ever made?
im asking because i think i can easily compile some configs for them...
Ind. Pokemon clones?
Nope, not that I know of.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 13, 2014, 09:46:58 PM
Ind. Pokemon clones?
Nope, not that I know of.
well
not clones
but CSS icons


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 13, 2014, 10:02:17 PM
well
not clones
but CSS icons

Why do you need Independant Pokemon?
They don't have Final Smashes or Down B.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 13, 2014, 10:13:39 PM
Why do you need Independant Pokemon?
They don't have Final Smashes or Down B.
didnt know fs didnt work for em
i guess their fine the way they are
moving on to different brawlEXperiments


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 13, 2014, 10:17:40 PM
didnt know fs didnt work for em
i guess their fine the way they are
moving on to different brawlEXperiments

You haven't played Project M, do you?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowWolf on April 14, 2014, 07:06:58 AM
You haven't played Project M, have you?
fixed grammar^

But anyways, ind pokemon don't work for brawl ex? I never knew that... I thought I had it before but I could be wrong. I double check to see


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 14, 2014, 08:37:15 AM
Ind. Pokemon do indeed work in BrawlEX. I have them on my pack


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 14, 2014, 09:18:42 AM
Guys I got independent pokemon down b to work
Not fs tho


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 14, 2014, 10:44:04 AM
Has PW posted any future plans with BrawlEX? If not here then anywhere?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 11:18:38 AM
so,
ind. pokemons
was it ever made?
im asking because i think i can easily compile some configs for them...

There should be some config files for ind. pokemon already in the clone engine download in the OP. There are config files listed as [Lizardon Alone] or [Zenigame Alone] that you need to use instead of the ones that say [PokeLizardon] or [PokeZenigame]. All you need to do is put them in the BrawlEx folders and then they are ready to go. You also need to put their Ids in the CSSRoster.dat.
I don't know how down-b will work though, because on my pack I use the Project M movesets so they have a down-b attack.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 14, 2014, 11:45:28 AM
There should be some config files for ind. pokemon already in the clone engine download in the OP. There are config files listed as [Lizardon Alone] or [Zenigame Alone] that you need to use instead of the ones that say [PokeLizardon] or [PokeZenigame]. All you need to do is put them in the BrawlEx folders and then they are ready to go. You also need to put their Ids in the CSSRoster.dat.
I don't know how down-b will work though, because on my pack I use the Project M movesets so they have a down-b attack.

What pack are you using? I was interested in individual poetintially.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 14, 2014, 11:53:30 AM
question , team mode isnt working for me with brawl ex how do i fix it


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 04:59:10 PM
What pack are you using? I was interested in individual poetintially.

What pack?... Um... I am making my own custom roster, but I am using your pack as a base reference for the sc_selcharacter, and some of the characters. As well as using the Project M Unbound pack's SSS and codes.

I have been having some strange issues though... I tried adding a wolf clone, but then on the CSS the icon is Zelda/Sheik, and the CSPs is blank with a Mushroom symbol and no name on the bottom. And then the game freezes upon entering a battle right as the character does their entry.

Also for some reason my audio got screwed up so when you select the clones they make random noises, and Roy and Mewtwo's sfx are all screwed up aswell.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 14, 2014, 05:06:00 PM
I have been having some strange issues though... I tried adding a wolf clone, but then on the CSS the icon is Zelda/Sheik, and the CSPs is blank with a Mushroom symbol and no name on the bottom. And then the game freezes upon entering a battle right as the character does their entry.
Um... What ID are you giving this new clone?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 05:13:02 PM
Um... What ID are you giving this new clone?
It's ID is 48.

I added the config files manually. The past clones that I had added I had used Nebulons preexisting config files. Such as I used Sora's files for my Villager and then it was easy to just switch all of the Sora images in the sc_selcharacter with Villager ones. This last slot that I added is just a wolf slot using the config and module files from the v1.2.0.0 Clone Engine download.
I think the reason it freezes upon entry might be my fault, because I am attempting to create a Venom PSA over Wolf and I might have just done something wrong there...


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 14, 2014, 05:19:15 PM
I added the config files manually. The past clones that I had added I had used Nebulons preexisting config files. Such as I used Sora's files for my Villager and then it was easy to just switch all of the Sora images in the sc_selcharacter with Villager ones. This last slot that I added is just a wolf slot using the config and module files from the v1.2.0.0 Clone Engine download.
I think the reason it freezes upon entry might be my fault, because I am attempting to create a Venom PSA over Wolf and I might have just done something wrong there...
I think Nebulon has Raptor in his BrawlEx pack, so you could build off that and see if it works... Although I don't know if he's replaced Raptor recently or something...


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 14, 2014, 05:22:16 PM
Also for some reason my audio got screwed up so when you select the clones they make random noises, and Roy and Mewtwo's sfx are all screwed up aswell.

That's a common glitch of the Replacement SoundBank Engine code.

I also have it.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 05:29:57 PM
I think Nebulon has Raptor in his BrawlEx pack, so you could build off that and see if it works... Although I don't know if he's replaced Raptor recently or something...

I am actually using raptor as well in my pack, and I also plan on adding the Vegeta, and I believe those are the only two wolf clones in Nebulons pack.

I'm gonna try and copy the Raptor configs and see if that will work. I feel like this might make both clones point to the same files in the sc_selcharacter.pac... but idk. I'll test it and see... I'll report back when I get a chance.


That's a common glitch of the Replacement SoundBank Engine code.

I also have it.

Yeah, and I have no idea how to fix it, but at the moment that isn't that big of a deal.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 14, 2014, 05:32:34 PM
You should also change the ID's around in the modules.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 14, 2014, 05:40:16 PM
I'm gonna try and copy the Raptor configs and see if that will work.

Have you tried using my tool..? if so, what was the problem? i can't remember if you already tried and reported a problem


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 06:16:26 PM
You should also change the ID's around in the modules.

Yep I made sure to change that as well.

So now it works, but both the regular raptor and the clone share the same cosmetics. Also it doesn't freeze upon entering a battle anymore. It did freeze however when I tried to enter training mode... I haven't revisited it yet to see if it was just a fluke, but maybe there is a problem with it. idk.

Edit: It was just a fluke. Training mode works fine.

Have you tried using my tool..? if so, what was the problem? i can't remember if you already tried and reported a problem

Ya for some reason your tool never seems to want to work with me. It only ever works when I have a completely blank BrawlEx folder with no configs in it. Otherwise it always shows that same exception error. It also will end up replacing the files of another clone that is already set up, so because of this I do it all manually. Nothing against your tool or anything, but I feel like personally for me doing it manually is better. Although I do enjoy the mass renamer tool that comes with it. I use that one all the time. :)



And another thing. I had used Don Jon BravoEX's Gigabowser configs on Nebulons pack. It works fine, and doesn't freeze, but I was wondering if there was a way to give him recoil. Because right not he takes 0 knock back from attacks and is extremely OP. Is there a code for this anywhere?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 14, 2014, 07:15:11 PM
Out of curiosity, what was causing this error again? when you select your PF folder?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 07:47:07 PM
Out of curiosity, what was causing this error again? when you select your PF folder?


Yes, it would happen when I select the folder.

Screenshot (http://i.imgur.com/QbpJUZL.png)


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 14, 2014, 08:06:41 PM
So, I was taking a break from adding characters and tried to see if I could add more stages using the ASL(Alternate Stage Loader). And with a fully working ASL code added to my gct that also features the BrawlEx codes, the ASL seems to not be functioning at all. Rather than loading different versions of the stage it just loads the first file with that stage name in it, be it "STGBATTLEFIELD" or "STGBATTLEFIELD_A" it just loads the first file that says "STGBATTLEFIELD" it can find.

I suppose my question(and how it's actually linked to this topic) is this: Could this be an issue with the File Replacement Code that allows BrawlEx to function? Or is BrawlEx just incompatible with the ASL code?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 14, 2014, 08:06:57 PM
Yes, it would happen when I select the folder.

Screenshot ([url]http://i.imgur.com/QbpJUZL.png[/url])

Set your sc_selchar.pac's compression to LZ77


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on April 14, 2014, 08:08:38 PM
So, I was taking a break from adding characters and tried to see if I could add more stages using the ASL(Alternate Stage Loader). And with a fully working ASL code added to my gct that also features the BrawlEx codes, the ASL seems to not be functioning at all. Rather than loading different versions of the stage it just loads the first file with that stage name in it, be it "STGBATTLEFIELD" or "STGBATTLEFIELD_A" it just loads the first file that says "STGBATTLEFIELD" it can find.

I suppose my question(and how it's actually linked to this topic) is this: Could this be an issue with the File Replacement Code that allows BrawlEx to function? Or is BrawlEx just incompatible with the ASL code?

ASL has never worked with BrawlEx. I believe they occupy the same space in memory or something to that effect.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 14, 2014, 08:11:31 PM
ASL has never worked with BrawlEx. I believe they occupy the same space in memory or something to that effect.

Okay, cool. Thanks ShinF. Guess I'm stuck with 78 stages. :P


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 14, 2014, 08:41:40 PM
ASL has never worked with BrawlEx. I believe they occupy the same space in memory or something to that effect.
So THAT'S why the unreasonably complex expansion pack doesn't work.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 14, 2014, 08:49:44 PM
Set your sc_selchar.pac's compression to LZ77

Either lz77 or none doesn't matter which. And i believe he already set it to none. hmmm..strange. Would you mind sending me your BrawlEx files + your cosmetic file (sc_selcharacter / common5) Please? it would help me identify and squash the bug :)


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 14, 2014, 09:02:29 PM
I've been having a similar error. However, instead of saying there was an unhandled exception, it just pops up the "x stopped working" window and crashes. my sc_selcharacter is set to LZ77, and I moved the common5 just in case it was screwing anything up.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 14, 2014, 09:20:59 PM
That sounds like a serious problem. Anything the event handler can't handle means it probably got stuck in an infinite loop somewhere in my code. What operating system are you on?


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 14, 2014, 09:30:45 PM
I'm on windows 8.1, so that might be screwing it up. I tried the XP tool just to see if it would work, and THAT one I got the unhandled exception error or whatever.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 14, 2014, 09:56:10 PM
I'm on windows 8.1, so that might be screwing it up. I tried the XP tool just to see if it would work, and THAT one I got the unhandled exception error or whatever.

Windows 8.1 needs to use the XP one yea. These errors could be stemming from incorrectly configured custom cosmetics. So im fixing a rather nasty bug at the moment, and will implement a fix to that as well


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on April 14, 2014, 10:16:29 PM
So, I was taking a break from adding characters and tried to see if I could add more stages using the ASL(Alternate Stage Loader). And with a fully working ASL code added to my gct that also features the BrawlEx codes, the ASL seems to not be functioning at all. Rather than loading different versions of the stage it just loads the first file with that stage name in it, be it "STGBATTLEFIELD" or "STGBATTLEFIELD_A" it just loads the first file that says "STGBATTLEFIELD" it can find.

I suppose my question(and how it's actually linked to this topic) is this: Could this be an issue with the File Replacement Code that allows BrawlEx to function? Or is BrawlEx just incompatible with the ASL code?

BrawlEX is currently not compatible with the ASL code, phantom wings affirmed that 2 or 3 times on this thread, it is not caused by the filepatch code, it is caused by the brawlex common2 file


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 14, 2014, 10:16:47 PM
May I ask, how would I create a Ex module, or even start on one?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 14, 2014, 11:00:59 PM
As in, for a character that hasn't been hacked yet?
If that, then no clue.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 14, 2014, 11:27:03 PM
Because this seems to continue to be an issue lately, here are the config files for the individual pokemon.  (https://www.dropbox.com/sh/1sjn3k57uey9zsp/wCiqHnyejs)

So now everyone knows where they are!  :P
Until it gets buried in the thread again...


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 15, 2014, 01:16:48 AM
Because this seems to continue to be an issue lately, here are the config files for the individual pokemon.  (https://www.dropbox.com/sh/1sjn3k57uey9zsp/wCiqHnyejs)

So now everyone knows where they are!  :P
Until it gets buried in the thread again...

Are those CSSSlot configs already configured for 10 costumes? Or am I gonna have to make that myself? Just checking, as last time I tried it myself I ended up with a freezing problem.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on April 15, 2014, 08:14:49 AM
Are those CSSSlot configs already configured for 10 costumes? Or am I gonna have to make that myself? Just checking, as last time I tried it myself I ended up with a freezing problem.

I am not exactly sure. I would assume that they function the same as any other characters config files because they actual came with the download in the OP. I haven't tried to mess with the number of costumes on my pack, so idk...


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on April 15, 2014, 03:21:55 PM
:mewtwo:
So... Okay. I tried installing the custom BP's and RSP's for Megaman, and followed sammi's tutorial exactly, but it freezes at the loading screen. I'm using the clone tool, if that helps at all.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 15, 2014, 05:18:06 PM
:mewtwo:
So... Okay. I tried installing the custom BP's and RSP's for Megaman, and followed sammi's tutorial exactly, but it freezes at the loading screen. I'm using the clone tool, if that helps at all.

What loading screen?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 15, 2014, 05:23:27 PM
:mewtwo:
So... Okay. I tried installing the custom BP's and RSP's for Megaman, and followed sammi's tutorial exactly, but it freezes at the loading screen. I'm using the clone tool, if that helps at all.
If you have the "Info2" folder.
Then it would freeze. Just delete the folder, BrawlEx still works without it.


Title: Re: The BrawlEx Clone Engine
Post by: The Professor on April 15, 2014, 06:37:23 PM
:roy:
wow... that was really it. I can't believe that. Thanks. Turns out the only cosmetic that worked for megaman was his franchise Icon.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 15, 2014, 06:40:51 PM
It's very strange to me that you get freezes using info2. I know it doesn't freeze for me or any of the people i play with. on wii, wiiu, and dolphin. On Brawl minus nonetheless. It must be something not matchin correctly with the cosmetics in the info2 folder. However if it's working fine for you, more power to ya


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on April 15, 2014, 06:44:58 PM
One thing that let me actually GET to the character select screen (I've been having TONS of problems even getting past the loading after the strap screen) was changing my hooktype to GXDraw.

Now, though, it... REALLY looks weird. Get parts of textures showing in ALL the wrong places. At least it doesn't crash, though.


Title: Re: The BrawlEx Clone Engine
Post by: Vortoxo on April 15, 2014, 07:55:54 PM
I have a question to ask the general population. Has anyone managed to squeeze an extra 12 character slots out of the boss files? Also, has anyone found a fix to slot 58? If so can you say how?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 15, 2014, 07:57:28 PM
No and no.
Just be patient~


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 15, 2014, 08:26:49 PM
I saw a conversation about making controlable bosses a while ago.

Has someone managed to get them to work?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 07:41:56 AM
I saw a conversation about making controlable bosses a while ago.

Has someone managed to get them to work?

This is what PW sent me a while ago:

Quote
For the most part, the ExSlots are already configured by BrawlEx to use aligned config data. So Fighter3F is associated with Slot3F which is associated with CSSSlot3F which is in turn associated with Cosmetic3F. This is not necessarily the case with any slots before 3F.

For example, take a look at where Petey Piranha shows up in the Fighter Chart. Slot33 is associated with CSSlot2D which is associated with Cosmetic2D. Notice that there isn't actually a Fighter associated with Petey Piranha's data. This means that - the way he is configured right now - he can't be used. However, if you were to use a config file for Slot33 to associate it with any of the free Fighter ids (either the forbidden 7 or Fighters37-3E), then you would be able to use him like any other slot.

Supposing you used a config file to map Slot33 to Fighter37, then it would just be a matter of configuring the resulting set of config files to be whichever character you wanted.

Let's say you wanted to have a Ganondorf clone over Petey Piranha. You would just take Ganondorf's config files and rename them to Fighter37.dat, CSSSlot2D.dat, and Cosmetic2D.dat. For the Slot Config, you would either keep your own file which maps Slot33 to Fighter37 or you would simply modify Ganondorf's Slot config file to reincorporate the mapping to Fighter37. Once you've finished your clone, you can use him by adding id 2D (that is, CSSlot2D) into CSSRoster.dat.

Right now, the BrawlEx Config Utility doesn't support Slot config files, but the BrawlEx OP has a breakdown of the Slot Config file format. The only value you'll really want to modify is the 4-byte value at 0x10 to be whichever Fighter id you want it to be associated with. You'll also want to set the file's Edit Level (the 4 bytes at 0x0C) to 1 or else the changes to the Fighter associations wont be applied by BrawlEx.

Also, remember the Petey Piranha doesn't have any Cosmetics besides a battle portrait. So if you try to use his cosmetic data as is, you may run into some troubles.

Good luck.

So what I gather from it is that using the fighter chart for a slot like Petey Pirahna, we'd need to change our files accordingly. To work on PETEY'S slot it needs to be ordered the same:  Fighter37.dat, CSSSlot2D.dat, and Cosmetic2D.dat (Instead of all the same number) Then you'd need a Slot config, which isn't included for Petey. I don't know if you could technically just use the game's built in slot files or not... but if you use a Slot config, you'd need to know how to edit it to read the other files...

I might try it without the slot config and hope that the game has one built in that we can use. If this is how it works, then we can actually use them. If not then we'll have to wait.

Post Merge: April 16, 2014, 08:05:45 AM
Okay, I just tried this, and I got Mario to load.  I used a Ganon PSA with Fghter 37, CSSslot 2D and Cosmetic 2D. I didn't use a slot file, I just wanted to see if the game would use the one it uses for Petey.

So... this isn't really revolutionary... It must be loading Slot0 since I don't have a slot file... I'm going to try to use one and edit it... though I don't know too much about that :/ I'll go based off of what PW said.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 08:05:59 AM
Does brawl ex support stage expansion?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 08:22:46 AM
New development sort of...  tried the Slot config and put in the Fighter ID 37 in the 0x10. I'm using Hex Editor HxD so I see it differently. I did this and... got Mario still. He mentioned changing something in the 0x0C. HxD doesn't display it like this so I'd need someone who uses that program to give me the equivalent. I know ShinF uses it... but I'm going to try to find an image for reference.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 16, 2014, 08:25:21 AM
You'd just get rid of the 0x


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 08:38:58 AM
http://i.imgur.com/fMKL7uc.png (http://i.imgur.com/fMKL7uc.png)

This is what it looks like. When he says 0x10 first 4 bytes, I took that as the first 4 values in the 00000010 strip. which is why the 3rd and 4th are 3 and 7 (for 37). But then he mentioned 0x0c. Where is that and what value do I change to "1"?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 16, 2014, 08:49:51 AM
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/1112_zpscd8525b0.jpg)

I think this should about do it~

If it doesn't work, I'll have a more in-depth look when I can.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 16, 2014, 08:56:38 AM
Does brawl ex support stage expansion?

Stage Expansion, where it adds up to 37 stages to the stage select screen? Yes.

Alternate Stage Loader, where you hold buttons to load a different stage? No.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 09:08:52 AM
([url]http://i41.photobucket.com/albums/e289/Kitsu-chan8/1112_zpscd8525b0.jpg[/url])

I think this should about do it~

If it doesn't work, I'll have a more in-depth look when I can.


I tried it and it froze while loading stage... hmmm lemme check the fighter config maybe the entry messed it up?? I put in the Fighter and changed the name to the test I'm using, I didn't touch Cosmetic or CSSslot, and I only edited the Slot in the way that you showed me... so I'm thinking that there isn't anything else to do... the module's fine, is there a limit on offsets? I chose B6, which is technically above Fighter 63's max offset if you started with 3F the way Sammi showed us.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 16, 2014, 09:13:29 AM
Well, if you uploaded the config files you're using for this I might be able to do something, but don't count on anything.
...Although, for now I need sleep, I'll check back tomorrow.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 09:25:16 AM
Well, if you uploaded the config files you're using for this I might be able to do something, but don't count on anything.
...Although, for now I need sleep, I'll check back tomorrow.

Sure. It gave me a hard freeze... I feel like the game doesn't know to read the 2D files because how would it unless I told it to? the Slot only had the 37 for Fighter value thrown in.

Wait, in the module I had it set to 37 for fighter, but it probably needs to be 33 for the slot... right?

I'll also change the offset to something else... see if that does anything. Just pm me when you wake up.

Post Merge: April 16, 2014, 09:38:34 AM
Okay, I did it. Nevermind Kitsu-Chan, what you told me here was enough. :) And to think I had this message from PW for days now... Petey's slot is now my Ganon Clone.

Boss slots can now be used. :)

Everyone who uses my pack expect an update VERY soon. I already geared more characters with GFX fixes to be put in. I'm busy today, but tonight, expect an update ( or in like... 9-10 hours)


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 16, 2014, 09:58:23 AM
Sure. It gave me a hard freeze... I feel like the game doesn't know to read the 2D files because how would it unless I told it to? the Slot only had the 37 for Fighter value thrown in.

Wait, in the module I had it set to 37 for fighter, but it probably needs to be 33 for the slot... right?

I'll also change the offset to something else... see if that does anything. Just pm me when you wake up.

Post Merge: April 16, 2014, 09:38:34 AM
Okay, I did it. Nevermind Kitsu-Chan, what you told me here was enough. :) And to think I had this message from PW for days now... Petey's slot is now my Ganon Clone.

Boss slots can now be used. :)

Everyone who uses my pack expect an update VERY soon. I already geared more characters with GFX fixes to be put in. I'm busy today, but tonight, expect an update ( or in like... 9-10 hours)
holy crap Nebulon are you saying we can now add 12 more characters?
This is awesome!!! You're the man! You'll have to give a tutorial or something:)


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 16, 2014, 10:01:02 AM
Sure. It gave me a hard freeze... I feel like the game doesn't know to read the 2D files because how would it unless I told it to? the Slot only had the 37 for Fighter value thrown in.

Wait, in the module I had it set to 37 for fighter, but it probably needs to be 33 for the slot... right?

I'll also change the offset to something else... see if that does anything. Just pm me when you wake up.

Post Merge: April 16, 2014, 09:38:34 AM
Okay, I did it. Nevermind Kitsu-Chan, what you told me here was enough. :) And to think I had this message from PW for days now... Petey's slot is now my Ganon Clone.

Boss slots can now be used. :)

Everyone who uses my pack expect an update VERY soon. I already geared more characters with GFX fixes to be put in. I'm busy today, but tonight, expect an update ( or in like... 9-10 hours)
That sounds awesome, but does it affect fighting the bosses in modes like boss battles?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 10:02:01 AM
holy crap Nebulon are you saying we can now add 12 more characters?
This is awesome!!! You're the man! You'll have to give a tutorial or something:)

lol I couldn't have done it without help though :) WE are all awesome.

I'll post a tut after more testing. like slot 58 not working, I wouldn't be surprised if certain bosses just didn't want to work either.

Post Merge: April 16, 2014, 10:03:04 AM
lol I couldn't have done it without help though :) WE are all awesome.

I'll post a tut after more testing. like slot 58 not working, I wouldn't be surprised if certain bosses just didn't want to work either.

That I don't know... let's try it out...

But I'm gonna assume it will :/

I think it's a fair trade off personally. I don't LIKE it compared to everything working... but I'll take it, ya know?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 10:30:04 AM
nebulon can u also post a tutorial on how to add alloys i just dont get it


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 10:36:51 AM
nebulon can u also post a tutorial on how to add alloys i just dont get it

Well I've never tried... lol so... I'd have to learn before I did it. You're better off asking people who know how to do it. I'm sure there's tuts for it. When someone DOES know how to do it though, they should PM me since those slots probably can't be used even in the future, so I might as well add them to my build after I add as many boss slots as I can. So far I've done two, and I'm about to try Porky Statue to see if he counts... he might not...


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 10:39:29 AM
ok thx anyway


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 11:07:35 AM
Porky Statue works. There's 8 more boss slots, and about the same amount of fighter slots... if you count the forbidden characters.

So potentially 11 more?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 16, 2014, 12:26:24 PM
amazing work nebulon. I look forward to playing your pack. So far, every pack with alloys has just been loading them like giga bowser. no one has developed a method to replace them with other fighters. That said, and I haven't had time to look into this method you've all posted about, this method might be able to be used to replace alloys


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 01:24:35 PM
amazing work nebulon. I look forward to playing your pack. So far, every pack with alloys has just been loading them like giga bowser. no one has developed a method to replace them with other fighters. That said, and I haven't had time to look into this method you've all posted about, this method might be able to be used to replace alloys

I see. I mean I'd rather not replace a slot, and since they have their own I'll just use that. Is it not possible for them to have their own CSS Icons and CSPs? Or have people not tried to synch them?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 16, 2014, 01:44:25 PM
I see. I mean I'd rather not replace a slot, and since they have their own I'll just use that. Is it not possible for them to have their own CSS Icons and CSPs? Or have people not tried to synch them?
I gave them their own CSS icon and CSPs. If only there were some good PSA's over them then we could just use those. I have Master Hand and Isaac right now over them in my pack


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 01:45:34 PM
I gave them their own CSS icon and CSPs. If only there were some good PSA's over them then we could just use those. I have Master Hand and Isaac right now over them in my pack

Is Master Hand cool?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 16, 2014, 01:45:36 PM
I got Mewtwo working with vBrawl. The only issues are the Shadow Ball GFX not showing up, Shadow Ball's charge resetting when cancelling it, Attack100 T Pose (but this is an issue that can easily be fixed), and Lack of LandingLight and LandingFallSpecial animations (use LandingHeavy or make new Animations). It's likely someone else already has done it, but I figured I would give it a shot.

Other than those issues, Mewtwo works perfectly.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 16, 2014, 01:53:46 PM
I gave them their own CSS icon and CSPs. If only there were some good PSA's over them then we could just use those. I have Master Hand and Isaac right now over them in my pack

Did you make Master Hand playable?

Can we now play as him ALA Melee?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 16, 2014, 02:02:38 PM
Is Master Hand cool?
Master Hand is cool but an incomplete PSA. It would be great if someone went on to make it great like the Tabuu PSA.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 16, 2014, 02:06:50 PM
Master Hand is cool but an incomplete PSA. It would be great if someone went on to make it great like the Tabuu PSA.

Wait, is it replacing an Alloy?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 16, 2014, 02:13:40 PM
Porky Statue works. There's 8 more boss slots, and about the same amount of fighter slots... if you count the forbidden characters.

So potentially 11 more?
the gigabowser hack i compiled uses ID: 30
you could probably replace that one too if u dont like using gigabowser

as far as warioman, i forget what his id is
but i dont care much for him, so it would be kinda cool to use his slot for character replacements also


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 16, 2014, 02:26:03 PM
Wait, is it replacing an Alloy?
Yes sir!


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 16, 2014, 02:55:25 PM
Yes sir!

Ah, I know which PSA is.
It just doesn't look good for Master Hand.
Specially because of the lack of Special Moves and the way it moves.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 02:59:30 PM
the gigabowser hack i compiled uses ID: 30
you could probably replace that one too if u dont like using gigabowser

as far as warioman, i forget what his id is
but i dont care much for him, so it would be kinda cool to use his slot for character replacements also

The only issue with those is that I like FSes because locally we have tons of Brawl parties using my build and sometimes we have item matches. I'm surprised no one's made a psa where you load Giga and Warioman FROM the PSA, not another slot... like how the Broly PSA loads the bigger tougher Broly from the .pac, and same for the Megaman X and the Megaman PSA.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 16, 2014, 04:28:30 PM
So you got boss slots working then Nebulon? Cool, I'm definitely going to have to give it a try at some point.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 16, 2014, 04:33:04 PM
The only issue with those is that I like FSes because locally we have tons of Brawl parties using my build and sometimes we have item matches. I'm surprised no one's made a psa where you load Giga and Warioman FROM the PSA, not another slot... like how the Broly PSA loads the bigger tougher Broly from the .pac, and same for the Megaman X and the Megaman PSA.
i meant u could have two more characters if you use those slots
if u havent


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 16, 2014, 04:44:57 PM
the master hand PSA plays more like an alloy than master hand... still a good idea, but the fact that it has game-freezing potential and plays not much like master hand is why i even prefer the default alloys to that particular PSA. I think it'll be more useful to be able to override them than make good PSAs for them, since all the PSAs so far appear to have no ledgegrabbing, B moves, or item grabbing


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 16, 2014, 05:17:22 PM
The only issue with those is that I like FSes because locally we have tons of Brawl parties using my build and sometimes we have item matches. I'm surprised no one's made a psa where you load Giga and Warioman FROM the PSA, not another slot... like how the Broly PSA loads the bigger tougher Broly from the .pac, and same for the Megaman X and the Megaman PSA.
I Tried before adding boss slots but it froze for me can you do a tutorial :)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 05:43:19 PM
I Tried before adding boss slots but it froze for me can you do a tutorial :)

It's a simple extra step. Tonight I'll be doing more testin to see what else I can get to work, then I'll post something. What's the risk in using Nana's slot?? Can someone answer this?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 16, 2014, 05:58:38 PM
I'll just guess that it'll screw the Ice Climbers up.
...You could try it, but I dunno.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 16, 2014, 06:05:24 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203252 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203252)

I managed to fix up the issues I was having with Mewtwo. The only issue is his Shadow Ball GFX randomly enlarging, but it's still functional.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 16, 2014, 06:06:38 PM
I'll just guess that it'll screw the Ice Climbers up.
...You could try it, but I dunno.
it shouldnt
Its also very possible to get a Solo Nana slot for solo nana character


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 06:17:25 PM
guys when is a toonlink.rel gunna be made :(
also i have a working project m mewtwo
floating and shadowball work too :D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 06:22:42 PM
guys when is a toonlink.rel gunna be made :(
also i have a working project m mewtwo
floating and shadowball work too :D

Wanna maybe share it? Or is it still a WIP? Does it have float??


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 16, 2014, 06:36:17 PM
guys when is a toonlink.rel gunna be made :(
also i have a working project m mewtwo
floating and shadowball work too :D

I'll test and compare yours and KingEvilpuff's Mewtwo.
Once I have them both tough.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 16, 2014, 06:37:30 PM
Alright so the opening post says that you can have up to 100 characters, but you can't go above the 63 slot? That doesn't add up at all. What gives? Can I use some other slots or something? I guess Nebulon is looking into boss slots, will that bring it up to 100?

100 includes the base character slots, forbidden slots, Giga Bowser, Warioman, Alloys, and the Boss Slots. If I recall correctly.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 07:08:54 PM
ok but the mewtwo is released with my build next wednesday it has float :D

Post Merge: April 16, 2014, 07:10:18 PM
ill post a video showing u guys after i finish eating


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 16, 2014, 07:13:57 PM
My Mewtwo edits also have the float. But I don't want to turn this into a competition. :-\


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 07:21:18 PM
My Mewtwo edits also have the float. But I don't want to turn this into a competition. :-\

I'm sure it's fine :) there's plenty floating around. it's all good. what's the gfx glitch? The ball doesn't grow? That's not a big deal so lon as it's big when it's thrown.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 07:25:35 PM
its not a competition :) also what gfx glitch i might be able to help


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 16, 2014, 07:26:58 PM
what's the gfx glitch? The ball doesn't grow? That's not a big deal so lon as it's big when it's thrown.
No. The ball does grow like it should. The issue is the Shadow Ball GFX randomly enlarges to ~3 times its size, then back to normal, but it still functions normally. I was told that your version has the same problem.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 07:27:41 PM
no im not having that problem

Post Merge: April 16, 2014, 08:10:38 PM
also heres a link showcasing my mewtwo
http://youtu.be/XbEKmTg1ai4 (http://youtu.be/XbEKmTg1ai4)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 16, 2014, 08:14:40 PM
no im not having that problem

Post Merge: April 16, 2014, 08:10:38 PM
also heres a link showcasing my mewtwo
[url]http://youtu.be/XbEKmTg1ai4[/url] ([url]http://youtu.be/XbEKmTg1ai4[/url])

Looks awesome! :D


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 16, 2014, 08:19:49 PM
Kingevilpuff I'll test your Mewtwo tomorrow and see if I can fix ur gfx error


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 16, 2014, 08:22:16 PM
Kingevilpuff I'll test your Mewtwo tomorrow and see if I can fix ur gfx error

Neutral B freezes in that one.  :-\


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on April 16, 2014, 10:13:32 PM
@SmashKing64

Looks great!Where can I download Project M Unbound?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 16, 2014, 11:34:20 PM
So I've got 6 more characters working. I'm behind on schedule because I was really busy today :/

So no update tonight... Everything works though, I just need cosmetics, which I'll do tomorrow hopefully :/

But yeah, this looks like it works :)

This should open up 11 new slots.

There are other slots to work with, but I haven't touched them yet. I actually don't even know how to "synch" fighter, cosmetic, and CSSslot files so that the game knows that FighterXX loads CSSlot YY AND Cosmetic ZZ. I do know how to attach the Fighter to Slot though, so that's good. Once someone knows how to do that I've got another idea I'd like to try that could probably give us the final slots we van get. After that... we'll be done. But 100 won't realistically be possible, since there are certain things such as the "none" CSS thing taking up space among other things.

Anyway, I'll post updated here but for my pack, wait a bit for an update. If you've got suggestions PLEASE send them to me. I failed 30 movesets today, so in total I've played 100+ in the entire time I've tried to get movesets for BrawlEx. I'm also still holding a spot for some upcoming movesets so when I do update it, it won't be complete and it's max, but I plan on making it max once certain movesets that I know about or are involved with in some way are completed.

Also I need some help in certain areas. Mainly people who know how to mess with objects in models for characters. It's not EX related so PM me if you know how to move objects from one thing to another.

We'll get as close as we can to 100. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 16, 2014, 11:53:38 PM
Hey nebulon, great work! glad to see someone posted about this. i hadn't the time to do so. in roughly a week i should be able to start work back on all my other projects, such as Ness', Rob's, and captain's module. i can also get back to work on my tool, as well as SSE research :) Incidentally, it's not too hard to tie each data type to each other. Look around in the file structures in the OP and you'll start to see where things tie together


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 17, 2014, 04:49:27 AM
Unbound isn't out yet
I'm fixing up the glitches


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 17, 2014, 05:54:33 AM
Hey nebulon, great work! glad to see someone posted about this. i hadn't the time to do so. in roughly a week i should be able to start work back on all my other projects, such as Ness', Rob's, and captain's module. i can also get back to work on my tool, as well as SSE research :) Incidentally, it's not too hard to tie each data type to each other. Look around in the file structures in the OP and you'll start to see where things tie together

I'm sure the method to do synching will surface :)

And a ROB module??? That'd my amazing. I've had Caliking's Megaman X done for a long time with GFX fixes :) You just incentivized me so much.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 17, 2014, 05:57:36 AM
Alright. I tested on my Wii, and you were right. Shadow Ball does freeze, but I found what was causing the freeze.

But now I'm having two problems. Mewtwo spazzes out on the ground when using Shadow Ball, Disable, or Confusion. The second problem is that Shadow Ball is now invisible again.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on April 17, 2014, 05:59:30 AM
OK I DO NOT  UNDERSTAND THIS ONE [Technical difficulty's please hang around] BIT BUT I AM GONNA DOWNLOAD THIS [ Technical difficulty's please don't go anywhere.] AND LEARN HOW TO USE IT FOR THE SAKE OF BRAWL KIND, WARIO AND PETTY, LUCARIO AND MEWTWO... and more of course. This calls for a montage!  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 17, 2014, 07:26:31 AM
I think your shadowball growing past it'supposed  size is probably related to how it's animated. ie it might have a keyframe right on a certain bone that it previously used to "grow" with that is conflicting with your current animations.

im excited to add the extra slots soon. I also think that nebulon's boss method seems to be something which could be used for alloys, giga bowser, and wario man, freeing us 6 more slots. we shouldn't touch nana, cause she should be included in the non-addition characters to reach 100 i think. and messing with her will screw up ice climbers 100%


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 17, 2014, 07:29:32 AM
I managed to fix my issues, except the randomly enlarging Shadow Ball GFX. Go ahead and download it if you think you might know how to fix it.

I think your shadowball growing past it'supposed  size is probably related to how it's animated. ie it might have a keyframe right on a certain bone that it previously used to "grow" with that is conflicting with your current animations.
Are you talking to me? If so, then Mewtwo's Shadow Ball is animated exactly like Lucario's. :-\


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 17, 2014, 07:56:59 AM
K I'm awake and I'll see what I can do with your Mewtwo problem


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 17, 2014, 09:34:36 AM
Final question: it is possible to make it so that the extended costumes of a character have a different moveset? For instance, I want the Doctor Mario costumes that I have Doctor Mario's moveset. I think Project M has this capability, and I recall that Nebulon has a Link costume that is labeled with a "different moveset" on his CSP.

Yes and No.

Project M doesn't have that capability, all they did was change a hitbox depending on the costume.

THe difficulty of making a moveset for a costume depends on how much you want to change. The amount of changes you want to make are limited by file size limitations.

You can have a clone have a different moveset, if you want.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 17, 2014, 02:37:46 PM




Also I have a couple questions.

First question: What dictates the order which CPSs relate to the FitChracterXX.pac files? It's in one of the Slot files, right? I always have trouble with placing my costumes to match up with the CSPs, and it's going to get worse once I add extra costumes.

Secondly question: How does one change which costume are the team costumes? For instance, the Shadow I have is based off of Sonic, so his "blue" costume is his default costume, which is red. This isn't really a big deal, because I don't usually do team battles, but it would be nice to fix.


Both of these can be answered by taking a look at ShinF's tutorial here:
http://forums.kc-mm.com/index.php?topic=66848.msg1238260#msg1238260 (http://forums.kc-mm.com/index.php?topic=66848.msg1238260#msg1238260)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 17, 2014, 02:38:51 PM
Alright so the opening post says that you can have up to 100 characters, but you can't go above the 63 slot? That doesn't add up at all. What gives? Can I use some other slots or something? I guess Nebulon is looking into boss slots, will that bring it up to 100?
lol
63 in hex>100 in decimal


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 17, 2014, 03:18:15 PM
So using the boss slots doesn't affect the bosses when you fight them in modes like boss battles?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 17, 2014, 04:46:47 PM
if you replace boss data, it will replace bosses. they will break obviously


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 17, 2014, 07:06:16 PM
so i loaded id 64 slot but selecting it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 17, 2014, 07:19:26 PM
The slots only go up to 63. Nebulon is working on getting boss slots useable.
Yeah but im trying to test other ids if they might work like id 3E which is a free blank slot.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on April 17, 2014, 07:46:03 PM
Yes and No.

Project M doesn't have that capability, all they did was change a hitbox depending on the costume.

THe difficulty of making a moveset for a costume depends on how much you want to change. The amount of changes you want to make are limited by file size limitations.

You can have a clone have a different moveset, if you want.

you are wrong, they can also change animations, and you are right, the filesize is indeed a problem


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on April 17, 2014, 08:10:56 PM
Does anyone have a sc_selcharacter pac with all the spaces available? Like for the char_bust_tex and stuff. It's a bit confusing trying to make everything work correctly when you add extra slots to it. I just want to be able to paste my own textures into the files without worrying about messing with the other data. Basically what I'm asking for is a "template" of the maximum amount of possible slots in sc_selcharacter (and anything else that matters) so I can edit them without going through the whole process.

Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 08:42:51 PM
So I replaced Petey Piranha with a clone then went ahead to Subspace to see if the game crashed or something when I go against him... And... It still worked like it should, don't know about the Boss Battles version though, my save doesn't have that unlocked. >.>

Still, subspace bosses that you replace should all still work as they should, and possibly even Boss Battle bosses.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 17, 2014, 08:54:32 PM
So I replaced Petey Piranha with a clone then went ahead to Subspace to see if the game crashed or something when I go against him... And... It still worked like it should, don't know about the Boss Battles version though, my save doesn't have that unlocked. >.>

Still, subspace bosses that you replace should all still work as they should, and possibly even Boss Battle bosses.
well
that makes sense
since ur only really borrowing the css slot, and not replacing petey piraha


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 17, 2014, 09:40:31 PM
Does anyone have a sc_selcharacter pac with all the spaces available? Like for the char_bust_tex and stuff. It's a bit confusing trying to make everything work correctly when you add extra slots to it. I just want to be able to paste my own textures into the files without worrying about messing with the other data. Basically what I'm asking for is a "template" of the maximum amount of possible slots in sc_selcharacter (and anything else that matters) so I can edit them without going through the whole process.

Thanks.

There's a lot of folks with packs posted, though none are really maxed out for cosmetics, I'd say Nebulon's will be your best bet. His is in his signature, I think it's a drop box with all the files in it. It's how I got my cosmetics built up.


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on April 17, 2014, 10:11:34 PM
I tried his pack, along with others. The bad thing about those packs is that they overwrite the original CSPs for the regular characters. For some reason, when I try to replace them with the default CSPs...Brawl crashes. It's annoying.

I just want one with the default settings, plus extra slots for characters. I found one that did this, but it had only 7 extra slots. Needless to say, it got filled pretty quick.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 17, 2014, 10:19:47 PM
you are wrong, they can also change animations, and you are right, the filesize is indeed a problem

That was included with the "filesize limitations"

If you make a moveset of (for example) Black Knight and Ike over an Ike, not only will you have to change the Wait animation and then every other animation that uses the wait in any way.

If it's just Dr. Mario, then it shouldn't be too much imo. But if he wants to do something ridiculous like a full PSA, then he's better off making a Mario clone which imo would be the better idea.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 17, 2014, 10:30:02 PM
Depending on how much work was done on the Dr. Mario PSA, it might not be possible to make it a costume specific moveset.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 10:39:48 PM
Y'okay, so I tried putting a clone over the Porky Statue slot and it crashed. Seems that's one down.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 17, 2014, 10:40:50 PM
Before you start, answer this one question:

Which PSA are you using? Is it a personal one, a random Dr. Mario PSA, or Kitsu's Dr. Mario PSA?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 17, 2014, 10:54:22 PM
Eh, it doesn't seem to have too many changes...

Send me a PM of the moves you want to change and I'll tell you what to do from there.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 10:59:55 PM
Ah, false alarm on Porky Statue, it works, I just forgot to save the editted module.

That makes Petey Piranha, Rayquaza and Porky Statue usable~

Need to find more placeholder PSA's for the other bosses though... Don't want to have Mario for every boss.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 17, 2014, 11:05:12 PM
Y'okay, so I tried putting a clone over the Porky Statue slot and it crashed. Seems that's one down.

Works for me.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 11:06:06 PM
Ah, false alarm on Porky Statue, it works, I just forgot to save the editted module.


I'm using the forbidden 7 fighter configs first just to see if they work.

PraMai, Mewtwo and Roy all work.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 17, 2014, 11:06:53 PM
Petey Through Ridley work for me. I've got a grid people can use once I figure out what's good and what isn't.

Post Merge: April 17, 2014, 11:08:24 PM
I can also confirm cosmetics work. I've got 6 more clones so far with full cosmetics.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 11:08:40 PM
If you can make it to Ridley without any problems I don't see why you won't be able to make it to Tabuu.
Cool.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 17, 2014, 11:14:37 PM
If you can make it to Ridley without any problems I don't see why you won't be able to make it to Tabuu.
Cool.

That's what I'm thinking. With the bosses that makes 11 more easy set ups... but linking the rest of the data will need to be done by putting information in the fighter.dat to associate it with the proper CSSslot and Cosmetic, right? You knew what PW was talking about before. Would you happen to know what determines CSSslot and Cosmetic?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 11:17:01 PM
No idea.
Could probably experiment a bit with stuff though.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 17, 2014, 11:19:29 PM
No idea.
Could probably experiment a bit with stuff though.

Shouldn't be too hard since with the grids we know what to look for. :) This feels promising.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 17, 2014, 11:23:47 PM
Although, if this is possible, I only see two potential character slots.

Slots     - 32 (Mario Debug), 3E
CSS Slots - 28, 2A, 2B, 2C, 3C, 3D, 3E
Cometics  - 24, 2C (Targets), 3C (Smash Logo), 3D, 3E

If we could work around the slots though that'll be five.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 18, 2014, 07:28:05 AM
Although, if this is possible, I only see two potential character slots.

Slots     - 32 (Mario Debug), 3E
CSS Slots - 28, 2A, 2B, 2C, 3C, 3D, 3E
Cometics  - 24, 2C (Targets), 3C (Smash Logo), 3D, 3E

If we could work around the slots though that'll be five.

What about Nana? I haven't tried her yet. So so far all of the forbidden fighter slots work, and the extra slots. This is good and easily done. Just use character slot files, rename them and put in the proper file value and bam.

But after the bosses fighter cosmetic and csslot are used we'll need to find way to attach the random ohr fighter cosmetic and csslot. So in total... 16 slots if we use forbidden fighters and figure out how tonassociate the random files with the 12-16th slot...


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 18, 2014, 08:38:50 AM
What about Nana? I haven't tried her yet. So so far all of the forbidden fighter slots work, and the extra slots. This is good and easily done. Just use character slot files, rename them and put in the proper file value and bam.

But after the bosses fighter cosmetic and csslot are used we'll need to find way to attach the random ohr fighter cosmetic and csslot. So in total... 16 slots if we use forbidden fighters and figure out how tonassociate the random files with the 12-16th slot...
nana will likely break the ice climbers i mean when nana is detached from popo she probably uses that slot for something imo.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 18, 2014, 09:02:56 AM
Nebulon,  does that mean youve been able to replace the alloys,  gigabowser and warioman or are those not. The forbidden fighters?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 18, 2014, 10:02:11 AM
Nebulon,  does that mean youve been able to replace the alloys,  gigabowser and warioman or are those not. The forbidden fighters?
Not what he means. He's talking about 7 slots that go unused.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 18, 2014, 10:30:04 AM
Not what he means. He's talking about 7 slots that go unused.
Not what he means. He's talking about 7 slots that go unused.
Not what he means. He's talking about 7 slots that go unused.
And slots 37-3E (37? 36? I forget where it started but that pocket is usable, as are the forbidden fighters. To make it easy I'm documenting what fits so that people can easily add them in. I'll also testing each one and their cosmetics since PW mentioned that some of their cosmetics might not work.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 18, 2014, 04:45:47 PM
I thought the forbidden fighter's still had their unfinished data occupying the slots


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on April 18, 2014, 05:13:48 PM
Fun fact, mewtwo was closest to being finished and the random slot was minun and pusles slot.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 18, 2014, 05:15:47 PM
I thought the forbidden fighter's still had their unfinished data occupying the slots
There is no \fighter data on disc, but some effect .pacs and instance IDs exist.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 18, 2014, 06:51:59 PM
Good work Nebulon looking forward for the tutorial nana slot  might work


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 18, 2014, 08:41:20 PM
So I tried to run BrawlEx on my wii again, and every time I'd get to the PM Launcher (using the SDHC code, so I need to use the PM Launcer afaik) and press play, it'd just take me back to the main wii menu.

Anyone know what's up?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 18, 2014, 09:21:57 PM
Do you have Priiloader? That might be doing it for some reason. Also PM doesn't work with BrawlEx I don't think.
Priiloader posseses no such problem. (I have Priiloader myself, and use PM loader.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 18, 2014, 09:35:28 PM
Do you have Priiloader? That might be doing it for some reason. Also PM doesn't work with BrawlEx I don't think.

No, I don't.

And I'm using the PM Launcher, not PM itself.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 18, 2014, 10:40:24 PM
is it just me or does anyone having any problems when its on teams? the clone i have works great with no freezes but when i select teams it immediately freezes.

Sounds like you might be using the old method of adding clones. Is your max 50?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 19, 2014, 07:54:45 PM
I think this was covered before, but how would one go about adding a custom background to the new CSS Screen? Say, from one we were using previously?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 19, 2014, 10:11:12 PM
I think this was covered before, but how would one go about adding a custom background to the new CSS Screen? Say, from one we were using previously?

^This.
How did you do this, Nebulon?


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on April 20, 2014, 05:50:27 AM
So, has anyone else tried the GXDraw hook type?

I could use some help with my select screen looking a bit strange when I'm using it.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 20, 2014, 08:28:18 AM
I think this was covered before, but how would one go about adding a custom background to the new CSS Screen? Say, from one we were using previously?

^This.
How did you do this, Nebulon?

The same way as it's always been :P

(http://i.imgur.com/GzGY6ib.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 20, 2014, 09:21:08 AM
So, has anyone else tried the GXDraw hook type?

I could use some help with my select screen looking a bit strange when I'm using it.
Why are you not using AXNextFrame?


Title: Re: The BrawlEx Clone Engine
Post by: nerdbot on April 20, 2014, 09:43:51 AM
Would it be possible to rig this up to make it so each character has more cosmetic slots instead rather than adding a ton of new characters? I know you could, say, make a ton of Mario clones and give them all the alternate skins and costumes you want, but that's not really...ideal, haha. Would rigging it up to give more costume slots even afford any extra spaces over what cBliss gives you?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 20, 2014, 09:50:17 AM
The same way as it's always been :P
Not very specific...


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 20, 2014, 10:35:49 AM
Not very specific...

If I remember correctly, you just gotta replace the background in the file with the one from your previous CSS and animate it properly, there's nothing extra complicated or anything :-\


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 20, 2014, 11:42:42 AM
The same way as it's always been :P

([url]http://i.imgur.com/GzGY6ib.jpg[/url])

If I remember correctly, you just gotta replace the background in the file with the one from your previous CSS and animate it properly, there's nothing extra complicated or anything :-\


I'm pretty sure there's not a default background image on the normal CSS, I could be wrong. In any case, I wouldn't mind starting with a CSS like the one you've shown. Did you build that one yourself?

Would it be possible to rig this up to make it so each character has more cosmetic slots instead rather than adding a ton of new characters? I know you could, say, make a ton of Mario clones and give them all the alternate skins and costumes you want, but that's not really...ideal, haha. Would rigging it up to give more costume slots even afford any extra spaces over what cBliss gives you?


By checking extra costume slots in the Fighter Config, and hex editing the CSSlot Config you can accomplish the same effect as CBliss. There are a few characters where it seems like you could have up to 12 costumes, but it's best to stick to 10 so nothing conflicts. If you'd like the CSSlot and Fighter configs already edited, I believe ShinF has them linked in his signature.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 20, 2014, 01:38:30 PM
I'm pretty sure there's not a default background image on the normal CSS, I could be wrong. In any case, I wouldn't mind starting with a CSS like the one you've shown. Did you build that one yourself?

You're right. There isn't one, but you can add one. I don't remember how I did this one since it was about a year ago, but if I recall correctly, you can simply replace the background model that is already there for a proper 2D model, and make an animation so it rotates if you want.

It is also possible to grab your old CSS and make it BrawlEX compatible, which is what I've done to mine (I've made this CSS long before BrawlEX came out). But should be easy either way.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on April 20, 2014, 01:59:55 PM
No,nooooo, well I copied and pasted my private folder to my desktop so I could use the clone engine then  I went to play my modded brawl (No cones) and it diddnt load up.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 20, 2014, 04:04:41 PM
You're right. There isn't one, but you can add one. I don't remember how I did this one since it was about a year ago, but if I recall correctly, you can simply replace the background model that is already there for a proper 2D model, and make an animation so it rotates if you want.

It is also possible to grab your old CSS and make it BrawlEX compatible, which is what I've done to mine (I've made this CSS long before BrawlEX came out). But should be easy either way.

Okay. So, I know there's a particular part of the CSS file that needs to be changed to make it BrawlEx compatible, I just don't know which one. It would be helpful to have one of the custom CSSes get put up on the Vault that's just plain compatible with BrawlEx.

As a side note, would anyone happen to have an old copy of the SMBZ moveset? Since it just got updated I've lost access to the one that allowed for the Paper Mario model to work with it.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 20, 2014, 04:12:03 PM
Okay. So, I know there's a particular part of the CSS file that needs to be changed to make it BrawlEx compatible, I just don't know which one. It would be helpful to have one of the custom CSSes get put up on the Vault that's just plain compatible with BrawlEx.

I'll make my own CSS avaliable soon enough... Still, as far as I know, as long as you follow the tutorials, a normal CSS IS compatible with BrawlEx, however, only one with Sammi's modifications will support 100 characters, by the amount of bones in MenSelchr_pos_TopN.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 20, 2014, 04:55:33 PM
I'm considering trying to make custom cosmetics, but I need two things (third is optional).

1.) I need the blue gradient background the characters heads are over on the CSS.

2.) Do I need to edit the CSSConfig.dat for the BrawlEx character as well as the sel_char.pac?

3.) Could I get a tl;dr version of SammiHusky's tutorial?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 20, 2014, 08:32:09 PM
Sammi, I followed your first cosmetics tutorial to a T. Everything works, except that I get a black box where the CSS icon should be. I checked my textures, PAT0s and everything appears fine. I even hexed the Cosmetic Config. Any advice?


1.) I need the blue gradient background the characters heads are over on the CSS.


Ahem. ;)

(http://i178.photobucket.com/albums/w271/T_C_Rhade/hFMsY_zpsd5a47ff3.png)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 20, 2014, 09:07:36 PM
So I tried to run BrawlEx on my wii again, and every time I'd get to the PM Launcher (using the SDHC code, so I need to use the PM Launcer afaik) and press play, it'd just take me back to the main wii menu.

Anyone know what's up?

Still having that problem. Never had it before when I ran BrawlEx. Only happened recently. I'll see if I have a backup or something, but I seriously doubt it.

Post Merge: April 20, 2014, 09:28:40 PM
Alright, fixed the problem. Now I just need to remove the CSS code from my gct. Which is why the css comes up empty, correct?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 20, 2014, 09:38:35 PM
So the only problem i have in brawlex is random freezes during matches, and character select.


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on April 20, 2014, 10:18:07 PM
Why are you not using AXNextFrame?

Because with AXNextFrame, I can't even get the game to load. It gets past the strap screen, and then locks up at 'Now Loading...'. No matter how many times I try, it just will not go any further.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 20, 2014, 10:19:25 PM
Ahem. ;)

([url]http://i178.photobucket.com/albums/w271/T_C_Rhade/hFMsY_zpsd5a47ff3.png[/url])
Thanks a bunch.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 20, 2014, 11:29:16 PM
Because with AXNextFrame, I can't even get the game to load. It gets past the strap screen, and then locks up at 'Now Loading...'. No matter how many times I try, it just will not go any further.

I had that same issue the other day, turned out my StrapEn file got corrupted. Replaced it and it worked perfectly again. You should try that, it might not necessarily be that same file though so just try all the stuff your replacing that has to do with the first few menu's.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 21, 2014, 08:09:38 AM
I'm on my phone but I'm going to attempt to start a discussion pertaining to unused slots. This could be essential for figuring out what we can do to open more slots.

63 in hex equals 99. So we've got 100 slots to work with since 00 counts as a slot.

With the new boss slots I'm configuring we can get up to an estimated 85 if you do no have Zss, alloys, giga, sheik, indvidual pokes, or warioman.

So I'd like to share the remaining data and see if anyone has anythig to say. So looking at it off the bat:

Slots 00-0D are default characters.

0E is Sheik. Is this possible to use the slot but keep Sheik as a transform character?
Or would that mess up the transform? If it's possible then to have a 100 icon screen we'd need to out her in.

0F is Popo, the name of the me Iceclimber.
10 is Nana the secondary Iceclimber. Since you control Popo, does Nana need a slot? What are the risks of using her slot? Would Ice climbers break? Woukd she not spawn? Unlike Zss and Sheik she's a bit of a waste. She has slot data but if we can't even use her slot at all then that beings the character count down to 99...

From here we are at:
10-17 are default characters and good.

Slot 18 is Zss. Same boat as Sheik.

Slot 19-1B default characters.

1C is Pokemon Trainer
1D is Charizard
1E is Squirtle
1F is Ivysaur

I have a lot of questions here...

1. Is it possible to use pkmn slots but keep trainer, thus having all of the Pokemon but haing three slots.

2. Or the other way, individual pokemon and being able to use Trainer? He's another unplayable... I mean he has an icon but still...

Moving on:

20-23 are default.

24 is free and usable for boss slots when configured correctly.

25 is Jigglypuff

26-28 are usable boss slots

29 is Toon Link

2A and 2B are good for boss slots

2C wolf

2D is free for boss slots
 
2E and 2F are defaults

I'll continue later. Can anyone provide input on the poetitnial slots? Nana, Sheik, ZSS, Pkmn trainer OR the Pokemon?



Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 21, 2014, 08:27:18 AM
What are you calling boss slots, slots for playable bosses but unusable for standard characters?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 21, 2014, 08:34:02 AM
What are you calling boss slots, slots for playable bosses but unusable for standard characters?
Nope these are slots that contain bosses but we(Nebulon)  has found a way to make them usable for regular character slots.
As far as your ideas are concerned Nebulous I don't think any of those would work without breaking the other.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 21, 2014, 09:04:09 AM
Nope these are slots that contain bosses but we(Nebulon)  has found a way to make them usable for regular character slots.
As far as your ideas are concerned Nebulous I don't think any of those would work without breaking the other.

Actually, those are alots we couldnuse as bosses. The bosses don't have slot data. You see, saying 'Boss slot' more refers to everything but the slot. Bosses have cosmetic info, csslot info, and fighter info, but not a slot (accordin to the fighter chart). What we've done is take an empty alot and converted it to read the boss sequence i.e. to read fighter 34 but cosmetic 2C and Csslot 2C. These files are aligned in the game tonload a boss. If we minc the pathway as shown, and then associatethe fighter ID with an empty slot, then you've CREATED a boss slot.

:)

And I was afraid of that... This means that due to Nana being a unusable slot AND undisplayable slot, she cannot fill up a space on the css. Nor can slot 58 for that matter.

So then the cap would be 98 slots until someone finds a fix for slot 58.

People may notice that there are more alots then boss sequences available if you count the empties and the forbidden 7. This means that the last few slots need to read a rigged css,fighter, and cosmwtic sequence, not one that the game has built in. These will be tougher. After that, I think the only way to add in characters would be to replace Giga Bowaer, Warioman, an the alloys. There's a ln empty space alot that it literally empty space, but I think some told me that isn't possible either. I think it's coming to a close...

So a realistic cap would be 96 IF we can get the 4 reamining forbiddenfighter slots to read a manual sequence, AND if you havepn trainer, and pokemon, and zss, and sheik, and Giga, and Warioman.

I'm rushing this response, but 96 is my rough estimate.

Post Merge: April 21, 2014, 09:05:42 AM
I'm at work so I'll fix typos later


Title: Re: The BrawlEx Clone Engine
Post by: Tiberious on April 21, 2014, 09:07:02 AM
I had that same issue the other day, turned out my StrapEn file got corrupted. Replaced it and it worked perfectly again. You should try that, it might not necessarily be that same file though so just try all the stuff your replacing that has to do with the first few menu's.

Except I'm not doing anything regarding the strap screen itself. It gets -PAST- (just so everyone sees this word) it fine, it only dies AFTER.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 21, 2014, 09:17:49 AM
Actually, those are alots we couldnuse as bosses. The bosses don't have slot data. You see, saying 'Boss slot' more refers to everything but the slot. Bosses have cosmetic info, csslot info, and fighter info, but not a slot (accordin to the fighter chart). What we've done is take an empty alot and converted it to read the boss sequence i.e. to read fighter 34 but cosmetic 2C and Csslot 2C. These files are aligned in the game tonload a boss. If we minc the pathway as shown, and then associatethe fighter ID with an empty slot, then you've CREATED a boss slot.

:)

And I was afraid of that... This means that due to Nana being a unusable slot AND undisplayable slot, she cannot fill up a space on the css. Nor can slot 58 for that matter.

So then the cap would be 98 slots until someone finds a fix for slot 58.

People may notice that there are more alots then boss sequences available if you count the empties and the forbidden 7. This means that the last few slots need to read a rigged css,fighter, and cosmwtic sequence, not one that the game has built in. These will be tougher. After that, I think the only way to add in characters would be to replace Giga Bowaer, Warioman, an the alloys. There's a ln empty space alot that it literally empty space, but I think some told me that isn't possible either. I think it's coming to a close...

So a realistic cap would be 96 IF we can get the 4 reamining forbiddenfighter slots to read a manual sequence, AND if you havepn trainer, and pokemon, and zss, and sheik, and Giga, and Warioman.

I'm rushing this response, but 96 is my rough estimate.

Post Merge: April 21, 2014, 09:05:42 AM
I'm at work so I'll fix typos later
i could try out nana's slot but everytime i try boss slots example (porky) i get Regular mario loaded.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on April 21, 2014, 10:00:58 AM
i suppose that by default, the css slots are linked to some or no data for those particular characters. but if you re-linked them, say nana's css slot to other data, i think you could use that css slot. but as for say, sheik, i believe without modification, using her css icon slot will load her fighter data, and overwriting that would prove to remove zss from the game, which is not what we want. if this is true, then the individual pokemon css slots could be used as extra available css slots, if we could re-link the slots.

and alloys, can we make them usable?


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on April 21, 2014, 10:24:19 AM
which sounds can you replace if you want a custom annoucer call


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 21, 2014, 11:08:10 AM
Except I'm not doing anything regarding the strap screen itself. It gets -PAST- (just so everyone sees this word) it fine, it only dies AFTER.

Which is why I said to try taking out or replacing any custom menu's you got going. It's not necessarily the strap screen, that was just MY problem. It might not be any of them, but it's worth a try right?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 21, 2014, 11:23:43 AM
which sounds can you replace if you want a custom annoucer call
A sound that is loaded through the menu. Using an enemy's soundbank won't work because it isn't loaded through the menu.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on April 21, 2014, 01:39:34 PM
Help when I open my PF folder in the clone engine it says brawlEX clone engine stopped working.  Help.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 21, 2014, 01:58:51 PM
Never mind, Sammi, I figured it out. I named my texture ref wrong in the PAT0. XD

It's awesome having custom cosmetics. XD


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on April 21, 2014, 02:12:17 PM

And I was afraid of that... This means that due to Nana being a unusable slot AND undisplayable slot, she cannot fill up a space on the css. Nor can slot 58 for that matter.

You can have a separate Popo and Nana on the CSS, so wouldn't that fill up the last two slots?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 21, 2014, 04:56:56 PM
I'm on my phone but I'm going to attempt to start a discussion pertaining to unused slots. This could be essential for figuring out what we can do to open more slots.

63 in hex equals 99. So we've got 100 slots to work with since 00 counts as a slot.

With the new boss slots I'm configuring we can get up to an estimated 85 if you do no have Zss, alloys, giga, sheik, indvidual pokes, or warioman.

So I'd like to share the remaining data and see if anyone has anythig to say. So looking at it off the bat:

Slots 00-0D are default characters.

0E is Sheik. Is this possible to use the slot but keep Sheik as a transform character?
Or would that mess up the transform? If it's possible then to have a 100 icon screen we'd need to out her in.

0F is Popo, the name of the me Iceclimber.
10 is Nana the secondary Iceclimber. Since you control Popo, does Nana need a slot? What are the risks of using her slot? Would Ice climbers break? Woukd she not spawn? Unlike Zss and Sheik she's a bit of a waste. She has slot data but if we can't even use her slot at all then that beings the character count down to 99...

From here we are at:
10-17 are default characters and good.

Slot 18 is Zss. Same boat as Sheik.

Slot 19-1B default characters.

1C is Pokemon Trainer
1D is Charizard
1E is Squirtle
1F is Ivysaur

I have a lot of questions here...

1. Is it possible to use pkmn slots but keep trainer, thus having all of the Pokemon but haing three slots.

2. Or the other way, individual pokemon and being able to use Trainer? He's another unplayable... I mean he has an icon but still...

Moving on:

20-23 are default.

24 is free and usable for boss slots when configured correctly.

25 is Jigglypuff

26-28 are usable boss slots

29 is Toon Link

2A and 2B are good for boss slots

2C wolf

2D is free for boss slots
 
2E and 2F are defaults

I'll continue later. Can anyone provide input on the poetitnial slots? Nana, Sheik, ZSS, Pkmn trainer OR the Pokemon?


Actually, those are alots we couldnuse as bosses. The bosses don't have slot data. You see, saying 'Boss slot' more refers to everything but the slot. Bosses have cosmetic info, csslot info, and fighter info, but not a slot (accordin to the fighter chart). What we've done is take an empty alot and converted it to read the boss sequence i.e. to read fighter 34 but cosmetic 2C and Csslot 2C. These files are aligned in the game tonload a boss. If we minc the pathway as shown, and then associatethe fighter ID with an empty slot, then you've CREATED a boss slot.

:)

And I was afraid of that... This means that due to Nana being a unusable slot AND undisplayable slot, she cannot fill up a space on the css. Nor can slot 58 for that matter.

So then the cap would be 98 slots until someone finds a fix for slot 58.

People may notice that there are more alots then boss sequences available if you count the empties and the forbidden 7. This means that the last few slots need to read a rigged css,fighter, and cosmwtic sequence, not one that the game has built in. These will be tougher. After that, I think the only way to add in characters would be to replace Giga Bowaer, Warioman, an the alloys. There's a ln empty space alot that it literally empty space, but I think some told me that isn't possible either. I think it's coming to a close...

So a realistic cap would be 96 IF we can get the 4 reamining forbiddenfighter slots to read a manual sequence, AND if you havepn trainer, and pokemon, and zss, and sheik, and Giga, and Warioman.

I'm rushing this response, but 96 is my rough estimate.

Post Merge: April 21, 2014, 09:05:42 AM
I'm at work so I'll fix typos later
you really shouldnt worry about what fighter slots can be used,
u need to worry about what css slot ids can be used
because css slots are tied to the roster, and tied to whatever character appears in game when chosen in the css
as far as css ids
2A-2C are free to use
2D-37 are bosses
38-3B are alloys
and than 3C,3D,3E are free to use

bosses and alloys cssslots can also be "Borrowed"
u do need to watch out for the fighters that have the same number ids as the unused css slots
sonic, snake, and wolf

to make this work
all u need to do is hexedit the cssslot 0X10 into the id of the clone fighter u need in said cssslot
also u need to hexedit the cssslot edit level=1
same method i used for gigabowser...

Post Merge: April 21, 2014, 05:00:50 PM
You can have a separate Popo and Nana on the CSS, so wouldn't that fill up the last two slots?
they would only take space for clones
better to have clones than solo pop or solo nana
there is no existing cssslot for solo popo or solo nana, there is only one iceclimbers cssslot


Title: Re: The BrawlEx Clone Engine
Post by: Zarks on April 21, 2014, 05:35:17 PM
Check this out: http://forums.kc-mm.com/index.php?topic=67591.0 (http://forums.kc-mm.com/index.php?topic=67591.0) ;)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 21, 2014, 05:45:58 PM
Check this out: [url]http://forums.kc-mm.com/index.php?topic=67591.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=67591.0[/url]) ;)
I'm still waiting for SammiHusky to finish his update on his BrawlEx config, so we won't have to go through so much work just for a few cosmetics. :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 21, 2014, 05:49:14 PM
I'm still waiting for SammiHusky to finish his update on his BrawlEx config, so we won't have to go through so much work just for a few cosmetics. :P

It is hard to do but you may accomplish it.
But there is a problem: Custom BP Names (the ones in battle) will CRASH the game when playing in stages such as the Pokemon Stadiums and Pictochat.

Nebulon made something by accident in a Info.pac that makes every single clone have Crazy Hand's BP Name.
You better use it to avoid problems.
I haven't played on those stages, but it should work fine.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 21, 2014, 05:54:50 PM
So, I just got a weird issue. I just added 5D as a slot to the characters, and now 5D AND 50 give me the soft freeze when entering a stage. In other words, I can still open the home menu and reset the system. Anyone got a guess as to what this issue is?

Both 5D and 50 are Wolf Clone Slots for me.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 21, 2014, 05:57:44 PM
Well currently I'm working on a blank template for all that so it'll at least be a bit easier. I'm just setting up placeholder textures and the PAT files so all you have to do is replace the textures and set the ID on the cosmetic config. Only problem is that I don't know how Nebulons pack ignores the stock icons and that's going to take forever XD


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 21, 2014, 06:07:59 PM
So, I just got a weird issue. I just added 5D as a slot to the characters, and now 5D AND 50 give me the soft freeze when entering a stage. In other words, I can still open the home menu and reset the system. Anyone got a guess as to what this issue is?

Both 5D and 50 are Wolf Clone Slots for me.

Wolf's a little funky overall with multiple clones. I added Raptor to my pack recently and now My first Wolf clone, Lloyd, has most of his animations screwed up (even after exiting the CSS and returning). Worked fine before.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 21, 2014, 06:11:35 PM
Wolf's a little funky overall with multiple clones. I added Raptor to my pack recently and now My first Wolf clone, Lloyd, has most of his animations screwed up (even after exiting the CSS and returning). Worked fine before.

I suppose it might be possible that Lloyd could be an issue, since he's the one I have in slot 50


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on April 21, 2014, 06:16:10 PM
With how amazing all of this is, I'm still shocked that people will limit their edits due to Pokemon Stadium and Pictochat - I'd gladly rid those stages in favor of some of the custom stages if it meant I could name every character. Hell, there is probably a custom version of each of those stages that could remove the name issue.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 21, 2014, 06:18:56 PM
It should just be a deletion of the references in the PAT files, right? And if that doesn't work you could just replace all the stock icons with super small transparent png files. Also if I may make a request on that template file, you should encode all the default character CPSs with CMPR to reduce file size. And if you wanted to go a step further you could resize them all to 100 x 125. If you want my file that already did that I can PM you a link.

That would be awesome.

Edit: Also, I'm an idiot, he literally just has one info.brres file and that's all it takes. I think I'll just replace the crazy hand texture with a blank one and see if I can make the stock files just X's or something. That would make it look better at least.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 21, 2014, 06:23:30 PM
With how amazing all of this is, I'm still shocked that people will limit their edits due to Pokemon Stadium and Pictochat - I'd gladly rid those stages in favor of some of the custom stages if it meant I could name every character. Hell, there is probably a custom version of each of those stages that could remove the name issue.
Does porting stages over them with rels fix the issue? If you replaced Pokemon Stadium using a FD stage and a PokeStadium rel, would it work since the stage is essentially a FD one? Curious to know, since I replaced both of those already.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 21, 2014, 06:30:25 PM
Does porting stages over them with rels fix the issue? If you replaced Pokemon Stadium using a FD stage and a PokeStadium rel, would it work since the stage is essentially a FD one? Curious to know, since I replaced both of those already.

Yeah, that would fix the issue, as the actual stage loads the character name, not the stage slot.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 21, 2014, 06:40:28 PM
Oh, cool. That's makes things easier. :)


Title: Re: The BrawlEx Clone Engine
Post by: Zarks on April 21, 2014, 07:53:31 PM
Can someone recomend me good clone's via PM


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on April 21, 2014, 09:12:45 PM
Check this out: [url]http://forums.kc-mm.com/index.php?topic=67591.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=67591.0[/url]) ;)

Good, it's always nice to have a written tutorial as well.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on April 21, 2014, 09:29:07 PM
thats weird pictochat and both pokemon stadiums don't freeze for me pictochat even when entering the stage displays the clones name in the now entering section. there isn't anything specia that i did either. :2


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 21, 2014, 10:45:29 PM
Yeah they don't freeze for me either.

I wanted to see if the info files had anything to do with the crashes, and I found out that the probable reason Nebulon's pack doesn't show BP names is because his pack doesn't have the info.pac file in his info2 folder. That's my guess. I removed my info.pac, info_training.pac and info_training_mg.pac from my info2 folder and then my Mega Man clone showed up as Crazy Hand and didn't have his custom franchise mark. All this makes me think that info/info.brres might be completely useless for BP names and franchise marks. PictoChat still didn't freeze for me without the files either, which is what I was originally testing for.

EDIT: Whelp I've confirmed that info.brres is completely useless for BP names and franchise marks. If someone could also confirm this that would be super.
info.brres never worked fr me either
can u confirm we dont need custom bp's and stock icons?
sammix tutorial says we do...


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 21, 2014, 11:11:16 PM
Let's say I were to add SFX and announcer calls for the Japanese language setting, how would I go about doing it?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 21, 2014, 11:42:50 PM
I would like to point out that in my tutorial i only instructed things that i had done personally, since there was NOT an established method for adding custom cosmetics to clones. In fact, i do believe the only person to add cosmetics before me was ASF. (I may be forgetting someone, don't shoot me) so when making the tutorial i played it on the safe side and adding things in the exact way that brawl had them.

The game may not need stock icons, however the game does in fact NEED BP's or the game will crash (on a wii). Same as if there were no CSP for cBliss costumes. The game tries to load something that is not there. Info.pac may not be necessary for BP's though, as info/portrite *i believe* are also BP's so if you add them there, it will be fine.

in other news, starting tomorrow i will have much more freetime and can start working on stuff again. Im going to be recording 2 video tutorials as well. one for clone SFX and the other for GFX fixes. it also looks like i will be doing Ness' module first, as i need him for personal reasons. I may also revise my custom cosmetics to be a short, sweet, tl;dr version. :)


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 22, 2014, 06:02:29 AM
I would like to point out that in my tutorial i only instructed things that i had done personally, since there was NOT an established method for adding custom cosmetics to clones. In fact, i do believe the only person to add cosmetics before me was ASF. (I may be forgetting someone, don't shoot me) so when making the tutorial i played it on the safe side and adding things in the exact way that brawl had them.

The game may not need stock icons, however the game does in fact NEED BP's or the game will crash (on a wii). Same as if there were no CSP for cBliss costumes. The game tries to load something that is not there. Info.pac may not be necessary for BP's though, as info/portrite *i believe* are also BP's so if you add them there, it will be fine.

in other news, starting tomorrow i will have much more freetime and can start working on stuff again. Im going to be recording 2 video tutorials as well. one for clone SFX and the other for GFX fixes. it also looks like i will be doing Ness' module first, as i need him for personal reasons. I may also revise my custom cosmetics to be a short, sweet, tl;dr version. :)
Thank you for your continued support in this thread, Sammi! I have learned a lot just from watching your videos. I'd love to see those two! Although, I do know how to give clones sfx, heu heu heu... :]

Anyways, I've trying to find out to how to give characters second team colors, but I just don't know where exactly it is. I thought I almost got it, by looking into Wario's files. How did PM do it? Does anyone know if at all possible you can give a character a 2nd set of Team colors? EX: Brawl Fox, red/blue/green > Melee Fox, red/blue/green > back to Brawl Fox


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 22, 2014, 08:15:08 AM
Now the problem seems to be that I get a silent freeze (or a beep freeze, I can't tell because my TV doesn't want to play audio anymore) when I pick a stage.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 08:37:15 AM
Related to clone engine:

So in theory I shoukd be able to build a slot over the Alloys. I currently have 8 of 11 slots added in my actual pack. I'm waiting for some movesets to test them. Even cosmetics work.

Related to my pack users:

My pack BrWl for All V2 will be uploaded later today. It has 9 new movesets, and for some of you 8. It also uses Eternal's new GrayFox. I need to balance 2 attacks and one character a bit.  After that it'll be put up in my aig, not on the vault.

@Sammi I'm excited that you're making Rels again :) But 8'm curious, most people believe a transforming character isn't possible to make an rel for. Is this true? Or is that just an urban legend?


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 22, 2014, 10:20:36 AM
I think the only reason the game needs stock icons is for singleplayer modes, like subspace or classic. Otherwise there doesn't seem to be much of a use for them.
Still, it's good to add them to keep from crashes.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 22, 2014, 10:26:45 AM
I look forward to shortened tutorials. Though I'm still looking forward to your program as well, Sammi. Speaking of which, is there anything new since the last preview?

I hope I'm not asking too often. :x


Title: Re: The BrawlEx Clone Engine
Post by: Zarks on April 22, 2014, 10:50:57 AM
Hey sammi i follow you tuts and all work's perfect for my first clone (Except for the stock icons ) but i have some questions before i continue

1.-How can i add zero suit, sheik and pokes to the CSS (I have to edit the code of Spunit262's or what)

2.- Can i add custom anuncer call like ASF1nks pack?

3.-When i open up your tool work fine but when i select the folder "the program stopped working" it's your tool or i need .dll ??? i have windows 8

4.-If i add 7 slots to every character (Like Cbliss and 12 to wario) including the clone ones
the game will frezze or something?

5.-If i add a expansion code for the stages it would work?

6.-Are there some codes that i CAN'T use so the game don't frezzes ?

I think thats all for now, Sorry if I troublesome and Thanks if you respond me


Title: Re: The BrawlEx Clone Engine
Post by: Kurth on April 22, 2014, 12:06:08 PM
1. You could edit the CSS code, but why not use the BrawlEx CSS expansion (download in the first post)? Then you can just use the config utility to add them.

2. Yep, but you have to replace sounds that the menu loads anyway (the sounds for spectating an online match are the ones most commonly replaced) and they have to be smaller than the original sounds they replace.

3. I believe you have to use the XP version when running it on Windows 8?

4. You should be able to give each character at least 10 costumes without causing any problems

5. Yep, PW's stage expansion code works with BrawlEx, just not Dant's ASL.

6. Codes that modify fighters (Character "X" has no result data, the old codes for Giga Bowser and independent Pokemon, etc.) will conflict with BrawlEx. You can however, usually do the same things with the BrawlEx config files.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 01:36:07 PM
I haven't added a single stock icon and my game works fine. All my clone characters just show up as "?" marks for stock icons.

Are you going to post the method of how you configured everything to use the boss slots/ unused slots when you update your pack? I'm sure a lot of us would find that really useful.

Yes. I will attempt to explain it here. If it doesn't suffice then I'll make a tutorial with pictures, like last time.


Title: Re: The BrawlEx Clone Engine
Post by: Gamma Ridley on April 22, 2014, 01:42:55 PM
Ok, I know this has been asked a million times before, and I should probably follow this thread more attentively, but I just need a definitive yes-or-no answer: Has someone gotten BrawlEx to work with Project M? And if so, is there a tutorial on how to get it working lying around somewhere?

If not, I'll just look into getting it to work with vanilla Brawl myself and go from there, but I'd really like to have both PM and Brawl Ex.

dont kill me plz


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 22, 2014, 01:49:14 PM
There's that Project EX thread in General Discussion that you could peek into.


Title: Re: The BrawlEx Clone Engine
Post by: Gamma Ridley on April 22, 2014, 02:00:23 PM
Oh geez, didn't even see that thread... guess I'll start there. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 02:51:29 PM
This thread is a nightmare for new people to navigate, so it would probably be better to make a tutorial.

Then give me two days.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 03:08:57 PM
Not yet, but my new theory is that so long as no IDs are shared it should work... So we'll see. If I use him as a slot then I'll need to give the Pokes a down B. I will start the testing soon, but it will be much more extensive when one of the three movests/modules I'm waiting for is released.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on April 22, 2014, 04:32:44 PM
Nebulon, or anyone else know how to add stages. On Nebulon's pack, there's like 70+ stages, but I never saw that anywhere else and figured it had to do with cloning so I came here.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 04:44:49 PM
Nebulon, or anyone else know how to add stages. On Nebulon's pack, there's like 70+ stages, but I never saw that anywhere else and figured it had to do with cloning so I came here.

No, it's called the "Stage Expansion" I believe. It can be found on the site. It's a series of codes. The stage organizer is how I ordered them to my liking.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 22, 2014, 05:00:00 PM
I recommend using one of the custom packs already made for stage expansion, then customizing it to your liking. Then you already have the stage slots filled. Should you want more, all you need is replace the stage and module.


Title: Re: The BrawlEx Clone Engine
Post by: NinjaDude6040 on April 22, 2014, 05:04:37 PM
Are the packs around the site?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 05:10:20 PM
Are the packs around the site?

Yes there's a section for it. Or you could download mine, which is in my sig now.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 22, 2014, 06:52:59 PM
Yes there's a section for it. Or you could download mine, which is in my sig now.

What does version 2 have BTW?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 22, 2014, 06:55:19 PM
guys has anyone created a toonlink rel yet?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowWolf on April 22, 2014, 07:02:44 PM
Yes there's a section for it. Or you could download mine, which is in my sig now.
Hey Nebulon, for the Mickey PSA that used SSBZ, you should upgrade that with the new one MarioDk released


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 22, 2014, 07:08:48 PM
guys has anyone created a toonlink rel yet?
No new rels yet.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 22, 2014, 07:18:52 PM
Hey Nebulon, for the Mickey PSA that used SSBZ, you should upgrade that with the new one MarioDk released

New SMBZ Mario moveset isn't compatible with King Mickey or any of the costumes that used the MotionEtc Hammer.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 07:36:27 PM
What does version 2 have BTW?

Check the spoiler button in my aig under "contents" :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 22, 2014, 08:37:52 PM
Check the spoiler button in my aig under "contents" :)

Ok.

Now I have a doubt:

Dark Link? I though he had a wierd bug that caused other Link clones to freeze when facing him.

EDIT: I thought that Ryu had a freezing issue with Neutral-B. Does he work now?
Ryu (Street Fighter) had that problem.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 22, 2014, 08:58:24 PM
Ok.

Now I have a doubt:

Dark Link? I though he had a wierd bug that caused other Link clones to freeze when facing him.

EDIT: I thought that Ryu had a freezing issue with Neutral-B. Does he work now?
Ryu (Street Fighter) had that problem.

The Ryu I'm using hasn't frozen. That doesn't mean it won't... I'm sure someone'll tell me if it does.

As for Dark Link, it's the newer one for Brawl minus that I edited around. I lowered it's weight, turned down most of it's smashes, got rid of it's 3rd jump, and a few little things here and there. This version doesn't have that report I don't believe. I've done Link versus Dark Link several times for the mere spectacle. :)

Someone will report it if anything's broken, and I'll make the tough decisions if I need to. But for now, I've had no issues.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 22, 2014, 09:33:26 PM
The Ryu I'm using hasn't frozen. That doesn't mean it won't... I'm sure someone'll tell me if it does.

As for Dark Link, it's the newer one for Brawl minus that I edited around. I lowered it's weight, turned down most of it's smashes, got rid of it's 3rd jump, and a few little things here and there. This version doesn't have that report I don't believe. I've done Link versus Dark Link several times for the mere spectacle. :)

Someone will report it if anything's broken, and I'll make the tough decisions if I need to. But for now, I've had no issues.
Nebulon your Dropbox is down:(


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 22, 2014, 09:39:41 PM
Okay, I just decided to shift over to Dolphin for testing BrawlEx related things faster, and for some reason, even though it doesn't happen on the Wii, in Dolphin I'm freezing when I move onto the character select icons.

I remember a while back that there were issues with the new CSS when you weren't playing with all the characters unlocked, so I was wondering if that could be it. And Dolphin won't even let me CREATE a save file.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 22, 2014, 09:49:34 PM
Okay, I just decided to shift over to Dolphin for testing BrawlEx related things faster, and for some reason, even though it doesn't happen on the Wii, in Dolphin I'm freezing when I move onto the character select icons.

I remember a while back that there were issues with the new CSS when you weren't playing with all the characters unlocked, so I was wondering if that could be it. And Dolphin won't even let me CREATE a save file.
Dolphin 4x or Dolphin 3?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 22, 2014, 09:53:46 PM
Dolphin 4x or Dolphin 3?
3.5 it says.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 22, 2014, 10:13:44 PM
Now the problem seems to be that I get a silent freeze (or a beep freeze, I can't tell because my TV doesn't want to play audio anymore) when I pick a stage.

Still going on, don't know what's causing it.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 22, 2014, 11:32:00 PM
My build is up now for anyone who wants to play it


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 23, 2014, 05:57:07 AM
so nebulon, what would suggest me doing? is there a problem with my codes or somewhere i went wrong with the cloning?

lol I don't know what you're talking about... pm me your situation please. :)


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 23, 2014, 06:25:42 AM
lol I don't know what you're talking about... pm me your situation please. :)
Nebulon Your pack link is not working.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 23, 2014, 06:33:21 AM
Nebulon Your pack link is not working.

I know. I've gotten 7 messages telling me so lol so just so that everyone sees it:

It's doing this because of the amount of people trying to download it at once. I was aware of the problem 2 hours after I uploaded it.

So if anyone really needs it now, just pm me your email address. I'll put a reminder in my sig as well.

Post Merge: April 23, 2014, 07:27:57 AM
As for Clone engine...

Does anyone know why slot 58 doesn't work?

I might try using Nana's slot to load Fighter, Cos, and CSS 58 and see if that messes up Nana and Popo. If it doesn't then wala, we'll have another slot.

Post Merge: April 23, 2014, 07:55:52 AM
!!!!!!!!!!!!!!UPDAAAAAAATTTTTEEEE!!!!!!!!!!!

Fighter 58 is what was broken, not the slot, config, or cosmetic...

So I had Slot 58 read Dixie Kong's fighter but still keep the config and cosmetic of 58 and whalla, another new slot :)



Post Merge: April 23, 2014, 08:09:21 AM
So with my current knowledge, I can add 8 more characters to my current build:

Last 3 remaining bosses

And following the same method as the bosses the alloys should also be possible.

And now this slot.

NOW... I need to figure out what in the slot file commands it to load what cosmetic, fighter, and CSS ID...

Normally it would match up the names like Slot3F would be associated with the other 3 files ending in 3F, but since I can edit the Slot to read fighter... let's say 2D, I can have the slot read 2D while it is also still associated with either the built on disc slot sequence (like the fighter data shows) or in this case, the way that PW organized it where after 3F, you can have the names link up like I did with slots 58.

Moving forward, we'd need to learn how to get the slot to read different parts of data. Empty pieces in the Fighter Char in the OP will be our guide. For instance, if we can get Mario Debug (slot32) to read Toon Sheik (Fighter2B) which I already know how to do, AND also read... the H in the chart (Cosmetic24) and an empty slot (Like 2A) then we'll have ANOTHER slot to work with...

But moving forward may require us to sacrifice Pokemon Trainer... and separate the pokes into their own individuals...

And since Iceclimbers has a slot, I feel like it's not impossible to use Nana's single slot, or poetintially even Popos... but we'll see. But since I've got 8 more, plus a theoretical 9th, along with PKMN, Single POPO, and Single NaNa then that'd be 12 more...

But I'll keep messing around. If anyone knows how to redirect the slots to read different CSSslots and Cosmetics, then PM me. :)


Title: Re: The BrawlEx Clone Engine
Post by: Patlen 123 on April 23, 2014, 09:15:27 AM
I'm trying to get BrawlEx to work however I crash whenever I get into the title screen. I am using Riivo on a PAL Wii and PAL SSBB. Can anyone help?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 23, 2014, 09:20:28 AM
BrawlEx doesn't work on Riivolution nor PAL.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on April 23, 2014, 12:04:39 PM
Nebulon, I tried to put as much as I can with what should be recommend like porites, the Modules, and of course the stuff in brawlex, etc (Since my 2gb for some reason is only 1.89gb and I only put in what was necessary since I downloaded your pack previously.) But when I head into training the new characters have Tabuus and when I try hovering over them they freeze. Did I do something wrong?.. :(


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on April 23, 2014, 12:39:44 PM
What value do I hex in CosmeticConfig to change the Victory fanfare? I'm trying to give K. Rool (a Pit clone) DK's fanfare.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on April 23, 2014, 12:41:30 PM
Do you have menu2/sc_selcharacter.pac? Does it work in regular Vs. Mode (Brawl)?

Lol, so that's what I was missing. XD
Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 23, 2014, 03:13:27 PM
I know. I've gotten 7 messages telling me so lol so just so that everyone sees it:

It's doing this because of the amount of people trying to download it at once. I was aware of the problem 2 hours after I uploaded it.

So if anyone really needs it now, just pm me your email address. I'll put a reminder in my sig as well.

Post Merge: April 23, 2014, 07:27:57 AM
As for Clone engine...

Does anyone know why slot 58 doesn't work?

I might try using Nana's slot to load Fighter, Cos, and CSS 58 and see if that messes up Nana and Popo. If it doesn't then wala, we'll have another slot.

Post Merge: April 23, 2014, 07:55:52 AM
!!!!!!!!!!!!!!UPDAAAAAAATTTTTEEEE!!!!!!!!!!!

Fighter 58 is what was broken, not the slot, config, or cosmetic...

So I had Slot 58 read Dixie Kong's fighter but still keep the config and cosmetic of 58 and whalla, another new slot :)



Post Merge: April 23, 2014, 08:09:21 AM
So with my current knowledge, I can add 8 more characters to my current build:

Last 3 remaining bosses

And following the same method as the bosses the alloys should also be possible.

And now this slot.

NOW... I need to figure out what in the slot file commands it to load what cosmetic, fighter, and CSS ID...

Normally it would match up the names like Slot3F would be associated with the other 3 files ending in 3F, but since I can edit the Slot to read fighter... let's say 2D, I can have the slot read 2D while it is also still associated with either the built on disc slot sequence (like the fighter data shows) or in this case, the way that PW organized it where after 3F, you can have the names link up like I did with slots 58.

Moving forward, we'd need to learn how to get the slot to read different parts of data. Empty pieces in the Fighter Char in the OP will be our guide. For instance, if we can get Mario Debug (slot32) to read Toon Sheik (Fighter2B) which I already know how to do, AND also read... the H in the chart (Cosmetic24) and an empty slot (Like 2A) then we'll have ANOTHER slot to work with...

But moving forward may require us to sacrifice Pokemon Trainer... and separate the pokes into their own individuals...

And since Iceclimbers has a slot, I feel like it's not impossible to use Nana's single slot, or poetintially even Popos... but we'll see. But since I've got 8 more, plus a theoretical 9th, along with PKMN, Single POPO, and Single NaNa then that'd be 12 more...

But I'll keep messing around. If anyone knows how to redirect the slots to read different CSSslots and Cosmetics, then PM me. :)
Good work nebulon as always im going to try it out.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 23, 2014, 03:36:41 PM
But moving forward may require us to sacrifice Pokemon Trainer... and separate the pokes into their own individuals...

It is a bad idea to have the 3 Pokemon separated.
Dependant Pokemon are a lot of ways better than 3 separate Pokemon with no Down-B nor Final Smash.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 23, 2014, 04:24:43 PM
It is a bad idea to have the 3 Pokemon separated.
Dependant Pokemon are a lot of ways better than 3 separate Pokemon with no Down-B nor Final Smash.
You could always use the PM pokes. :D
 I'll be honest, vBrawl Ivysaur is not as fun to play as PM Ivysaur. I'm really enjoying what PM did with him. :D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 23, 2014, 04:28:52 PM
You could always use the PM pokes. :D
 I'll be honest, vBrawl Ivysaur is not as fun to play as PM Ivysaur. I'm really enjoying what PM did with him. :D

That's what I was considering lol


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on April 23, 2014, 04:35:37 PM
Nebulon, how did you get your custom title screen to work? I've had them work before, but I can't since I started using BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 23, 2014, 04:37:13 PM
You could always use the PM pokes. :D
 I'll be honest, vBrawl Ivysaur is not as fun to play as PM Ivysaur. I'm really enjoying what PM did with him. :D

I know, PM Pokemon are cool to play with.
But having Pokemon WITH NO Final Smash is really boring.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 23, 2014, 04:42:16 PM
I know, PM Pokemon are cool to play with.
But having Pokemon WITH NO Final Smash is really boring.
That really depends on if you play with smash balls on or not.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 23, 2014, 05:05:33 PM
That really depends on if you play with smash balls on or not.

Project M Pokemon work fine for Project M because the general rule of Project M is to make the game as perfect for the old Melee Tourney rules to apply to the entire game. One of the rules happens to be "No Items", which would include Final Smashes. Personally, I like all my characters to have complete movesets, including the Final Smash. Everything's up to choice, which is why I don't personally use Alloys or Alloy Movesets.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 24, 2014, 04:56:56 AM
I know, PM Pokemon are cool to play with.
But having Pokemon WITH NO Final Smash is really boring.
That's true as well. Can't a FS be made, though? Or did they do something that we can't give them one? If I can, I'll gladly give them their own Final Smash. I have a few ideas. Lol

That's what I was considering lol
:D


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 24, 2014, 05:53:31 AM
That's true as well. Can't a FS be made, though? Or did they do something that we can't give them one? If I can, I'll gladly give them their own Final Smash. I have a few ideas. Lol
 :D

The Venusaur, Blastoise, and th Charizard that goes with them all have an FS. If someone van take their FS and take the project M attacks and give them to thw vanilla down B then I'd be fine :)

Nevermind, apparently Venuasaur, Blastoise, and the other Charizard don't have their own FS. Carnage just told me.

Scratch that idea lol


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 24, 2014, 09:05:27 AM
If we could make the Independant Pokemon slots load the Dependant ones, we should have Pokemon with Final Smashes and Down B.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on April 24, 2014, 12:34:30 PM
3.5 it says.
Dol3.5 doesn't (and never) made savefiles for Wii games. Either upgrade to 4x or downgrade to 3.

Post Merge: April 24, 2014, 12:37:14 PM
Nebulon, how did you get your custom title screen to work? I've had them work before, but I can't since I started using BrawlEx.
Putting sc_title.pac in both \pf\menu2 and \pfmenu2 works for me.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 24, 2014, 03:34:56 PM
Guys help please
with brawl ex team battle is freezing
im trying to fix this problem but i cant figure it out


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 24, 2014, 03:47:09 PM
Guys help please
with brawl ex team battle is freezing
im trying to fix this problem but i cant figure it out
your probably using the old brawlex method with CSS code arent you?


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on April 24, 2014, 04:06:53 PM
no im using new brawl ex method


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on April 24, 2014, 04:45:48 PM
your probably using the old brawlex method with CSS code arent you?

There is a new method? I haven't checked this thread in a while. Could anyone point me in its direction?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 24, 2014, 04:48:04 PM
There is a new method? I haven't checked this thread in a while. Could anyone point me in its direction?
go to OP


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on April 24, 2014, 04:54:53 PM
Putting sc_title.pac in both pfmenu2 and pfmenu2 works for me.

Thank you. That worked.

Post Merge: April 24, 2014, 06:29:02 PM
How can I make it load like Fighter3F Slot00 CSSSlot4E and Cosmetic2A all for one character?


Title: Re: The BrawlEx Clone Engine
Post by: buda81 on April 24, 2014, 06:33:16 PM
NVM


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on April 24, 2014, 07:34:49 PM
go to OP

Well, thats what I get for skimming through the OP. Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: HeartlessSeph on April 24, 2014, 08:34:09 PM
I can't seem to get this to work for the life of me. No matter how much I follow the tutorial and even download premade Builds I cannot get this to work without the Random Icon showing up instead of the characters and crashing afterwards. I can't seem to solve this so if anyone would be able to help it would be great.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on April 24, 2014, 08:38:23 PM
I can't seem to get this to work for the life of me. No matter how much I follow the tutorial and even download premade Builds I cannot get this to work without the Random Icon showing up instead of the characters and crashing afterwards. I can't seem to solve this so if anyone would be able to help it would be great.

Is your hook set to AXNextFrame?


Title: Re: The BrawlEx Clone Engine
Post by: HeartlessSeph on April 24, 2014, 08:45:31 PM
Is your hook set to AXNextFrame?

Yes, I followed the tutorial as closely as possible and still can't get it to work.

EDIT: Does having a 4gb SDHC affect usage with BrawlEX? I think that maybe that is what is making it not work.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 24, 2014, 09:01:55 PM
Yes, I followed the tutorial as closely as possible and still can't get it to work.

EDIT: Does having a 4gb SDHC affect usage with BrawlEX? I think that maybe that is what is making it not work.

Yes. When using an SDHC you need to use the SDHC Expansion code.

It doesn't work with Gecko from what I understand, but it does work with the Project M Launcher.


Title: Re: The BrawlEx Clone Engine
Post by: HeartlessSeph on April 24, 2014, 09:25:57 PM
I tried using the code and the end result was still the same. Can someone else try out this pack to see if it is working?

http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip (http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip)

Nevermind guys, I got it working! I didn't use the project M Launcher so it ended up Not Loading but now that I did it works perfectly! I wish I could convey my happiness in any other way but unfortunately I'll just have to use  :) :laugh: ;D .

Sorry for unnecessary trouble. I could have got it working if I had just surveyed the forums for a bit.


Title: Re: The BrawlEx Clone Engine
Post by: GaryCXJk on April 25, 2014, 03:38:29 AM
I myself don't use the Project M launcher at all, and the SDHC code, when placed as the first code, works just fine.


Title: Re: The BrawlEx Clone Engine
Post by: Blazingflare on April 25, 2014, 03:46:24 AM
(http://puu.sh/8mGAp.jpg) (http://puu.sh/8mGAp.jpg)
I don't know what's wrong with this clone. The franchise logo appears as symbols on the results screen and only the results screen. Everywhere else, it works just fine(I have it use the smash logo). All of my other clones work just fine. Though I have them set to use the other existing franchise logos if that matters.
For the record it's a Lucas clone on slot 3F.

Edit
I forgot to mention that this happens on both Dolphin and my Wii.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 25, 2014, 05:46:01 AM
([url]http://puu.sh/8mGAp.jpg[/url]) ([url]http://puu.sh/8mGAp.jpg[/url])
I don't know what's wrong with this clone. The franchise logo appears as symbols on the results screen and only the results screen. Everywhere else, it works just fine(I have it use the smash logo). All of my other clones work just fine. Though I have them set to use the other existing franchise logos if that matters.
For the record it's a Lucas clone on slot 3F.

Edit
I forgot to mention that this happens on both Dolphin and my Wii.

Howd you get the name at the end to be Marissa on the results screen?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on April 25, 2014, 05:55:07 AM
Howd you get the name at the end to be Marissa on the results screen?
It's in the Config file. You're talking about when it says 2D Marisa? Yeah, open up your clone's COSMETIC config file in a hex editor and you should see a name already, (probably the character you cloned). :)


Title: Re: The BrawlEx Clone Engine
Post by: BlazeBlue on April 25, 2014, 06:24:43 AM
Um I have a problem. When I added a new character to the roster(63) it worked fine. The CSS and all that works perfectly even the in match icons work. But the result screen doesn't work. What do I do???


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on April 25, 2014, 06:40:06 AM
Um I have a problem. When I added a new character to the roster(63) it worked fine. The CSS and all that works perfectly even the in match icons work. But the result screen doesn't work. What do I do???

This is usually caused by not having the proper Results Portraits.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 25, 2014, 06:57:08 AM
Um I have a problem. When I added a new character to the roster(63) it worked fine. The CSS and all that works perfectly even the in match icons work. But the result screen doesn't work. What do I do???

Check your result portraits and make sure they're named properly. That's confused me countless times lol


Title: Re: The BrawlEx Clone Engine
Post by: amircury on April 25, 2014, 07:11:09 AM
([url]http://puu.sh/8mGAp.jpg[/url]) ([url]http://puu.sh/8mGAp.jpg[/url])
I don't know what's wrong with this clone. The franchise logo appears as symbols on the results screen and only the results screen. Everywhere else, it works just fine(I have it use the smash logo). All of my other clones work just fine. Though I have them set to use the other existing franchise logos if that matters.
For the record it's a Lucas clone on slot 3F.

Edit
I forgot to mention that this happens on both Dolphin and my Wii.

Personally, I'd like to know where that 2D Marisa came from. If it's a PSA, I want it.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 25, 2014, 07:12:26 AM
Personally, I'd like to know where that 2D Marisa came from. If it's a PSA, I want it.

It's a PSA for Lucas.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047)


Title: Re: The BrawlEx Clone Engine
Post by: Blazingflare on April 25, 2014, 07:30:35 AM
It's a PSA for Lucas.
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url])

Correction, it is a damn amazing PSA for Lucas.
I still want to know how to fix the franchise logo though. It's the only thing that confuses me. I have everything else down.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 25, 2014, 08:24:52 AM
Uh I noticed a issue in Nebulon's pack incase he actually forgot to fix it Young Link still spawns items with his taunts.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 25, 2014, 08:30:27 AM
Uh I noticed a issue in Nebulon's pack incase he actually forgot to fix it Young Link still spawns items with his taunts.

I'll fix it and leave a note in my sig when I do so people can redownload just that. I've been working on balancing characters since 3 of the additions are designed for other types of Brawl lol.

But I'll get to it. :)


Title: Re: The BrawlEx Clone Engine
Post by: BlazeBlue on April 25, 2014, 09:30:24 AM
Where do I go to edit them?


Title: Re: The BrawlEx Clone Engine on windows 8
Post by: officersherid on April 25, 2014, 01:54:24 PM
i am having a problem with the brawl ex clone tool on windows 8. i followed all instructions by copying core files and expansion files into folder PF. when i load the clone tool and open PF folder it imputs the correct files into the brawl ex folder.

But then when i try to add a character the program stops working and shuts down.

I am using windows 8.

i have attempted to play around with it, and it seems that when i remove the menu2 folder it works, but no images pop up when adding the character.

PLEASE HEL[


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 25, 2014, 03:01:32 PM
i am having a problem with the brawl ex clone tool on windows 8. i followed all instructions by copying core files and expansion files into folder PF. when i load the clone tool and open PF folder it imputs the correct files into the brawl ex folder.

But then when i try to add a character the program stops working and shuts down.

I am using windows 8.

i have attempted to play around with it, and it seems that when i remove the menu2 folder it works, but no images pop up when adding the character.

PLEASE HEL[

Make sure your sc_selcharacter's compression is either set to lz77 or none. not extended lz77. If you have more problems, PM me :P


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 25, 2014, 06:22:21 PM
Solved my problems with crashing on the SSS.

Still haven't succeeded in trying to add custom CSS icons and BPs. But hey, the clones work. And that's the important part.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 25, 2014, 07:24:31 PM
It's a PSA for Lucas.
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url])
I think I just found a new clone....  ;D

As a side note, is there a way to edit STGRESULT.PAC to not load victory portraits at all? I want to save adding those for later, and simply adding the generic ones didn't get it to load. Unless I have to do something extra with them beside just copy the menu file in the download...


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 25, 2014, 07:49:35 PM
i am having a problem with the brawl ex clone tool on windows 8. i followed all instructions by copying core files and expansion files into folder PF. when i load the clone tool and open PF folder it imputs the correct files into the brawl ex folder.

But then when i try to add a character the program stops working and shuts down.

I am using windows 8.

i have attempted to play around with it, and it seems that when i remove the menu2 folder it works, but no images pop up when adding the character.

PLEASE HEL[
Try the XP version of the tool, it works in Windows 8.


Title: Re: The BrawlEx Clone Engine
Post by: Lost Saltshaker on April 25, 2014, 08:41:58 PM
([url]http://puu.sh/8mGAp.jpg[/url]) ([url]http://puu.sh/8mGAp.jpg[/url])
I don't know what's wrong with this clone. The franchise logo appears as symbols on the results screen and only the results screen. Everywhere else, it works just fine(I have it use the smash logo). All of my other clones work just fine. Though I have them set to use the other existing franchise logos if that matters.
For the record it's a Lucas clone on slot 3F.

Edit
I forgot to mention that this happens on both Dolphin and my Wii.


I had this problem as well. I fixed it by setting my clones' cosmetic IDs to one less than the number of the icon imported into STGRESULT.PAC. For instance, even though the tutorial starts at MenSelchrMark.21, to set a character's series to that icon, enter 20 (14 in Hex) in their Cosmetic.dat.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 25, 2014, 10:27:08 PM
The newest version of Nebulon's pack now gives me random freezing after a match.

Why is this happening?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on April 25, 2014, 10:35:43 PM
Probably missing something for the results screen. Does it have portraits? Franchise icons?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 25, 2014, 10:38:12 PM
Probably missing something for the results screen. Does it have portraits? Franchise icons?

Well, not exactly at the Results Screen.
But at the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 26, 2014, 02:31:21 AM
I've got a question, I'm trying to set up Oot Link to replace Monster Hunter in Nebulon's pack. I got him working but he's not using Monster Hunter's BP Csp Css icon or even name he's using Link's, How do I set him up in order to use the portraits, icon, and name from Monster Hunter's slot?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 06:05:01 AM
The newest version of Nebulon's pack now gives me random freezing after a match.

Why is this happening?

??? Hmmm, well

1. are you exiting the CSS screen after every match?

And

2. Someone told me that even after using the DL certain files weren't copied so they had to copy them individually from the DL in certain folders.

Are the freezes consistent with certain characters?

I know this doesn't SEEM like it's relevant to the clone engine, but my method for using boss slots is new and I need to diagnose the problems when they happen, as it's the only way to ensure that this method is the surefire way for the Clone engine to move forward, and my pack is currently the only public pack to use this method. This is a Beta almost trying something new out, and I need the feedback as it'll be relevant to everyone on here once I explain how to do it, only after I confirm there aren't any issues.







Post Merge: April 26, 2014, 06:08:43 AM
I've got a question, I'm trying to set up Oot Link to replace Monster Hunter in Nebulon's pack. I got him working but he's not using Monster Hunter's BP Csp Css icon or even name he's using Link's, How do I set him up in order to use the portraits, icon, and name from Monster Hunter's slot?

Boss slots don't work as one might traditionally think.

And I am still planning on teaching that. Right now I've managed to get the game up to 93 characters if you count Trainer, AND Pokemon, AND Sheik, AND ZSS. If I can add at least 4 more slots, and it all works this way, then I'll know that this method is the proper method moving forward and I will explain it. I just did some research last night on how to further associate different slots.

After I can get to 97, I will teach people. Why? Because the only slots left will be Warioman, Giga Bowser, and None, and I've been told that messing with the "None" slot can cause corruption. So The cap is 99 characters if you count Giga and Wario, but I'm still going to see what I can do with them.

I'm almost there, just hang on everyone.

Post Merge: April 26, 2014, 07:51:46 AM
Okay, new development:

With some help from Kagerou, we looked at the code and I was essentially taught what values to change in the configs to get things to work. It's like detective work at this point, I need to figure out what does what, and I can do so by looking at the fighter chart, which displays the values for different configs in hex, which in turn helps me figure out what is being referenced inside the files.

So my new development is that using a new method I successfully got my 94th fighter to work, and so I'm pretty sure I can get 94-97 to work. Using Popo's slot does NOT mess with Popo, I had them both fight and nothing bad happened what-so-ever.

Now... the only problem is that the newest clones I can add now, do not have ingame BPs or result screen information. Instead, they load Mario's. The CSS is fine, I can put in any value corresponding to my CSS files and load any Icon, name, Icon name, and CSPs I want, the issue is that having Blaze the Cat load Mario's BP and result portraits during the end of a match is silly... So... There are different paths I can take here...

I can take Mario's files and move them in my pack to a different ID that my Mario will use, and then replace the default spot for Mario's BPs and Result portrait with a character (Like Blaze as our example) and thus she'll have all her pics, and so will Mario.

But this won't work for the remaining 4... Though... I just hit an idea so I'm going to keep working.

Post Merge: April 26, 2014, 08:09:56 AM
Apparently using cosmetic 24 is perfectly fine. Now I need to decide what other cosmetic IDs are okay... IF I can get at least 3, then I can redirect Mario and get 4 cosmetics for the potential final 4 characters... :)

But when I finally teach people how to do this...

It's gonna basically be just people reading what I did to set it all up. The bosses and Alloys work in a way that is consistent, however the rest of the files while they do, they have different effects, and so the best way to build your own packs to 99 characters, will be to strictly do what I did, or just DL my pack.

This isn't a ploy for downloads, it's just that every piece of data link out of order and not every piece works... everyone'll see what I mean when I finally show them, and then people can make the decision.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 26, 2014, 08:23:23 AM
[
quote author=Nebulon link=topic=65113.msg1252052#msg1252052 date=1398513901]
??? Hmmm, well

1. are you exiting the CSS screen after every match?

And

2. Someone told me that even after using the DL certain files weren't copied so they had to copy them individually from the DL in certain folders.

Are the freezes consistent with certain characters?

I know this doesn't SEEM like it's relevant to the clone engine, but my method for using boss slots is new and I need to diagnose the problems when they happen, as it's the only way to ensure that this method is the surefire way for the Clone engine to move forward, and my pack is currently the only public pack to use this method. This is a Beta almost trying something new out, and I need the feedback as it'll be relevant to everyone on here once I explain how to do it, only after I confirm there aren't any issues.







Post Merge: April 26, 2014, 06:08:43 AM
Boss slots don't work as one might traditionally think.

And I am still planning on teaching that. Right now I've managed to get the game up to 93 characters if you count Trainer, AND Pokemon, AND Sheik, AND ZSS. If I can add at least 4 more slots, and it all works this way, then I'll know that this method is the proper method moving forward and I will explain it. I just did some research last night on how to further associate different slots.

After I can get to 97, I will teach people. Why? Because the only slots left will be Warioman, Giga Bowser, and None, and I've been told that messing with the "None" slot can cause corruption. So The cap is 99 characters if you count Giga and Wario, but I'm still going to see what I can do with them.

I'm almost there, just hang on everyone.

Post Merge: April 26, 2014, 07:51:46 AM
Okay, new development:

With some help from Kagerou, we looked at the code and I was essentially taught what values to change in the configs to get things to work. It's like detective work at this point, I need to figure out what does what, and I can do so by looking at the fighter chart, which displays the values for different configs in hex, which in turn helps me figure out what is being referenced inside the files.

So my new development is that using a new method I successfully got my 94th fighter to work, and so I'm pretty sure I can get 94-97 to work. Using Popo's slot does NOT mess with Popo, I had them both fight and nothing bad happened what-so-ever.

Now... the only problem is that the newest clones I can add now, do not have ingame BPs or result screen information. Instead, they load Mario's. The CSS is fine, I can put in any value corresponding to my CSS files and load any Icon, name, Icon name, and CSPs I want, the issue is that having Blaze the Cat load Mario's BP and result portraits during the end of a match is silly... So... There are different paths I can take here...

I can take Mario's files and move them in my pack to a different ID that my Mario will use, and then replace the default spot for Mario's BPs and Result portrait with a character (Like Blaze as our example) and thus she'll have all her pics, and so will Mario.

But this won't work for the remaining 4... Though... I just hit an idea so I'm going to keep working.

Post Merge: April 26, 2014, 08:09:56 AM
Apparently using cosmetic 24 is perfectly fine. Now I need to decide what other cosmetic IDs are okay... IF I can get at least 3, then I can redirect Mario and get 4 cosmetics for the potential final 4 characters... :)

But when I finally teach people how to do this...

It's gonna basically be just people reading what I did to set it all up. The bosses and Alloys work in a way that is consistent, however the rest of the files while they do, they have different effects, and so the best way to build your own packs to 99 characters, will be to strictly do what I did, or just DL my pack.

This isn't a ploy for downloads, it's just that every piece of data link out of order and not every piece works... everyone'll see what I mean when I finally show them, and then people can make the decision.

[/quote]
I Tried your pack it doesn't freeze for me :) its really epic great.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 08:34:42 AM
[
quote author=Nebulon link=topic=65113.msg1252052#msg1252052 date=1398513901]
??? Hmmm, well

1. are you exiting the CSS screen after every match?

And

2. Someone told me that even after using the DL certain files weren't copied so they had to copy them individually from the DL in certain folders.

Are the freezes consistent with certain characters?

I know this doesn't SEEM like it's relevant to the clone engine, but my method for using boss slots is new and I need to diagnose the problems when they happen, as it's the only way to ensure that this method is the surefire way for the Clone engine to move forward, and my pack is currently the only public pack to use this method. This is a Beta almost trying something new out, and I need the feedback as it'll be relevant to everyone on here once I explain how to do it, only after I confirm there aren't any issues.







Post Merge: April 26, 2014, 06:08:43 AM
Boss slots don't work as one might traditionally think.

And I am still planning on teaching that. Right now I've managed to get the game up to 93 characters if you count Trainer, AND Pokemon, AND Sheik, AND ZSS. If I can add at least 4 more slots, and it all works this way, then I'll know that this method is the proper method moving forward and I will explain it. I just did some research last night on how to further associate different slots.

After I can get to 97, I will teach people. Why? Because the only slots left will be Warioman, Giga Bowser, and None, and I've been told that messing with the "None" slot can cause corruption. So The cap is 99 characters if you count Giga and Wario, but I'm still going to see what I can do with them.

I'm almost there, just hang on everyone.

Post Merge: April 26, 2014, 07:51:46 AM
Okay, new development:

With some help from Kagerou, we looked at the code and I was essentially taught what values to change in the configs to get things to work. It's like detective work at this point, I need to figure out what does what, and I can do so by looking at the fighter chart, which displays the values for different configs in hex, which in turn helps me figure out what is being referenced inside the files.

So my new development is that using a new method I successfully got my 94th fighter to work, and so I'm pretty sure I can get 94-97 to work. Using Popo's slot does NOT mess with Popo, I had them both fight and nothing bad happened what-so-ever.

Now... the only problem is that the newest clones I can add now, do not have ingame BPs or result screen information. Instead, they load Mario's. The CSS is fine, I can put in any value corresponding to my CSS files and load any Icon, name, Icon name, and CSPs I want, the issue is that having Blaze the Cat load Mario's BP and result portraits during the end of a match is silly... So... There are different paths I can take here...

I can take Mario's files and move them in my pack to a different ID that my Mario will use, and then replace the default spot for Mario's BPs and Result portrait with a character (Like Blaze as our example) and thus she'll have all her pics, and so will Mario.

But this won't work for the remaining 4... Though... I just hit an idea so I'm going to keep working.

Post Merge: April 26, 2014, 08:09:56 AM
Apparently using cosmetic 24 is perfectly fine. Now I need to decide what other cosmetic IDs are okay... IF I can get at least 3, then I can redirect Mario and get 4 cosmetics for the potential final 4 characters... :)

But when I finally teach people how to do this...

It's gonna basically be just people reading what I did to set it all up. The bosses and Alloys work in a way that is consistent, however the rest of the files while they do, they have different effects, and so the best way to build your own packs to 99 characters, will be to strictly do what I did, or just DL my pack.

This isn't a ploy for downloads, it's just that every piece of data link out of order and not every piece works... everyone'll see what I mean when I finally show them, and then people can make the decision.

I Tried your pack it doesn't freeze for me :) its really epic great.

Well... I do believe I just successfully mapped out how to get us as big of a roster as possible... 98-99 characters if I do a trick.

Before when I said 99 I counted random since I'd keep it (And come on... we all should... it's fun that way).

Now I think I may JUST be able to get us to 99. But Definitely 98. I'm still running tests, but the complicated things are out of the way, it's just a matter of visually confirming everything's working.

So yeah... I think we got it to max ladies and gentlemen...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 26, 2014, 08:59:10 AM
??? Hmmm, well

1. are you exiting the CSS screen after every match?

why do u have to exit the css after every match
O.o


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 09:06:22 AM
why do u have to exit the css after every match
O.o

To keep the ef_files that are shared between fighters from loading and unloading. They can also cause a freeze if they aren't "reset" so to speak.


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on April 26, 2014, 11:47:46 AM
That's why you don't make clones share ef_files...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 26, 2014, 11:48:23 AM
*caughcaugh*....

well, hello everyone..i can finally somewhat confirm that the clone engine works on rivo..an xml for playing Brawl Minus has been made by a member of our forums, and using the old CSS code setup. It seems to be working. interestingly, the gct he used with this xml include the filepatch code 3.5.1b and didn't need any extra file value's in the xml. Test for yourself :) This xml was tested on the most recent release of Brawl minus (which can be found  Here (http://brawlminus.tk/download))

The xml can be found  Here  (http://www.mediafire.com/view/5lw328nepny9jf2). i figured i would post the xml and my findings so that anybody can take a look at it.

(dunno why this works..isn't the File Patch code supposed to be incompatible with rivo? o.O or am i mistaken?)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 26, 2014, 12:35:31 PM
You're right. FPC is supposed to be incompatible.

Welp... if it works, don't question it?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 26, 2014, 01:08:01 PM
??? Hmmm, well

1. are you exiting the CSS screen after every match?

And

2. Someone told me that even after using the DL certain files weren't copied so they had to copy them individually from the DL in certain folders.

Are the freezes consistent with certain characters?

I know this doesn't SEEM like it's relevant to the clone engine, but my method for using boss slots is new and I need to diagnose the problems when they happen, as it's the only way to ensure that this method is the surefire way for the Clone engine to move forward, and my pack is currently the only public pack to use this method. This is a Beta almost trying something new out, and I need the feedback as it'll be relevant to everyone on here once I explain how to do it, only after I confirm there aren't any issues.







Post Merge: April 26, 2014, 06:08:43 AM
Boss slots don't work as one might traditionally think.

And I am still planning on teaching that. Right now I've managed to get the game up to 93 characters if you count Trainer, AND Pokemon, AND Sheik, AND ZSS. If I can add at least 4 more slots, and it all works this way, then I'll know that this method is the proper method moving forward and I will explain it. I just did some research last night on how to further associate different slots.

After I can get to 97, I will teach people. Why? Because the only slots left will be Warioman, Giga Bowser, and None, and I've been told that messing with the "None" slot can cause corruption. So The cap is 99 characters if you count Giga and Wario, but I'm still going to see what I can do with them.

I'm almost there, just hang on everyone.

Post Merge: April 26, 2014, 07:51:46 AM
Okay, new development:

With some help from Kagerou, we looked at the code and I was essentially taught what values to change in the configs to get things to work. It's like detective work at this point, I need to figure out what does what, and I can do so by looking at the fighter chart, which displays the values for different configs in hex, which in turn helps me figure out what is being referenced inside the files.

So my new development is that using a new method I successfully got my 94th fighter to work, and so I'm pretty sure I can get 94-97 to work. Using Popo's slot does NOT mess with Popo, I had them both fight and nothing bad happened what-so-ever.

Now... the only problem is that the newest clones I can add now, do not have ingame BPs or result screen information. Instead, they load Mario's. The CSS is fine, I can put in any value corresponding to my CSS files and load any Icon, name, Icon name, and CSPs I want, the issue is that having Blaze the Cat load Mario's BP and result portraits during the end of a match is silly... So... There are different paths I can take here...

I can take Mario's files and move them in my pack to a different ID that my Mario will use, and then replace the default spot for Mario's BPs and Result portrait with a character (Like Blaze as our example) and thus she'll have all her pics, and so will Mario.

But this won't work for the remaining 4... Though... I just hit an idea so I'm going to keep working.

Post Merge: April 26, 2014, 08:09:56 AM
Apparently using cosmetic 24 is perfectly fine. Now I need to decide what other cosmetic IDs are okay... IF I can get at least 3, then I can redirect Mario and get 4 cosmetics for the potential final 4 characters... :)

But when I finally teach people how to do this...

It's gonna basically be just people reading what I did to set it all up. The bosses and Alloys work in a way that is consistent, however the rest of the files while they do, they have different effects, and so the best way to build your own packs to 99 characters, will be to strictly do what I did, or just DL my pack.

This isn't a ploy for downloads, it's just that every piece of data link out of order and not every piece works... everyone'll see what I mean when I finally show them, and then people can make the decision.


Well, I had 2 problems:

1. I used Flygon and faced Charizard. I finished the match, and the game froze at the CSS when I tried to select Mario.

2. I made another fight between Shadow, Mewtwo and Spiderman.
Match ends, and later at the CSS, I chose Cloud and the game froze about 5 seconds later.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 26, 2014, 01:19:30 PM
*caughcaugh*....

well, hello everyone..i can finally somewhat confirm that the clone engine works on rivo..an xml for playing Brawl Minus has been made by a member of our forums, and using the old CSS code setup. It seems to be working. interestingly, the gct he used with this xml include the filepatch code 3.5.1b and didn't need any extra file value's in the xml. Test for yourself :) This xml was tested on the most recent release of Brawl minus (which can be found  Here ([url]http://brawlminus.tk/download[/url]))

The xml can be found  Here  ([url]http://www.mediafire.com/view/5lw328nepny9jf2[/url]). i figured i would post the xml and my findings so that anybody can take a look at it.

(dunno why this works..isn't the File Patch code supposed to be incompatible with rivo? o.O or am i mistaken?)

It may not be even reading the file patch code lol
until riivo can read back up usb discs, im not interested
sorry
:/

also do u think riivo may bypass the issue of clones sharing ef files?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 01:21:32 PM
Yeah, you just need back out after every match. This was an issue even when I released my first build months ago. But when you back out (which I timed to 2.7 seconds of loading) and the go back in, it's all good :)

I played the game for 3 hiurs the other night 5 hours for a party the weekend before, and I never get a freeze for just intogratin this into my routine.


Also the reason I have some share is because if I don't then I originally had to export models and re import them to other ef files, but that made them corrupt sometimes, so I shared when I could.

Now I know a new method but I'm focusing in balancing, and gettij these other slots to work. Perhaps when I do a final release I'll go ahead and fix them all. But for now, I'm testing and planning. I know it's a weird thing to get used to, but it's not all THAT inconvinient to back out and reenter after every match. You lose your kills, but it's not like that takes away your win ;)

I'll look into it later.


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on April 26, 2014, 01:37:30 PM

As I said before, I don't even know why you're exporting models.
All you have to do is rename the ef_file to that of the ID you want; that's it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 01:45:33 PM

As I said before, I don't even know why you're exporting models.
All you have to do is rename the ef_file to that of the ID you want; that's it.


I know lol since I learned that method I haven't done it that way.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 26, 2014, 01:53:13 PM

As I said before, I don't even know why you're exporting models.
All you have to do is rename the ef_file to that of the ID you want; that's it.


Is that why the characters I have with different ef_file names in the FitFighter.pac don't seem to conflict? Is it really that simple to fix the GFX conflicts?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on April 26, 2014, 02:04:05 PM

As I said before, I don't even know why you're exporting models.
All you have to do is rename the ef_file to that of the ID you want; that's it.


this is sooo true


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on April 26, 2014, 02:40:21 PM

Really simple for most characters. Just open up the FitFighter.pac and rename the ef_file to the ID you desire. And reference that new ID on the external GFX on the PSA.

Random example:
You have a Mario clone and you don't want him to conflict with regular Mario.
You open up the FitMarioEx.pac in Bbox, right-click on the ef_mario ARC, and rename it to say ef_jugem (some Assist Trophy.) This will cause the GFX on the MarioEx to now be ID C5 instead of 01. After that open the clone moveset on either PSA or Bbox and change the external IDs from 01 to C5.

That's all there should be to it, though characters with sword traces like Marth are a little more complicated...

This should be helpful:

Effect IDs.
Code:
Effect.pac
External GFX IDs

-System-
00 = ef_common(common GFX)
103 = ef_advcommon [SYS_ADV] (adventure common)
104 = ef_pokemon[SYS_Pokémon] (Pokeball Pokemon)

-Fighters-
01 = ef_mario
02 = ef_donkey
03 = ef_link
04 = ef_samus
05 = ef_yoshi
06 = ef_kirby
07 = ef_fox
08 = ef_pikachu
09 = ef_luigi
0A = ef_captain
0B = ef_ness
0C = ef_koopa [Bowser]
0D = ef_peach
0E = ef_zelda
0F = ef_sheik
10 = ef_popo
11 = ef_nana (nulled)
12 = ef_marth
13 = ef_gamewatch
14 = ef_falco
15 = ef_ganon
16 = ef_wario
17 = ef_metaknight
18 = ef_pit
19 = ef_szerosuit
1A = ef_pikmin
1B = ef_lucas
1C = ef_diddy
1D = ef_poketrainer
1E = ef_pokelizardon [Charizard]
1F = ef_pokezenigame [Squirtle]
20 = ef_pokefushigisou [Ivysaur]
21 = ef_dedede
22 = ef_lucario
23 = ef_ike
24 = ef_robot
25 = ef_pra_mai( nulled)
26 = ef_purin [Jigglypuff]
27 = ef_mewtwo (nulled)
28 = ef_roy (nulled)
29 = ef_dr_mario (nulled)
2A = ef_toonlink
2B = ef_toon_zelda (nulled)
2C = ef_toon_sheik (nulled)
2D = ef_wolf
2E = ef_dixie (nulled)
2F = ef_snake
30 = ef_sonic
31 = ef_gkoopa [Giga Bowser]
12C = ef_warioman (unused)
12D = ef_zakoboy [Red Alloy](unused)
12E = ef_zakogirl [Blue Alloy](unused)
12F = ef_zakochild [Yellow Alloy](unused)
130 = ef_zakoball [Green Alloy](unused)

-Stages Rantou-
32 = ef_StgBattleField [Battlefield]
33 = ef_StgFinal [Final Destination]
34 = ef_StgDolpic [Delfino Plaza]
35 = ef_StgMansion [Luigi's Mansion]
36 = ef_StgMarioPast [Mushroomy Kingdom]
37 = ef_StgKart [Mario Circuit]
38 = ef_StgDonkey [75m]
39 = ef_StgJungle [Rumble Falls]
3A = ef_StgPirates [Pirate Ship]
3B = -(nulled)
3C = ef_StgNorfair [Norfair]
3D = ef_StgOrpheon [Frigate Orpheon]
3F = ef_StgCrayon [Yoshi's Island (Brawl)]
3F = ef_StgHalberd [Halberd]
40 = -(nulled)
41 = -(nulled)
42 = -(nulled)
43 = -(nulled)
44 = ef_StgStarfox [Lylat Cruise]
45 = ef_StgStadium [Pokèmon Stadium 2]
46 = ef_StgTengan [Spear Pillar]
47 = ef_StgFzero [Port Town Aero Dive]
48 = ef_StgIce [Summit]
49 = ef_StgGw[Flat Zone 2]
4A = ef_StgEmblem [Castle Siege]
4B = ef_StgEmblem00 [Castle Siege_00]
4C = ef_StgEmblem01 [Castle Siege_01]
4D = ef_StgMadein [WarioWare Inc.]
4E = ef_StgEarth [Distant Planet]
4F = ef_StgPalutena[Skyworld]
50 = ef_StgFamicom [Mario Bros.]
51 = ef_StgNewpork [New Pork City]
52 = ef_StgVillage [Smashville]
53 = ef_StgMetalgear [Shadow Moses Island]
54 = ef_StgGreenhill [Green Hill Zone]
55 = ef_StgPictchat [Pictochat]
56 = ef_StgPlankton [Hanenbow]
57 = -(nulled)
58 = -(nulled)
59 = -(nulled)
5A = ef_StgDxShrine [Temple]
5B = ef_StgDxYorster [Yoshi's Island (Melee)]
5C = ef_StgDxGarden [Jungle Japes]
5D = ef_StgDxOnett [Onett]
5E = ef_StgDxGreens [Green Greens]
5F = ef_StgDxPStadium [Pokèmon Stadium]
60 = ef_StgDxRCruise [Rainbow Cruise]
61 = ef_StgDxCorneria [Corneria]
62 = ef_StgDxBigBlue [Big Blue]
63 = ef_StgDxZebes [Brinstar]
64 = ef_StgOldin [Bridge of Eldin]
65 = ef_StgHomerun [Homerun]
66 = ef_StgStageedit [Stage Edit]
12B = ef_StgTarget [Target Smash]

-Stages Adventure-
67 = ef_AdvCloud [AdvCloud]
68 = ef_AdvJungle [AdvJungle]
69 = ef_AdvRiver [AdvRiver]
6A = ef_AdvGrass [AdvGrass]
6B = ef_AdvZoo [AdvZoo]
6C = ef_AdvFortress [AdvFortress]
6D = ef_AdvLakeside [AdvLakeside]
6E = ef_AdvCave [AdvCave]
6F = ef_AdvRuinfront [AdvRuinfront]
70 = ef_AdvRuin [AdvRuin]
71 = ef_AdvWild [AdvWild]
72 = ef_AdvCliff [AdvCliff]
73 = ef_AdvHalberdOut [AdvHalberdOut]
74 = ef_AdvHalberdIn [AdvHalberdIn]
75 = ef_AdvAncientOut [AdvAncientOut]
76 = ef_AdvFactory [AdvFactory]
77 = ef_AdvDimension [AdvDimension]
78 = ef_AdvStadium [AdvStadium]
79 = ef_AdvHalberdSide [AdvHalberdSide]
7A = ef_AdvStore [AdvStore]
7B = ef_AdvFlyingPlate[AdvFlyingPlate]
7C = ef_AdvEscape [AdvEscape]

-Enemies-
7D = ef_kuribo [Goomba]
7E = ef_patapata [Paratroopa]
7F = ef_hammerbros [Hammer Bros.]
80 = ef_killer [Bullet Bill]
81 = ef_met [Met]
82 = ef_karon [Dry Bones]
83 = ef_dekakuribo [Giant Goomba]
84 = ef_blowm [Blown]
85 = ef_ploum [Ploum]
86 = ef_gal [Gal]
87 = ef_galthunder [Galthunder]
88 = ef_galfire [Galfire]
89 = ef_galice [Galice]
8A = ef_melorin [Melorin]
8B = ef_popperam [Popperam]
8C = ef_whauel [Whauel]
8D = ef_bitan [Bitan]
8E = ef_mechcannon [Mechcannon]
8F = ef_mizuo [Mizuo]
90 = ef_roada [Roada]
91 = ef_bombhead [Bombhead]
92 = ef_b[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a [B[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a]
93 = ef_gyraan [Gyraan]
94 = ef_bucyulus [Bucyulus]
95 = ef_tautau [Tautau]
96 = ef_bubot [Bubot]
97 = ef_flows [Flows]
98 = ef_aroaros [Aroaros]
99 = ef_botron [Botron]
9A = ef_jyakeel [Jyakeel]
9B = ef_dyeburn [Dyeburn]
9C = ef_torista [Torista]
9D = ef_wiiems [Wiiems]
9E = ef_ghamgha [Ghamgha]
9F = ef_kyan [Kyan]
A0 = ef_pacci [Pacci]
A1 = ef_faulong [Faulong]
A2 = ef_deathpod [Deathpod]
A3 = ef_byushi [Byushi]
A4 = ef_spar [Spar]
A5 = ef_kokkon [Konkon]
A6 = ef_jdus [Jdus]
A7 = ef_arrians [Arrians]
A8 = ef_mite [Mite]
A9 = ef_shelly [Shelly]
AA = ef_ngagog [Ngagog]
AB = ef_gunnatter [Gunnatter]
AC = ef_cymal [Cymal]
AD = ef_teckin [Teckin]
AE = ef_cataguard [Cataguard]
AF = ef_siralamos [Siralamos]
B0 = ef_boobas [Boobas]
B1 = ef_arman [Arman]
B2 = ef_prim [Prim]
B3 = ef_waddledee [Waddle Dee]
B4 = ef_waddledoo [Waddle Doo]
B5 = ef_bladeknight [Blade Knight]
B6 = ef_brontoburt [Bronto Burt]
B7 = ef_robo [Robo]
B8 = ef_bonkers [Bonkers]
B9 = ef_bosspackun [Petey Piranha]
BA = ef_rayquaza [Rayquaza]
BB = ef_porkystatue [Porkystatue]
BC = ef_porky [Porky]
BD = ef_galleom [Galleom]
BE = ef_ridley [Ridley]
BF = ef_duon [Duon]
C0 = ef_metaridley [Meta Ridley]
C1 = ef_taboo [Tabuu]
C2 = ef_masterhand [Masterhand]
C3 = ef_crazyhand [Crazyhand]
C4 = ef_falconflyer [Falconflyer]

-Assist Trophies-
C5 = ef_jugem [Lakitu]
C6 = ef_goroh [Samurai Goroh]
C7 = ef_joe [Knuckle Joe]
C8 = ef_waluigi [Waluigi]
C9 = ef_resetsan [Mr. Resetti]
CA = ef_nintendogs [Nintendog]
CB = ef_cyborg [Gray Fox]
CC = ef_shadow [Shadow]
CD = ef_excitebike [Excitebike]
CE = ef_devil[Devil]
CF = ef_hmbros [Hammer Bros.]
D0 = ef_metroid [Metroid]
D1 = ef_ast_ridley [Ridley](nulled)
D2 = ef_wright [Dr. Wright]
D3 = ef_stafy [Starfy]
D4 = ef_tingle [Tingle]
D5 = ef_katana [Kat & Ana]
D6 = ef_lin [Lyn]
D7 = ef_customrobo [Custom Robo]
D8 = ef_littlemac [Little Mac]
D9 = ef_tank [Advc. Wars]
DA = ef_jeff [Jeff]
DB = ef_heririn [Helirin]
DC = ef_barbara [Barbara]
DD = ef_robin [Isaac]
DE = ef_saki [Saki]
DF = ef_kururi [Kururi]

-Final Smashes-
E0 = ef_FinMario [Mario FS]
E1 = ef_FinDonkey [DK FS]
E2 = ef_FinLink [Link FS]
E3 = ef_FinToonLink [ToonLink FS]
E4 = ef_FinSamus [Samus FS]
E5 = ef_FinYoshi [Yoshi FS]
E6 = ef_FinKirby [Kirby FS]
E7 = ef_FinFox [Fox/Falco FS]
E8 = ef_FinPikachu [Pikachu FS]
E9 = ef_FinLuigi [Luigi FS]
EA = ef_FinCaptain [Falcon FS]
EB = ef_FinNess [Ness FS]
EC = ef_FinKoopa [Bowser FS]
ED = ef_FinPeach [Peach FS]
EE = ef_FinZelda [Zelda/Sheik FS]
EF = ef_FinIceclimber [Popo/Nana FS]
F0 = ef_FinMarth [Marth FS]
F1 = ef_FinGamewatch [Game&Watch FS]
F2 = ef_FinGanon [Ganondorf FS]
F3 = ef_FinWario [Wario FS]
F4 = ef_FinMetaknight [Meta Knight's FS]
F5 = ef_FinPit [Pit's FS]
F6 = ef_FinSZerosuit [Zamus FS]
F7 = ef_FinPikmin [Olimar's FS]
F8 = ef_FinLucas [Lucas FS]
F9 = ef_FinDiddy [Diddy FS]
FA = ef_FinPokeTrainer [Pokemon Trainer FS]
FB = ef_FinDedede [Dedede FS]
FC = ef_FinLucario [Lucario FS]
FD = ef_FinIke [Ike FS]
FE = ef_FinRobot [Rob FS]
FF = ef_FinPurin [Jigglypuff FS]
100 = ef_FinWolf [Wolf FS]
101 = ef_FinSnake [Snake FS]
102 = ef_FinSonic [Sonic FS]

-Kirby Copy-
105 = ef_KbMario [Kirby Mario]
106 = ef_KbDonkey [Kirby DK]
107 = ef_KbLink [Kirby Link]
108 = ef_KbSamus [Kirby Samus]
109 = ef_KbYoshi [Kirby Yoshi]
10A = ef_KbFox [Kirby Fox]
10B = ef_KbPikachu [Kirby Pikachu]
10C = ef_KbLuigi [Kirby Luigi]
10D = ef_KbCaptain [Kirby Falcon]
10E = ef_KbNess [Kirby Ness]
10F = ef_KbKoopa [Kirby Bowser]
110 = ef_KbPeach [Kirby Peach]
111 = ef_KbZelda [Kirby Zelda]
112 = ef_KbSheik [Kirby Sheik]
113 = ef_KbPopo [Kirby Popo]
114 = ef_KbMarth [Kirby Marth]
115 = ef_KbGamewatch [Kirby Game&Watch]
116 = ef_KbFalco [Kirby Falco]
117 = ef_KbGanon [Kirby Ganondorf]
118 = ef_KbWario [Kirby Wario]
119 = ef_KbMetaknight [Kirby MetaKnight]
11A = ef_KbPit [Kirby Pit]
11B = ef_KbSzerosuit [Kirby Zamus]
11C = ef_KbPikmin [Kirby Olimar]
11D = ef_KbLucas [Kirby Lucas]
11E = ef_KbDiddy [Kirby Diddy]
11F = ef_KbPokelizardon [Kirby Charizard]
120 = ef_KbPokezenigame [Kirby Squirtle]
121 = ef_KbPokefushigisou [Kirby Ivysaur]
122 = ef_KbDedede [Kirby Dedede]
123 = ef_KbLucario [Kirby Lucario]
124 = ef_KbIke [Kirby Ike]
125 = ef_KbRobot [Kirby R.O.B.]
126 = ef_KbPurin [Kirby Jigglypuff]
127 = ef_KbToonlink [Kirby ToonLink]
128 = ef_KbWolf [Kirby Wolf]
129 = ef_KbSnake [Kirby Snake]
12A = ef_KbSonic [Kirby Sonic]

-Minigame-
131 = ef_coinshooter [Coinshooter]
132 = ef_cleargetter [ClearGetter]
133 = ef_chararoll [Solo Mode Shooter]

Modified and fixed from the one on openSA credit to the original contributors.  -ASF1nk

If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...






Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 26, 2014, 02:42:17 PM
Now I found 2 more glitches in Nebulon's pack, though they might happen because of the high amount of clones. We can still play Brawl mode anyways.

1. I can't play All-Star mode anymore.
Well, I can actually enter that mode and defeat Mr. Game&Watch.
But at the rest zone, when entering the portal, the game silent freezes. I mean, no BEEP, but I can't even access the Wii menu.

2. In Event Match, I chose the last event and the game froze.

I'll try the other modes except Classic.
Why? Because the lack of Stock Icons makes Classic mode freeze.

Now I'll test Boss Battles, SSE, Multi-Man Brawl and the other Events.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 26, 2014, 03:03:42 PM

Really simple for most characters. Just open up the FitFighter.pac and rename the ef_file to the ID you desire. And reference that new ID on the external GFX on the PSA.

Random example:
You have a Mario clone and you don't want him to conflict with regular Mario.
You open up the FitMarioEx.pac in Bbox, right-click on the ef_mario ARC, and rename it to say ef_jugem (some Assist Trophy.) This will cause the GFX on the MarioEx to now be ID C5 instead of 01. After that open the clone moveset on either PSA or Bbox and change the external IDs from 01 to C5.

That's all there should be to it, though characters with sword traces like Marth are a little more complicated...

This should be helpful:

Effect IDs.
Code:
Effect.pac
External GFX IDs

-System-
00 = ef_common(common GFX)
103 = ef_advcommon [SYS_ADV] (adventure common)
104 = ef_pokemon[SYS_Pokémon] (Pokeball Pokemon)

-Fighters-
01 = ef_mario
02 = ef_donkey
03 = ef_link
04 = ef_samus
05 = ef_yoshi
06 = ef_kirby
07 = ef_fox
08 = ef_pikachu
09 = ef_luigi
0A = ef_captain
0B = ef_ness
0C = ef_koopa [Bowser]
0D = ef_peach
0E = ef_zelda
0F = ef_sheik
10 = ef_popo
11 = ef_nana (nulled)
12 = ef_marth
13 = ef_gamewatch
14 = ef_falco
15 = ef_ganon
16 = ef_wario
17 = ef_metaknight
18 = ef_pit
19 = ef_szerosuit
1A = ef_pikmin
1B = ef_lucas
1C = ef_diddy
1D = ef_poketrainer
1E = ef_pokelizardon [Charizard]
1F = ef_pokezenigame [Squirtle]
20 = ef_pokefushigisou [Ivysaur]
21 = ef_dedede
22 = ef_lucario
23 = ef_ike
24 = ef_robot
25 = ef_pra_mai( nulled)
26 = ef_purin [Jigglypuff]
27 = ef_mewtwo (nulled)
28 = ef_roy (nulled)
29 = ef_dr_mario (nulled)
2A = ef_toonlink
2B = ef_toon_zelda (nulled)
2C = ef_toon_sheik (nulled)
2D = ef_wolf
2E = ef_dixie (nulled)
2F = ef_snake
30 = ef_sonic
31 = ef_gkoopa [Giga Bowser]
12C = ef_warioman (unused)
12D = ef_zakoboy [Red Alloy](unused)
12E = ef_zakogirl [Blue Alloy](unused)
12F = ef_zakochild [Yellow Alloy](unused)
130 = ef_zakoball [Green Alloy](unused)

-Stages Rantou-
32 = ef_StgBattleField [Battlefield]
33 = ef_StgFinal [Final Destination]
34 = ef_StgDolpic [Delfino Plaza]
35 = ef_StgMansion [Luigi's Mansion]
36 = ef_StgMarioPast [Mushroomy Kingdom]
37 = ef_StgKart [Mario Circuit]
38 = ef_StgDonkey [75m]
39 = ef_StgJungle [Rumble Falls]
3A = ef_StgPirates [Pirate Ship]
3B = -(nulled)
3C = ef_StgNorfair [Norfair]
3D = ef_StgOrpheon [Frigate Orpheon]
3F = ef_StgCrayon [Yoshi's Island (Brawl)]
3F = ef_StgHalberd [Halberd]
40 = -(nulled)
41 = -(nulled)
42 = -(nulled)
43 = -(nulled)
44 = ef_StgStarfox [Lylat Cruise]
45 = ef_StgStadium [Pokèmon Stadium 2]
46 = ef_StgTengan [Spear Pillar]
47 = ef_StgFzero [Port Town Aero Dive]
48 = ef_StgIce [Summit]
49 = ef_StgGw[Flat Zone 2]
4A = ef_StgEmblem [Castle Siege]
4B = ef_StgEmblem00 [Castle Siege_00]
4C = ef_StgEmblem01 [Castle Siege_01]
4D = ef_StgMadein [WarioWare Inc.]
4E = ef_StgEarth [Distant Planet]
4F = ef_StgPalutena[Skyworld]
50 = ef_StgFamicom [Mario Bros.]
51 = ef_StgNewpork [New Pork City]
52 = ef_StgVillage [Smashville]
53 = ef_StgMetalgear [Shadow Moses Island]
54 = ef_StgGreenhill [Green Hill Zone]
55 = ef_StgPictchat [Pictochat]
56 = ef_StgPlankton [Hanenbow]
57 = -(nulled)
58 = -(nulled)
59 = -(nulled)
5A = ef_StgDxShrine [Temple]
5B = ef_StgDxYorster [Yoshi's Island (Melee)]
5C = ef_StgDxGarden [Jungle Japes]
5D = ef_StgDxOnett [Onett]
5E = ef_StgDxGreens [Green Greens]
5F = ef_StgDxPStadium [Pokèmon Stadium]
60 = ef_StgDxRCruise [Rainbow Cruise]
61 = ef_StgDxCorneria [Corneria]
62 = ef_StgDxBigBlue [Big Blue]
63 = ef_StgDxZebes [Brinstar]
64 = ef_StgOldin [Bridge of Eldin]
65 = ef_StgHomerun [Homerun]
66 = ef_StgStageedit [Stage Edit]
12B = ef_StgTarget [Target Smash]

-Stages Adventure-
67 = ef_AdvCloud [AdvCloud]
68 = ef_AdvJungle [AdvJungle]
69 = ef_AdvRiver [AdvRiver]
6A = ef_AdvGrass [AdvGrass]
6B = ef_AdvZoo [AdvZoo]
6C = ef_AdvFortress [AdvFortress]
6D = ef_AdvLakeside [AdvLakeside]
6E = ef_AdvCave [AdvCave]
6F = ef_AdvRuinfront [AdvRuinfront]
70 = ef_AdvRuin [AdvRuin]
71 = ef_AdvWild [AdvWild]
72 = ef_AdvCliff [AdvCliff]
73 = ef_AdvHalberdOut [AdvHalberdOut]
74 = ef_AdvHalberdIn [AdvHalberdIn]
75 = ef_AdvAncientOut [AdvAncientOut]
76 = ef_AdvFactory [AdvFactory]
77 = ef_AdvDimension [AdvDimension]
78 = ef_AdvStadium [AdvStadium]
79 = ef_AdvHalberdSide [AdvHalberdSide]
7A = ef_AdvStore [AdvStore]
7B = ef_AdvFlyingPlate[AdvFlyingPlate]
7C = ef_AdvEscape [AdvEscape]

-Enemies-
7D = ef_kuribo [Goomba]
7E = ef_patapata [Paratroopa]
7F = ef_hammerbros [Hammer Bros.]
80 = ef_killer [Bullet Bill]
81 = ef_met [Met]
82 = ef_karon [Dry Bones]
83 = ef_dekakuribo [Giant Goomba]
84 = ef_blowm [Blown]
85 = ef_ploum [Ploum]
86 = ef_gal [Gal]
87 = ef_galthunder [Galthunder]
88 = ef_galfire [Galfire]
89 = ef_galice [Galice]
8A = ef_melorin [Melorin]
8B = ef_popperam [Popperam]
8C = ef_whauel [Whauel]
8D = ef_bitan [Bitan]
8E = ef_mechcannon [Mechcannon]
8F = ef_mizuo [Mizuo]
90 = ef_roada [Roada]
91 = ef_bombhead [Bombhead]
92 = ef_b[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a [B[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a]
93 = ef_gyraan [Gyraan]
94 = ef_bucyulus [Bucyulus]
95 = ef_tautau [Tautau]
96 = ef_bubot [Bubot]
97 = ef_flows [Flows]
98 = ef_aroaros [Aroaros]
99 = ef_botron [Botron]
9A = ef_jyakeel [Jyakeel]
9B = ef_dyeburn [Dyeburn]
9C = ef_torista [Torista]
9D = ef_wiiems [Wiiems]
9E = ef_ghamgha [Ghamgha]
9F = ef_kyan [Kyan]
A0 = ef_pacci [Pacci]
A1 = ef_faulong [Faulong]
A2 = ef_deathpod [Deathpod]
A3 = ef_byushi [Byushi]
A4 = ef_spar [Spar]
A5 = ef_kokkon [Konkon]
A6 = ef_jdus [Jdus]
A7 = ef_arrians [Arrians]
A8 = ef_mite [Mite]
A9 = ef_shelly [Shelly]
AA = ef_ngagog [Ngagog]
AB = ef_gunnatter [Gunnatter]
AC = ef_cymal [Cymal]
AD = ef_teckin [Teckin]
AE = ef_cataguard [Cataguard]
AF = ef_siralamos [Siralamos]
B0 = ef_boobas [Boobas]
B1 = ef_arman [Arman]
B2 = ef_prim [Prim]
B3 = ef_waddledee [Waddle Dee]
B4 = ef_waddledoo [Waddle Doo]
B5 = ef_bladeknight [Blade Knight]
B6 = ef_brontoburt [Bronto Burt]
B7 = ef_robo [Robo]
B8 = ef_bonkers [Bonkers]
B9 = ef_bosspackun [Petey Piranha]
BA = ef_rayquaza [Rayquaza]
BB = ef_porkystatue [Porkystatue]
BC = ef_porky [Porky]
BD = ef_galleom [Galleom]
BE = ef_ridley [Ridley]
BF = ef_duon [Duon]
C0 = ef_metaridley [Meta Ridley]
C1 = ef_taboo [Tabuu]
C2 = ef_masterhand [Masterhand]
C3 = ef_crazyhand [Crazyhand]
C4 = ef_falconflyer [Falconflyer]

-Assist Trophies-
C5 = ef_jugem [Lakitu]
C6 = ef_goroh [Samurai Goroh]
C7 = ef_joe [Knuckle Joe]
C8 = ef_waluigi [Waluigi]
C9 = ef_resetsan [Mr. Resetti]
CA = ef_nintendogs [Nintendog]
CB = ef_cyborg [Gray Fox]
CC = ef_shadow [Shadow]
CD = ef_excitebike [Excitebike]
CE = ef_devil[Devil]
CF = ef_hmbros [Hammer Bros.]
D0 = ef_metroid [Metroid]
D1 = ef_ast_ridley [Ridley](nulled)
D2 = ef_wright [Dr. Wright]
D3 = ef_stafy [Starfy]
D4 = ef_tingle [Tingle]
D5 = ef_katana [Kat & Ana]
D6 = ef_lin [Lyn]
D7 = ef_customrobo [Custom Robo]
D8 = ef_littlemac [Little Mac]
D9 = ef_tank [Advc. Wars]
DA = ef_jeff [Jeff]
DB = ef_heririn [Helirin]
DC = ef_barbara [Barbara]
DD = ef_robin [Isaac]
DE = ef_saki [Saki]
DF = ef_kururi [Kururi]

-Final Smashes-
E0 = ef_FinMario [Mario FS]
E1 = ef_FinDonkey [DK FS]
E2 = ef_FinLink [Link FS]
E3 = ef_FinToonLink [ToonLink FS]
E4 = ef_FinSamus [Samus FS]
E5 = ef_FinYoshi [Yoshi FS]
E6 = ef_FinKirby [Kirby FS]
E7 = ef_FinFox [Fox/Falco FS]
E8 = ef_FinPikachu [Pikachu FS]
E9 = ef_FinLuigi [Luigi FS]
EA = ef_FinCaptain [Falcon FS]
EB = ef_FinNess [Ness FS]
EC = ef_FinKoopa [Bowser FS]
ED = ef_FinPeach [Peach FS]
EE = ef_FinZelda [Zelda/Sheik FS]
EF = ef_FinIceclimber [Popo/Nana FS]
F0 = ef_FinMarth [Marth FS]
F1 = ef_FinGamewatch [Game&Watch FS]
F2 = ef_FinGanon [Ganondorf FS]
F3 = ef_FinWario [Wario FS]
F4 = ef_FinMetaknight [Meta Knight's FS]
F5 = ef_FinPit [Pit's FS]
F6 = ef_FinSZerosuit [Zamus FS]
F7 = ef_FinPikmin [Olimar's FS]
F8 = ef_FinLucas [Lucas FS]
F9 = ef_FinDiddy [Diddy FS]
FA = ef_FinPokeTrainer [Pokemon Trainer FS]
FB = ef_FinDedede [Dedede FS]
FC = ef_FinLucario [Lucario FS]
FD = ef_FinIke [Ike FS]
FE = ef_FinRobot [Rob FS]
FF = ef_FinPurin [Jigglypuff FS]
100 = ef_FinWolf [Wolf FS]
101 = ef_FinSnake [Snake FS]
102 = ef_FinSonic [Sonic FS]

-Kirby Copy-
105 = ef_KbMario [Kirby Mario]
106 = ef_KbDonkey [Kirby DK]
107 = ef_KbLink [Kirby Link]
108 = ef_KbSamus [Kirby Samus]
109 = ef_KbYoshi [Kirby Yoshi]
10A = ef_KbFox [Kirby Fox]
10B = ef_KbPikachu [Kirby Pikachu]
10C = ef_KbLuigi [Kirby Luigi]
10D = ef_KbCaptain [Kirby Falcon]
10E = ef_KbNess [Kirby Ness]
10F = ef_KbKoopa [Kirby Bowser]
110 = ef_KbPeach [Kirby Peach]
111 = ef_KbZelda [Kirby Zelda]
112 = ef_KbSheik [Kirby Sheik]
113 = ef_KbPopo [Kirby Popo]
114 = ef_KbMarth [Kirby Marth]
115 = ef_KbGamewatch [Kirby Game&Watch]
116 = ef_KbFalco [Kirby Falco]
117 = ef_KbGanon [Kirby Ganondorf]
118 = ef_KbWario [Kirby Wario]
119 = ef_KbMetaknight [Kirby MetaKnight]
11A = ef_KbPit [Kirby Pit]
11B = ef_KbSzerosuit [Kirby Zamus]
11C = ef_KbPikmin [Kirby Olimar]
11D = ef_KbLucas [Kirby Lucas]
11E = ef_KbDiddy [Kirby Diddy]
11F = ef_KbPokelizardon [Kirby Charizard]
120 = ef_KbPokezenigame [Kirby Squirtle]
121 = ef_KbPokefushigisou [Kirby Ivysaur]
122 = ef_KbDedede [Kirby Dedede]
123 = ef_KbLucario [Kirby Lucario]
124 = ef_KbIke [Kirby Ike]
125 = ef_KbRobot [Kirby R.O.B.]
126 = ef_KbPurin [Kirby Jigglypuff]
127 = ef_KbToonlink [Kirby ToonLink]
128 = ef_KbWolf [Kirby Wolf]
129 = ef_KbSnake [Kirby Snake]
12A = ef_KbSonic [Kirby Sonic]

-Minigame-
131 = ef_coinshooter [Coinshooter]
132 = ef_cleargetter [ClearGetter]
133 = ef_chararoll [Solo Mode Shooter]

Modified and fixed from the one on openSA credit to the original contributors.  -ASF1nk

If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...







Ah, I actually did that before, but a weird thing happened: the characters would only not have conflicts if the original character they were based on was in the battle. Probably did something wrong, but who knows? Doesn't help that a decent amount of my clones are based on Marth or Ike.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 26, 2014, 03:05:55 PM
boss batles wont work due to boss slots being fighters now, remenber brawlex wasnt made for solo modes but for brawl mode saying you found a glith in a solo mode its pointless.. your bound to have glitches like hell, if you want solo modes dont use brawlex.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 26, 2014, 03:09:03 PM
If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...
I'd like to know more about the Sword Glow.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on April 26, 2014, 03:11:41 PM
I'd like to know more about the Sword Glow.

As would I.

boss batles wont work due to boss slots being fighters now, remenber brawlex wasnt made for solo modes but for brawl mode saying you found a glith in a solo mode its pointless.. your bound to have glitches like hell, if you want solo modes dont use brawlex.

Truth.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 26, 2014, 03:20:30 PM
boss batles wont work due to boss slots being fighters now, remenber brawlex wasnt made for solo modes but for brawl mode saying you found a glith in a solo mode its pointless.. your bound to have glitches like hell, if you want solo modes dont use brawlex.

Sorry to be against you sometimes, but Boss Battle DOES work.
I tried it and faced as many Bosses as I could using Arbiter (Ganon clone) before being defeated.

I was able to face Ridley, Crazy Hand, Duon, Petey Piranha and Galleom (he defeated me).

It froze for me once when I faced Rayquaza using Sephiroth.
When I used one of his specials, it froze. I was able to defeat Rayquaza first, though.
But it can't be a problem with BrawlEx, it could be a PSA problem.

All-Star mode works, but only the first battle. I never had that issue with BrawlEx before.

Event Match doesn't.

SSE works, but no BrawlEx data can be loaded there, so you're forced to use the normal roster (no clones).

Now I'll test the others.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 26, 2014, 03:33:35 PM
Sorry to be against you sometimes, but Boss Battle DOES work.
I tried it and faced as many Bosses as I could using Arbiter (Ganon clone) before being defeated.

I was able to face Ridley, Crazy Hand, Duon, Petey Piranha and Galleom (he defeated me).

It froze for me once when I faced Rayquaza using Sephiroth.
When I used one of his specials, it froze. I was able to defeat Rayquaza first, though.
But it can't be a problem with BrawlEx, it could be a PSA problem.

All-Star mode works, but only the first battle. I never had that issue with BrawlEx before.

Event Match doesn't.

SSE works, but no BrawlEx data can be loaded there, so you're forced to use the normal roster (no clones).

Now I'll test the others.
they work because you didnt use the character that are over the bosses its simple


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 26, 2014, 03:52:10 PM

If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...

I would like to know more personally as well ASF. Specifically sword traces, since i will be including it in my new video tutorial.

boss batles wont work due to boss slots being fighters now, remenber brawlex wasnt made for solo modes but for brawl mode saying you found a glith in a solo mode its pointless.. your bound to have glitches like hell, if you want solo modes dont use brawlex.

the boss battles mode may or may not work. My theory is that it would not work, however testing is always welcome. If nebulon or someone using boss slots could test, that would be great! BrawlEx was designed to allow clones in the game, and while the primary target was multiplayer matches, that doesn't mean there is no point in discovering bugs in those modes. Im sure PW would like to make this as stable as possible in most modes. Though don't expect it to be high on the priority list.

 The more knowledge we have on what can and can't be done, the better. so if people wanna test / use them in other modes, more power to ya


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 26, 2014, 04:34:03 PM
I think I got Sword Trails figured out.

The Sword Trail Color Parameter is the ID that the Sword Trail texture uses.

Though I need to do some further testing. I need to know which SSE Enemy uses ef_arman.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on April 26, 2014, 04:36:27 PM
http://opensa.dantarion.com/wiki/Traces (http://anonym.to/?http://opensa.dantarion.com/wiki/Traces)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 26, 2014, 04:42:49 PM
I would like to know more personally as well ASF. Specifically sword traces, since i will be including it in my new video tutorial.

the boss battles mode may or may not work. My theory is that it would not work, however testing is always welcome. If nebulon or someone using boss slots could test, that would be great! BrawlEx was designed to allow clones in the game, and while the primary target was multiplayer matches, that doesn't mean there is no point in discovering bugs in those modes. Im sure PW would like to make this as stable as possible in most modes. Though don't expect it to be high on the priority list.

 The more knowledge we have on what can and can't be done, the better. so if people wanna test / use them in other modes, more power to ya

I'll test it. But I'm iffy as far as it working. I know the boss slot characters too so I could easily figure it out.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 26, 2014, 05:02:33 PM
Boss battles should still work, since as Don Jon Bravo had said "We're only borrowing their cosmetics, not actually replacing the bosses"

Post Merge: April 26, 2014, 05:03:33 PM
Though I need to do some further testing. I need to know which SSE Enemy uses ef_arman.

This thing.
http://supersmashbros.wikia.com/wiki/Armank (http://supersmashbros.wikia.com/wiki/Armank)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 26, 2014, 09:24:10 PM
Okay with Oot Link it's pretty bad I'm trying to use Link's moveset with Oot Link's Model and effects and I encounter the following problems, His sword has some aura effect happening when you attack, He T-poses if you attack to many times, he doesn't have his hookshot at all in his grab, and it freezes if he tries to use his bow and arrow. I know it's not his moveset because it's Link's normal moves that I'm currently using with Steve from Minecraft and it works with no issues, can anyone figure out what might be wrong?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 26, 2014, 11:11:53 PM
they work because you didnt use the character that are over the bosses its simple

Well, there was no need to talk to me like that.
I didn't even know that.


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 26, 2014, 11:12:13 PM
Hey, I know it's probably been asked but how do I put characters in past the 58 slot? Every time I do it turns into a freezing mario slot. However, if I put in a character on 58 and then 59, slot 59 works.

 I searched the forums, couldn't find an answer and the thread is over 300 pages long, so if someone could just let me know how to use slots 59-63 that would be great. Sorry for the bother.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 26, 2014, 11:25:44 PM
Hey, I know it's probably been asked but how do I put characters in past the 58 slot? Every time I do it turns into a freezing mario slot. However, if I put in a character on 58 and then 59, slot 59 works. I searched the forums, couldn't find an answer and the thread is over 300 pages long, so if someone could just let me know how to use slots 59-63 that would be great. Sorry for the bother.
58 doesn't work, 59-63 still work as usual though.


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 26, 2014, 11:41:01 PM
58 doesn't work, 59-63 still work as usual though.

I know 58 Doesn't work but if I skip it and go to 59 it just gives me a freezing mario slot. If I add a character over 58 anyway and then put one on 59, the 58 slot freezes but the 59 doesn't.

I guess what I'm asking is, is there a trick to getting 59 to work or is something weird going on?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 26, 2014, 11:46:32 PM
I know 58 Doesn't work but if I skip it and go to 59 it just gives me a freezing mario slot. If I add a character over 58 anyway and then put one on 59, the 58 slot freezes but the 59 doesn't. I guess what I'm asking is, is there a trick to getting 59 to work or is something weird going on?
I've never had this happen so I wouldn't know.
Maybe you did one of the steps wrong?


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 26, 2014, 11:51:09 PM
I've never had this happen so I wouldn't know.
Maybe you did one of the steps wrong?

No clue. I guess I'll go back and try a few more times. Thanks for trying to help anyway. Much appreciated


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 26, 2014, 11:56:32 PM
No clue. I guess I'll go back and try a few more times. Thanks for trying to help anyway. Much appreciated

You could also just add the clone for 58 but not add it to the CSS. If you do the bare minimum amount of files for the fighter it shouldn't take up too much more SD card space.


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 27, 2014, 01:41:22 AM
You could also just add the clone for 58 but not add it to the CSS. If you do the bare minimum amount of files for the fighter it shouldn't take up too much more SD card space.

Actually, that's a good point. I'll give that a shot.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 06:37:21 AM
Okay, so I gave Boss Battle a try as the True Ganon PSA, who is over Petey. Sure enough I fought and Beat Petey. Nothing loaded longer than normal, Petey's picture before entering was the same, Petey's scripts were the same, Petey's cage pictures next to it's life gauge was the same, Petey died all the same.

Everything seemed fine. I'm assuming this is because I didn't replace a fighter for Petey. Petey doesn't use fighter files. That's just my guess though since I was on the side of the fence that it probably wouldn't work.



Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 27, 2014, 09:21:52 AM
(Now irrelevant) problem:
Hate to be asking so many questions instead of contributing ideas, but I've hit a bit of a wall. Ever since I added custom cosmetics, my results screen seems to refuse to load. I've added all the CSS stuff no problem, and I know it freezes without BPs and all the other extra images, but whenever I try to add them, my results screen simply refuses to load for clones. Even modifying STGRESULT.PAC to include the mark and stock icons doesn't seem to do it.

So my question is:
What's the bare minimum amount of cosmetic files needed for a clone to not freeze at the result screen? What else would I need to modify in order to make a clone complete? Any help would be appreciated much.

Oooookay then, never mind. The issue was that I tried to change the name of the character at the results screen in the CosmeticConfig file. I wonder why that froze it... Anyone know how I could fix that so it shows the proper clone name?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 09:32:44 AM
Hate to be asking so many questions instead of contributing ideas, but I've hit a bit of a wall. Ever since I added custom cosmetics, my results screen seems to refuse to load. I've added all the CSS stuff no problem, and I know it freezes without BPs and all the other extra images, but whenever I try to add them, my results screen simply refuses to load for clones. Even modifying STGRESULT.PAC to include the mark and stock icons doesn't seem to do it.

So my question is:
What's the bare minimum amount of cosmetic files needed for a clone to not freeze at the result screen? What else would I need to modify in order to make a clone complete? Any help would be appreciated much.

If the result screen is freezing you may not have named the individual png entries accordingly within the MenSelchrFace. When you open up these files and put in your own pngs, you need to name them properly or else they won't load. So If you have MenSelchrFace1460, then the first picture inside needs to be named MenSelchrFaceB.1461, increasing by 1 with each entry in succession.

This issue more overlooked than one might think. It. Gets. Me. All. The. Time. :)


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 27, 2014, 09:43:51 AM
If the result screen is freezing you may not have named the individual png entries accordingly within the MenSelchrFace. When you open up these files and put in your own pngs, you need to name them properly or else they won't load. So If you have MenSelchrFace1460, then the first picture inside needs to be named MenSelchrFaceB.1461, increasing by 1 with each entry in succession.

This issue more overlooked than one might think. It. Gets. Me. All. The. Time. :)
Haha, thanks, but I found the problem. I just wonder how to make those darn Result names work, apparently you just change it in the hex editor, but that's what was causing the freeze. :/


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on April 27, 2014, 12:30:55 PM
Everything seemed fine. I'm assuming this is because I didn't replace a fighter for Petey. Petey doesn't use fighter files. That's just my guess though since I was on the side of the fence that it probably wouldn't work.

i was more leaning towards the side that it wouldn't work as well, but i did have a sneaking suspicion that this would be the case. so, no negative effects from using boss slots. sweet!


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 12:41:55 PM
i was more leaning towards the side that it wouldn't work as well, but i did have a sneaking suspicion that this would be the case. so, no negative effects from using boss slots. sweet!

Also, some of the slots I sequenced for testing use the CSSslot IDs for Popo and Nana, and do not conflict with the IceClimbers.

I want to do more testing, and I might be able to get a 100th character... but... there's a glitch that occrus with all cosmetic empty files after Smash logo in the fighter chart. I can only "trick" one into working, but the method means no others will work. So for a poetintial 100th character, it would have Mario cosmetics no matter what. The 99th character, who would normally load it's GFX from the Mario space, will, but I will take Mario's png data and swap it, so that this cosmetic file that loads the "default" will now load it's actual one, and I can manipulate Mario's cosmetic to load the new one.

So that's why 99 is possible. If the glitch is fixed then... potentially 100... But only if using the Fighter IDs of Warioman and Giga Bowser don't break them. I think they will to be honest, but I haven't tested it, and I've been wrong before.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on April 27, 2014, 05:00:23 PM
hey nebulon I keep getting freezes at the strap screen with the 4GB version of your pack


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 05:04:29 PM
hey nebulon I keep getting freezes at the strap screen with the 4GB version of your pack

Yea, I've been told that doesn't work, but I made my GCT in code manager so that people can now easily edit it in. So feel free to add it in, since I must have done something wrong... If you get it to work pm me a link and I'll replce the GCT.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on April 27, 2014, 05:09:16 PM
ok I'll see what I can do.
EDIT:I just noticed your 4gb gct is smaller than your other gct
normal version:3.90KB
4GB version:3.50KB
I think i might know whats wrong. I'ma go check

Post Merge: April 27, 2014, 05:24:00 PM
yep, you got rid of the file patch code in the 4gb version. you still need to keep that with the SDHC extension code. 


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 05:26:59 PM
ok I'll see what I can do.
EDIT:I just noticed your 4gb gct is smaller than your other gct
normal version:3.90KB
4GB version:3.50KB
I think i might know whats wrong. I'ma go check

Post Merge: April 27, 2014, 05:24:00 PM
yep, you got rid of the file patch code in the 4gb version. you still need to keep that with the SDHC extension code. 

Aha, my mistake.

Well, if you've got a 4GB GCT that works, why not send it to me via PM? I'm sure other 4GB users would be happy since I failed on my version. lol


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on April 27, 2014, 05:37:07 PM
ok I'll sent it you in a minute
also YOUR NEW MENU BACKGROUND IS TRIPPY AS F**K LOL


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 06:56:16 PM
ok I'll sent it you in a minute
also YOUR NEW MENU BACKGROUND IS TRIPPY AS F**K LOL

Yeah... I kind of want to change it lol


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on April 27, 2014, 09:20:21 PM
Yeah... I kind of want to change it lol
You should :P
I had trouble navigating the menus.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 27, 2014, 09:25:17 PM
Yeah... I kind of want to change it lol
I get random freezes In character select CSS it has happend to me before also
is it because i have some Csp Size 100 X 125 and some 128 X 160?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 09:28:34 PM
I get random freezes In character select CSS it has happend to me before also
is it because i have some Csp Size 100 X 125 and some 128 X 160?

After every match you need to back out of the CSS before your next match. It take 2.7 seconds to do, so it's not too big of a deal, I had to get used to it myself. If you do this every time then it won't freeze. I played for 6 hours/3 hours/ 5 hours the other day doing that method and no freezes :)



Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 27, 2014, 09:34:06 PM
After every match you need to back out of the CSS before your next match. It take 2.7 seconds to do, so it's not too big of a deal, I had to get used to it myself. If you do this every time then it won't freeze. I played for 6 hours/3 hours/ 5 hours the other day doing that method and no freezes :)


Oh now i see thanks Will it work if im doing special brawl as well You know im using turbo mode.? i thought it was my css at first.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 27, 2014, 09:56:08 PM
Oh now i see thanks Will it work if im doing special brawl as well You know im using turbo mode.? i thought it was my css at first.

Ah, you've added the Turbo code from SonicBrawler's PM code thread? I'm not sure, but tell me how it is. Is it like Bunny Hood mode but less slippery? Also, let me know if it works with EX if you've already got it in.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 27, 2014, 10:09:02 PM
Ah, you've added the Turbo code from SonicBrawler's PM code thread? I'm not sure, but tell me how it is. Is it like Bunny Hood mode but less slippery? Also, let me know if it works with EX if you've already got it in.
Yeah it works on Brawlex Im Not using project m brawlex its fun using it no freezes except hector on turbo mode just his side special n and It replaces Curry susp it does all this combos just regular project m turbo mode Not slippery or fast at running doesn't freeze as well :) works like charm you should add it on your pack Must use special brawl to play as that mode or the item Supsc whichever but its amazing.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on April 27, 2014, 11:34:57 PM
I've kind of been dead for awhile and no way in hell am I alive again but would someone kindly answer a few questions of mine?

1. Can we add more characters now past fighter 63? I heard rumblings of using boss slots but I am unsure how to utilize them

2. How well does MeleeMaster's ProjectM patch work? Is it glitchy or does it work well? (Using Nebulon's pack)

3. Any new character modules or character ports?

4. Any new major development finds for BrawlEx?

I'd rather not read 200 pages so if anyone could answer my questions that would be most appreciated.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 28, 2014, 12:34:52 AM
I've kind of been dead for awhile and no way in hell am I alive again but would someone kindly answer a few questions of mine?

1. Can we add more characters now past fighter 63? I heard rumblings of using boss slots but I am unsure how to utilize them

2. How well does MeleeMaster's ProjectM patch work? Is it glitchy or does it work well? (Using Nebulon's pack)

3. Any new character modules or character ports?

4. Any new major development finds for BrawlEx?

I'd rather not read 200 pages so if anyone could answer my questions that would be most appreciated.
1. yes we can thanks to nebulon for using slot boss,forbidden 7 and unused slots but hes still working on adding more.
2.they exported project m codes and insert them to brawlex and other stuff it has some glitches but works fine.
3.sammi is working on making new module thanks to him also.
4. i dunno i guess



Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 28, 2014, 01:06:59 AM
Can someone please help me out with the issue of my link clone over Monster Hunter/Porky in Nebulon's pack not using the boomerang, or hookshot and pulling out the bow and arrow causing the game to crash. the portrait thing doesn't bother me that much. I just wanna know how to get him to use his moves without the problems happening.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 28, 2014, 05:10:17 AM
I've kind of been dead for awhile and no way in hell am I alive again but would someone kindly answer a few questions of mine?

1. Can we add more characters now past fighter 63? I heard rumblings of using boss slots but I am unsure how to utilize them


I'd rather not read 200 pages so if anyone could answer my questions that would be most appreciated.
1.  nope we cant go pass fighter 63, but we have been able to reach about 98 total characters using boss slots.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 28, 2014, 05:14:40 AM


Instead of using the old Sc_selechar.pac since the memory size is getting bigger for brawlex
we should use this -
https://www.youtube.com/watch?v=e-B2Z0KAg2E (https://www.youtube.com/watch?v=e-B2Z0KAg2E) (http://i1.ytimg.com/vi/e-B2Z0KAg2E/hqdefault.jpg)  
just giving out ideas it should load the wait 1 animation for each fighter when you select your fighter Since Phantomwings is God in hacking maybe just an idea.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 28, 2014, 06:23:51 AM

Instead of using the old Sc_selechar.pac since the memory size is getting bigger for brawlex
we should use this -
[url]https://www.youtube.com/watch?v=e-B2Z0KAg2E[/url] ([url]https://www.youtube.com/watch?v=e-B2Z0KAg2E[/url]) ([url]http://i1.ytimg.com/vi/e-B2Z0KAg2E/hqdefault.jpg[/url])   
just giving out ideas it should load the wait 1 animation for each fighter when you select your fighter Since Phantomwings is God in hacking maybe just an idea.



Well, in my pack I've got pictures for all character in my game, plus I added another character yesterday, and pic for a character who isn't in yet, meaning I have 15 character's worth of pictures left to put in.

My total space size is 3.64-5. If you compress you pics and make their dimensions 100x125, then it opens much more space. I'm not even done doing that yet to all of my pictures since going from 128x160 to 100x125 is something relatively new in my pack.

We should have plenty :)

Post Merge: April 28, 2014, 06:30:09 AM
Can someone please help me out with the issue of my link clone over Monster Hunter/Porky in Nebulon's pack not using the boomerang, or hookshot and pulling out the bow and arrow causing the game to crash. the portrait thing doesn't bother me that much. I just wanna know how to get him to use his moves without the problems happening.


Are you using a Link REL?

Monster Hunter is over Ike. So you'd need a Link REL to replace the Ike one.

Along with all of the rest of the Ike files.

To replace the boss slots, find the Fighter, CSS, Cosmetic, and Slot associated with that character (They are all numbered differently, so don't look for them all to have one value. Look for like Fighter24, Cosmetic35 etc. No those aren't his actual values) and replace them with Link files, but give them the same number. Then open up slot, and on the second row, changed the 7th and 8th numbers (Or if they're broken up into pairs with your software, use the 4th pair in the 2nd row) and put the value of the Fighter there. So if Monster Hunter uses "Fighter24" you'd put 24 in there.

For modules, Open the Monster Hunter one and copy the offset and in section 8 open in memory viewer and give your new module the fighter value in the first box of 8 characters.

:)?

Post Merge: April 28, 2014, 06:43:29 AM
Yeah it works on Brawlex Im Not using project m brawlex its fun using it no freezes except hector on turbo mode just his side special n and It replaces Curry susp it does all this combos just regular project m turbo mode Not slippery or fast at running doesn't freeze as well :) works like charm you should add it on your pack Must use special brawl to play as that mode or the item Supsc whichever but its amazing.


Were you using my pack by chance? If so, could you send me the GCT with Turbo in it?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 28, 2014, 01:44:08 PM
Has anyone ever experienced a clone only working in training mode? I'm using the SMBZ PSA and it loads fine over and over in training but it freezes in versus.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 28, 2014, 01:48:38 PM
Has anyone ever experienced a clone only working in training mode? I'm using the SMBZ PSA and it loads fine over and over in training but it freezes in versus.
that is missing entry.pac


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 28, 2014, 01:56:34 PM
that is missing entry.pac
You sir deserve an award!


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 28, 2014, 04:21:14 PM
Finally made that cosmetic template to make everyone's lives a little easier.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448)

Hopefully I'll find the time to update it with the info file and results stuff later. For now I just wouldn't mess with any of that.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on April 28, 2014, 04:29:52 PM
1.  nope we cant go pass fighter 63, but we have been able to reach about 98 total characters using boss slots.

How do you enable the boss slots/forbidden 7 slots?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 28, 2014, 04:31:47 PM
What do I open slot up in? do I open it up in a hex editor like HxD Which I have? Edit: And do I include the Id from monster Hunter's Rel or is it Ike's ID and I just take the prolog, epilog, and unresolved offsets and place them in Link's Rel?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on April 28, 2014, 04:32:29 PM
How do you enable the boss slots/forbidden 7 slots?
wait till nebulon releases his pack


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 28, 2014, 04:40:46 PM
How do you enable the boss slots/forbidden 7 slots?
How do you enable the boss slots/forbidden 7 slots?
How do you enable the boss slots/forbidden 7 slots?

The tough thing abou teaching it is that there are 3 types kf slots to configure:

Boss slots/Alloy slots
Random slots made from empties and unused pieces if data
And a final secret slot you trick into working

I want to do a tutorial, however while I'm confident in the method, I still havent tested certain things.

Also certain things don't work following the rules i'd put... it's trial and error.

So when I release the tutorial it won't be to tell people how to make their own, but to make mine. With their own characters and whatnot of course, but it's easier to just mimic what I've successfully done as I did it.

I will probably do one more release of my pack, but after that, I'll have to wait for a few characters to be built, and 2 more modules. After this next release, I'll have the freetime to type away. I made a promise that if I figured it out then I'd teach the people, so I will, I am commited to it.

Just a but longer.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on April 28, 2014, 04:46:37 PM
Hey nebulon, did you get the updated 4gb GCT? I sent you it in the PM


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 28, 2014, 04:50:27 PM
Hey nebulon, did you get the updated 4gb GCT? I sent you it in the PM

Sorry, yes I did! I've been at work so I couldn't DL it yet. I was gonna say something when I had it. Thank you though! :)


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 28, 2014, 06:57:52 PM
Sorry, yes I did! I've been at work so I couldn't DL it yet. I was gonna say something when I had it. Thank you though! :)
How do you change the clones annoucer call voice i see you have it.
Im making my pack to have all their own sfxs voice


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 28, 2014, 07:17:05 PM
How do you change the clones annoucer call voice i see you have it.
Im making my pack to have all their own sfxs voice

I use Internet Explorer's Sound loader. And my computer can't run sawndz, so I Pikezer offered to help out and did that for me. He's the guy to ask.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 28, 2014, 07:19:38 PM
I use Internet Explorer's Sound loader. And my computer can't run sawndz, so I Pikezer offered to help out and did that for me. He's the guy to ask.
hmm ill go ask him thanks for letting me know.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on April 28, 2014, 08:06:01 PM
Might aswell ask again. What offsets do I put in the Link Rel and what ID do I give the clone? without the info going with what I guess results in a Mario slot with Link's portraits.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on April 28, 2014, 09:06:33 PM
Oh yeah I just remembered I was going to ask why you don't just use a common5.pac file? If you remove the MotionEtc archives in it it still works, and lets you use a bunch more file space. I ran some calculations and I think it's just enough for a maxed out roster, with 10 costumes each at full resolution for the vanilla characters. There's no drawbacks from it, unless for some reason BrawlEx doesn't work with common5 files.

EDIT:

If you find yourself wanting to just make all the announcer calls silent like I did, I created a swand file for that. You need the Replacement Soundbank Engine. Just put this file in your pf/sfx folder:

https://www.dropbox.com/s/2eou8zad8seyipf/223.sawnd (https://www.dropbox.com/s/2eou8zad8seyipf/223.sawnd)

I would go this route, because the announcer calls I have found on the vault are really lackluster, and aren't uniform at all.
Yeah but my brawlex clone sounds like every character by The original name example zero will say link do you have to edit the cosmetic or slot config?


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 28, 2014, 09:08:21 PM
hmm ill go ask him thanks for letting me know.
When Nebulon's pack is completely done I will create a sawndz file for every character with an announcer made by me(with the exception of the one's Nebulon's buddy did)
It's not hard just recording my voice and adding reverberation to it. It sounds pretty close to the original.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on April 29, 2014, 08:12:25 PM
I've been having some trouble with final smashes that play music, such as luigi's and dedede's. Their FSes just don't play it for whatever reason. It says that they were disabled, but even after enabling them in the fighter config nothing happened. Why is this, and how can I fix it?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 07:06:04 AM
Has anyone who uses any pack or anything have problems with modes in Special Brawl, and if so was there a fix? It could be my fault. I can't get Turbo mode to work in my build. :/ I've tried everything and taking out all the codes people tell me to. Nothing...


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 07:16:28 AM
Has anyone who uses any pack or anything have problems with modes in Special Brawl, and if so was there a fix? It could be my fault. I can't get Turbo mode to work in my build. :/ I've tried everything and taking out all the codes people tell me to. Nothing...
Any problems in particular?
Turbo works fine for me...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 07:33:16 AM
Any problems in particular?
Turbo works fine for me...

Well, they simply freeze :/ I put in for level 9 computers and at some point in the match they found a way to freeze:

I'm using the
File Patch compatible with EX
Stage Expansion code (Both of them, the one for slots, and the one for finding them)
The Custom music engine
The Custom music codes for specific levels
No Trip
Infinite Camera
Sound Bank Engine (For loading custom sawnds and whatnot)

Other people have used all of these codes, except for custom music. I took those two codes off and it still froze.

Someone gave me a new code for Stage Expansion since mine would potentially be older. I swapped the codes and it still froze.

I'm wondering now if I didn't update something... As in, perhaps one of the Files that PW wanted us to replace at some point wasn't replaced... For instance, HomeRun Contest still freezes upon selecting a character... and I thought I read that was fixed...







Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 07:36:59 AM
Odd. I use the same codes (Aside from the musics) and... Everything works fine.
It may be something to do with the files you have, of course, but it could just as easily be a clone character tha does this.
Hm... Odd.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 07:46:16 AM
Odd. I use the same codes (Aside from the musics) and... Everything works fine.
It may be something to do with the files you have, of course, but it could just as easily be a clone character tha does this.
Hm... Odd.

What clones have worked in Turbo for you?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 07:51:45 AM
Roy (Project M edit), Lucina (the new PSA), OoT Link (Basically just Melee Link), Raiden (Jrush), Mewtwo (Project M edit).


Haven't tried with anyone else yet, mostly tested the original characters.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 07:54:11 AM
Roy (Project M edit), Lucina (the new PSA), OoT Link (Basically just Melee Link), Raiden (Jrush), Mewtwo (Project M edit).


Haven't tried with anyone else yet, mostly tested the original characters.

I tried Ryu, Viewtiful Joe, Goku, Buu, Vegeta, Broly, Wolf, Pit, Wolverine, Dante, in several combinations and they always freeze.

I must be missing something. Does Home Run stadium work for you?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 07:58:21 AM
Well, until I try to let a second player in (Which causes a crash), it does work.

It may just be more tolerent since I'm using Dolphin to test, although, I did get a crash on my first test of the code, but that could just have been since the OoT Link PSA of mine is buggy as hell.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 08:01:50 AM
Well, until I try to let a second player in (Which causes a crash), it does work.

It may just be more tolerent since I'm using Dolphin to test, although, I did get a crash on my first test of the code, but that could just have been since the OoT Link PSA of mine is buggy as hell.

Do you remember the file PW put out to make Homerun work again?

I've tried this with different codes on and off and I just feel it has to be something I didn't update.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 08:04:12 AM
Nope, I just update all the files every time PW updates the thing.

You could probably just try updating everything (Aside from the configs, those should be good) and see if that does something.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 08:48:15 AM
Nope, I just update all the files every time PW updates the thing.

You could probably just try updating everything (Aside from the configs, those should be good) and see if that does something.

My common files are up to date... are you using both common2 and 3? Or just one?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 08:52:07 AM
I'm using all 5... And... I don't even remember why.
...
It might help, but I don't know.


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on April 30, 2014, 09:25:33 AM
This could be a stupid question, but I can't find an .rel for Ness. Is there not one? If so, how are others putting the "Megaman over Ness" PSA in BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 30, 2014, 09:27:28 AM
This could be a stupid question, but I can't find an .rel for Ness. Is there not one? If so, how are others putting the "Megaman over Ness" PSA in BrawlEx?

Oh, you just need to make a Ness clone, but use a Lucas .rel.

As far as I know, ONLY Megaman over Ness works with a Lucas .rel.


Title: Re: The BrawlEx Clone Engine
Post by: Garry Moore™ on April 30, 2014, 09:33:46 AM
Oh, you just need to make a Ness clone, but use a Lucas .rel.

As far as I know, ONLY Megaman over Ness works with a Lucas .rel.

Much obliged.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 09:39:30 AM
Oh, you just need to make a Ness clone, but use a Lucas .rel.

As far as I know, ONLY Megaman over Ness works with a Lucas .rel.

And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowSnake on April 30, 2014, 11:26:00 AM
And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.

Hey Nebulon how many characters are going to added in your next build?

Post Merge: April 30, 2014, 11:27:36 AM
And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.

Hey Nebulon how many characters are going to added in your next build?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 11:39:06 AM
Hey Nebulon how many characters are going to added in your next build?

Post Merge: April 30, 2014, 11:27:36 AM
Hey Nebulon how many characters are going to added in your next build?

Honestly, probably 3 more, and I'll do some touch ups with pictures. Then I'll do a tutorial.

I have my remaining slots reserved for WIP characters, and I need 2 modules in order to actually complete the characters I'd like to add that are currently out. I know I'm taking a while with the tutorial, but I'll do it. I've got the basics in my head. :)


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 30, 2014, 12:14:43 PM
Honestly, probably 3 more, and I'll do some touch ups with pictures. Then I'll do a tutorial.

I have my remaining slots reserved for WIP characters, and I need 2 modules in order to actually complete the characters I'd like to add that are currently out. I know I'm taking a while with the tutorial, but I'll do it. I've got the basics in my head. :)
I'm guessing it wouldn't be possible to  release a build where the slots are in place so that we can just replace the characters to our liking. Either way more than happy to wait:)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 12:24:57 PM
I'm guessing it wouldn't be possible to  release a build where the slots are in place so that we can just replace the characters to our liking. Either way more than happy to wait:)

I sincerely wish :/

In fact I'd love to do that for everyone. But to put it frankly, every slot is configured differently. Same methods for some, extra steps for others, but overall if I made a slot it'd be geared to one clone. You'd still have to know how to edit it to spawn a code. If I make a slot for all the modules (Or let's say 2 of each) and you don't want to use a Pikachu PSA, then that's two slots no one's gonna know what to do with.

I'm also trying to get Turbo to work before I release.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on April 30, 2014, 12:30:00 PM
I sincerely wish :/

In fact I'd love to do that for everyone. But to put it frankly, every slot is configured differently. Same methods for some, extra steps for others, but overall if I made a slot it'd be geared to one clone. You'd still have to know how to edit it to spawn a code. If I make a slot for all the modules (Or let's say 2 of each) and you don't want to use a Pikachu PSA, then that's two slots no one's gonna know what to do with.

I'm also trying to get Turbo to work before I release.
When using your pack I usually rename the fighter, put in a module, and change the CSS slot and cosmetics. Will that not work for the new slots you are using. Sorry I was just confused. Do you have to do anything special to set up for these new slots?


Title: Re: The BrawlEx Clone Engine
Post by: colonelmcdoogle on April 30, 2014, 03:41:04 PM
Much obliged.

Heck, I've added an un-edited ness clone and used a Lucas rel and it still worked. Seems to me like lucas and ness' rels are pretty much the same.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on April 30, 2014, 03:46:51 PM
Heck, I've added an un-edited ness clone and used a Lucas rel and it still worked. Seems to me like lucas and ness' rels are pretty much the same.

Though some moves either freeze the game or give a T-pose.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 03:50:12 PM
Though some moves either freeze the game or give a T-pose.

Hat's the method for using an REL that isn't a perfect ine for EX? Like say I wanted to use Chun Li over Ness which uses a Zelda rel, would I just need to use Lucas files and then the module and give it the proper slot values? I've never tried.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on April 30, 2014, 03:52:29 PM
Hat's the method for using an REL that isn't a perfect ine for EX? Like say I wanted to use Chun Li over Ness which uses a Zelda rel, would I just need to use Lucas files and then the module and give it the proper slot values? I've never tried.
there is no such thing as a zelda rel if she uses any rel is a marth rel most likely since marth relling everyone was a thing if  they didnt use articles.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 05:06:59 PM
there is no such thing as a zelda rel if she uses any rel is a marth rel most likely since marth relling everyone was a thing if  they didnt use articles.

Nice :) I'll see what I can do!


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 30, 2014, 05:46:29 PM
I'm having an issue with cosmetics, even though I set the Cosmetic ID properly, it doesn't load the right one.

I'm using frostymm's template.

Ex: I set the CSSSlot and Cosmetic Configs to use ID 120 (78 in Hex), but they don't load the correct one on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 30, 2014, 05:49:16 PM
I'm having an issue with cosmetics, even though I set the Cosmetic ID properly, it doesn't load the right one.

I'm using frostymm's template.

Ex: I set the CSSSlot and Cosmetic Configs to use ID 120 (78 in Hex), but they don't load the correct one on the CSS.

That's odd, any other issues besides that one? Is it doing that for more than just that ID?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 30, 2014, 05:51:54 PM
That's odd, any other issues besides that one? Is it doing that for more than just that ID?
I might be doing something wrong, but I could send you the files, so you could see what's wrong. Would that be alright with you?


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 30, 2014, 06:18:23 PM
Really hate to be a nuisance, but I've been trying to fix this myself for the past week to no avail. Could anyone be a dear and take a look at my pack? I want to release it as (yet another) pack on the site here, but my custom cosmetics dont't seem to be doing the job. It always seems to freeze before/not load the results screen no matter what I do. Here's a version with bare-bones cosmetic stuff; CSS is all complete and nice, battle portraits work alright too (although right now they're just the ones from Nebulon's pack, sorry bud, I'm gonna change them once I get this working). It just always seems to not load the results screen. Everything is named correctly in the victory portraits files as far as I saw. Are there files I'm missing that are absolutely necessary? Any help would be great! (https://www.dropbox.com/s/8wo7qf9yj94vafq/SDCARD.zip)

NOTE: Some characters have only one or two costumes/portraits/BPs/victory portraits, etc. This is intentional.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on April 30, 2014, 06:23:29 PM
I'm going to take a guess now that you have the victory portraits set as Lz77 or ExtendedLZ77, they should be set to 'None'


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on April 30, 2014, 06:29:27 PM
Just checked. Nope, they're all set to None.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on April 30, 2014, 06:36:54 PM
I might be doing something wrong, but I could send you the files, so you could see what's wrong. Would that be alright with you?

Sure send me the files. Now, NONE of the right textures are loading? Or just specific ones? And you said you edited the CSSslot config? I'm not sure how that works but I haven't had to mess with it to get my stuff to have the correct textures. Are the ID's leading up to that one working fine?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on April 30, 2014, 06:38:26 PM
Sure send me the files. Now, NONE of the right textures are loading? Or just specific ones? And you said you edited the CSSslot config? I'm not sure how that works but I haven't had to mess with it to get my stuff to have the correct textures. Are the ID's leading up to that one working fine?
I'll answer in a PM.


Title: Re: The BrawlEx Clone Engine
Post by: Office Ninja on April 30, 2014, 10:19:51 PM
I downloaded a BrawlEx pack that worked great once, but now whenever I try to load it up again it freezes at the ESRB screen. I noticed a few other people posted about this, but is there a fix or anything for it?


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on April 30, 2014, 10:31:24 PM
So far I have made cloud and ike nearly 100% compatible, aswell as knuckles vs jigglypuff, pit vs goku. Marth VS Sephiroth still have glitches I need to stabilize.

I will release a brawlEx pack soon called "Project Dan" you are probably thinking, ugh another pack. Do not fear as this pack nearly all the chars have their own soundbanks and gfx files so no more backing in and out of the menu.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on April 30, 2014, 11:48:32 PM
So I'm at a point where I'm caught up and ready to put update the pack, however, I noticed two things:

Yes I have Turbo mode, BUT it does not work consistently. I had to format my card this morning and I had two sessions where it was perfect for 8+ matches. After adding 2 alt skins to two fighters, as well as reorganizing CSS for 2 new characters, and updating some CSP and Icon names, it wouldn't work, it just kept freezing. :/

I reformatted and it worked 3 times in a row before I didn't care anymore... I have a GCT without it included if it just wants to tease you too...

But the second thing is that I've noticed today that my Wii disc slot glows blue... to my understanding, this happens when I have an update or receive a message, but I was also told recently that the Wii's online services were closed recently... so I don't know what it's about... but every time Turbo mode froze those lights were on.

This is NOT the place to post this, but this is a place where my pack users hang out and I wanted to know if they knew what this meant or if it's happened to them because IF it is evidence of a bigger issue, then I wouldn't want to release it and mess with anyone's Wii or whatever and I feel they deserve to have these questions answered here for security...

So any input would be appreciated. It's done and ready to be put up, I just need that clarification. My Wii could just be stupid now, or perhaps my disc is getting bad. It's been in the Wii for literally almost 2 years now... IDK, but I need input before release.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 12:49:22 AM
I had a similar experience whenever I used Riivolution most of the time in order to know something's being loaded the light on my wii turned blue and if the game froze I'd actually hear my wii stop running but I never had an issue like that before.

and On topic I'm starting on making my own brawl ex build aswell, but I'm doing it from scratch, and inserting the clones myself,

as of Right now My clones for it are,

Steve from Minecraft, Young Link, Oot Link, Dark Link, Skyward Link, Fierce Deity, and Dr. Mario.

My build of course will have some unique things like custom CSPs by me along with some from SJS' Resource,

New PSAs for the original fighters to remove Cloned Movesets, Ex: Link having a Twilight Princess PSA, Mario Having his SMBZ Moveset, etc.

Some of the Original Fighters will also have new models like Zero Suit Samus who'll get the models Made by SJS.

Custom Stages, and some Character's will have their own Alternate Costumes fitted for their Series, Like Link having his Magic and Zora Armor from Twilight Princess, Oot Link with a Soul Calibur Costumes along with some other Nostalgic costumes for those of you who grew up in the Nes and Snes era,

Toon Link with his Conductor outfit from Spirit Tracks and his Outset Island outfit from Wind Waker,

Once I get more stuff done for the Fighters and get the Stages added I'll release it to the public but I can't say when. I will say this though, don't expect any anime Character's in this

Build cause there's going to be no Goku, Vegeta, Buu, Broly, Naruto, Etc.

It's gonna be focused on Video Game Character's from Nintendo and Possibly Square so look out for that.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on May 01, 2014, 06:35:09 AM
Nebulon I use to have this problem whenever I used my disc on Gecko or Riivo.  My disc did eventually stop being read but I bet that was just from continued use.  I dont believe turbo mode would do anything but if I were you Id just release it with normal codes and have that Gct in there for anyone who wants to try.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 01, 2014, 06:55:04 AM
Nebulon I use to have this problem whenever I used my disc on Gecko or Riivo.  My disc did eventually stop being read but I bet that was just from continued use.  I dont believe turbo mode would do anything but if I were you Id just release it with normal codes and have that Gct in there for anyone who wants to try.

That's the plan. :) BUT... I discovered an issue earlier today, I've used Knuckle Joe tons of times before I fixed his GFX, and after doing so none of his B moves work. So I'm gonna re edit him in PSA and see if it makes a difference.

I see. Maybe I'll buy a new disc.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on May 01, 2014, 10:23:45 AM
usbloader gx w/ codes works btw


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on May 01, 2014, 12:44:57 PM
That's the plan. :) BUT... I discovered an issue earlier today, I've used Knuckle Joe tons of times before I fixed his GFX, and after doing so none of his B moves work. So I'm gonna re edit him in PSA and see if it makes a difference.

I see. Maybe I'll buy a new disc.

Considering that blue light came on, you might wanna make sure there's not a problem with your disc drive before you drop the money on a new disc. I had a Wii from the original release, and eventually using mods(I think through Riivolution is what did it), my disc drive eventually stopped reading Dual Layer DVDs altogether. It wouldn't even read normal Wii games if you tried after a Dual Layer.

Long story, I guess. But I'd say try to find a way to test if your drive is burning out. I was testing it by switching between Brawl or Other M and an older game.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 01:20:55 PM
I tried to do that, but there's not enough PSA's we can access just yet. Unless you want to start scraping the bottom of the barrel and add like 5 Kingdom Hearts characters and 7 Sonic characters.
The only Kingdom Hearts Character I'm adding is Sora, while the only Sonic characters I'm adding are Shadow, Knuckles, and possibly Tails.


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on May 01, 2014, 02:13:38 PM
The only Kingdom Hearts Character I'm adding is Sora, while the only Sonic characters I'm adding are Shadow, Knuckles, and possibly Tails.
Metal Sonic seriously doesn't get enough love. I honestly think my modset is the only one that has him, and I've got no idea how to fix the gfx glitches.


Title: Re: The BrawlEx Clone Engine
Post by: Clynt on May 01, 2014, 02:39:42 PM
I need help, i'm using these 2 PSA's with the BrawlEX Clone Engine

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571)

When I use them against any other player, the final smashes don't work at all. They get the smash ball and instead of using the final smash they use their regular B attack.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 01, 2014, 02:42:58 PM
I need help, i'm using these 2 PSA's with the BrawlEX Clone Engine

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24056[/url])

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571[/url])

When I use them against any other player, the final smashes don't work at all. They get the smash ball and instead of using the final smash they use their regular B attack.


Methinks you forgot their FitFinal.pac file...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 01, 2014, 02:47:46 PM
Metal Sonic seriously doesn't get enough love. I honestly think my modset is the only one that has him, and I've got no idea how to fix the gfx glitches.

What Metal Sonic do you use?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on May 01, 2014, 03:01:37 PM
What Metal Sonic do you use?

I use this one http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30296 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30296)

Partly because it's the first Metal Sonic PSA I found, but mostly because almost every part of his movelist is based on attacks he had in the games or OVA. My only issues are that his aerial back attack is a bit too slow, and his neutral B is something I don't recognize as well as overly spammable. I think his GFX glitches happen when you use his Black Shield(Down B), his neutral B, and possibly when he jumps.

I'm pretty sure the moveset uses custom bones, because it's incompatible with almost all the Sonic mods on the Vault. It works with all the included costumes, Top Hat and Monocle Metal Sonic, and Puppet Tails.


Title: Re: The BrawlEx Clone Engine
Post by: Clynt on May 01, 2014, 03:21:06 PM
Methinks you forgot their FitFinal.pac file...

Derp...rookie mistake


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 01, 2014, 03:21:57 PM
I tried to do that, but there's not enough PSA's we can access just yet. Unless you want to start scraping the bottom of the barrel and add like 5 Kingdom Hearts characters and 7 Sonic characters.

Or you could try making somethin you silly, that's what I do when I'm sick and tired OF LOOKING AT METAKNIGHTS STUPID BUTT... I mean... Well, Somebody had to put an end to it. And that's how a Rock Lee PSA was born.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 01, 2014, 04:25:42 PM
Hey guys,  I need some help please.

For the life of me, I can't seem to add CSP's to my ex-characters. I've followed the instructions clearly but nothing happens.

I even used one of the ready made ones like nebulon's but my CSP's don't change.

Can anyone please help?

Do codes conflict with it? I removed Pikachu from the css.dat, is that the problem?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 04:28:15 PM
Well I'm not good at PSAing at all, I can only make Csps/BPs/CSS Icons/Nametags and Brstms on a great loop sometimes I do take textures from one character Mod and try my best to fit them on a different model like right now I'm thinking of trying to take the Hero of Light over Toon Link and Make him over Link by texture swapping the textures with the Young Link Model. As for Metal Sonic I can see him more or less being a Alternate Costume to Sonic.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 01, 2014, 04:36:04 PM
Hey guys,  I need some help please.

For the life of me, I can't seem to add CSP's to my ex-characters. I've followed the instructions clearly but nothing happens.

I even used one of the ready made ones like nebulon's but my CSP's don't change.

Can anyone please help?

Do codes conflict with it? I removed Pikachu from the css.dat, is that the problem?
are u naming everything correctly?
ex. sc_selcharacter
u should be able tp use a pack and swap existing csp's
pikachu's dat will only remove defalt pikachu from the css


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 01, 2014, 04:43:46 PM
Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 01, 2014, 04:47:44 PM
Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....
You also need to change the Cosmetic configs around.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 04:48:41 PM
Did you make sure to edit your Cosmetics with a hex editor to allow for your clones' portraits to show instead of the fighter it's a clone of?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 01, 2014, 04:50:49 PM
Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....

Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....

Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....


 Was it in a boss slot character? If you tried to replace a boss slot character then you'd run into some issues.

Who was it?

I started the tutorial btw. I'll get it out asap.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 01, 2014, 04:53:36 PM
You also need to change the Cosmetic configs around.
I didnt change the cosmetic Id config? how do i do that?

I dont think i replaced a boss slot. I only have like 12 ex characters right now


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 05:00:42 PM
You go into your hex editor and open up your cosmetic Ex: Fighter3F then go to where you'll see this part, "00 01 00 FF 00 00 00 00 00 00 20 02 35 35 00 00" If it's a Mario clone, and if it's a Link clone it would be like this, "02 01 02 FF 02 00 00 00 00 00 20 04 2A 2A 00 00" and you see the first pair "00" for Mario and "02" for Link change that to the number your set of Portraits are in hex like 110 in hex is 6E then replace the original CSP Id with the clones' then save it and it should have it's Portraits


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 01, 2014, 05:01:13 PM
I didnt change the cosmetic Id config? how do i do that? I dont think i replaced a boss slot. I only have like 12 ex characters right now

(http://i41.photobucket.com/albums/e289/Kitsu-chan8/royy_zps8db038fa.jpg)


Hope that's helpful...


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 01, 2014, 05:17:15 PM
Thank you guys very much. It works fine. Thank you, thank you, thank you very much.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 01, 2014, 05:43:12 PM
Okay Now I ran in to a problem myself I replaced the clones that I added with the old Brawlex Clone Tool that was the only one that would work at the time with the ones from the XP version of the tool and got everything set up but the game crashes trying to use Team Battles, how do I fix that issue? and would it affect when I set up Cbliss for my clones?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 01, 2014, 05:44:51 PM
Yeah I'm sure its named correctly. I took nebulon's sc_selcharacter.pac and inserted into mine and the CSP's for the ex characters dont change at all....

nebus css is an edit of phantoms wings released brawl ex pac file
so u need to insert your csps into nebus selcharacter pac instead of inserting nebus' to your existing selcharaceter pac
hope that makes sense


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 01, 2014, 06:25:22 PM
I'm kinda getting into getting Cosmetics to work, but now my character crashes upon stage selection.

One noteworthy thing is that in training mode (before it freezes), the in-game name shows as "Green Alloy". rather than "Crazy Hand".


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 01, 2014, 06:55:44 PM
Quick question, do we still add the module files (ft_charactername) in the most recent BEX?

Post Merge: May 01, 2014, 06:58:03 PM
Also for some reason my CSS had an extra Link clone (that couldn't be selected). I checked my files and there's no reason for him to be there.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 01, 2014, 07:05:46 PM
Quick question, do we still add the module files (ft_charactername) in the most recent BEX?

Post Merge: May 01, 2014, 06:58:03 PM
Also for some reason my CSS had an extra Link clone (that couldn't be selected). I checked my files and there's no reason for him to be there.

Yes and you're ridiculous obviously because that is ridiculous.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 01, 2014, 07:09:59 PM
you're ridiculous obviously because that is ridiculous.

wat?

Just checked now, and there were two extra copies of each clone.

I think it's because I have multiple PF folders on my SD card (named PF Old and PF Older)

Welp...


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on May 01, 2014, 07:37:52 PM
wat?

Just checked now, and there were two extra copies of each clone.

I think it's because I have multiple PF folders on my SD card (named PF Old and PF Older)

Welp...

did you check cssroster.dat in the brawlex folder. open it in a hex editor and you might find a link clone entry in there.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on May 01, 2014, 07:55:39 PM
Still having uneven results when loading the result screen. Only works sometimes, with certain characters. The portraits are all named correctly with the right compression. Does anything need changing in the PAT files for all the replaced .pacs?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 01, 2014, 08:08:08 PM
Still having uneven results when loading the result screen. Only works sometimes, with certain characters. The portraits are all named correctly with the right compression. Does anything need changing in the PAT files for all the replaced .pacs?
Just the RESULT, and only for custom Result Franchise Icons.


Title: Re: The BrawlEx Clone Engine
Post by: SilverBaretta on May 01, 2014, 08:17:39 PM
Hmm. I wonder what the problem is then. Maybe I'll just redo all my Cosmetic configs. It'll be a pain, but hopefully that's what the issue is.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 01, 2014, 11:13:42 PM
So I am looking to create a Ganon clone that will be Darth Vader. Does anyone have the PSA for it anywhere? This one (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=11034) would be the best but the download link is broken. I was just wondering if anyone still has this and would like to share the files, because I feel like Darth Vader would be an awesome addition to the roster!  :laugh:


Oh and is anyone working on any new modules at the moment? Like Toon Link for this (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20164), and maybe an Ice Climber for whenever this project (http://forums.kc-mm.com/index.php?topic=66022.0) gets done.  ;D


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 02, 2014, 06:13:13 AM
Well I managed to get CSPs and BPs working, but I still get crashes when ending a match (Results Screen). I have the needed files, and those said files are named correctly.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 02, 2014, 06:16:27 AM
Well I managed to get CSPs and BPs working, but I still get crashes when ending a match (Results Screen). I have the needed files, and those said files are named correctly.

Are you sure they have the B in the name?

As in:

MenSelchrFaceB.1571 ?? That messed me up. Also, are your Fighter configs enabling a result? It's best to turn them off I've found.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 02, 2014, 06:21:56 AM
Are you sure they have the B in the name?

As in:

MenSelchrFaceB.1571 ?? That messed me up.
Yes. MenSelchrFace.B1120 for Cosmetic 120.

Also, are your Fighter configs enabling a result? It's best to turn them off I've found.
No. I have the Result disabled.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 02, 2014, 06:24:45 AM
Are the result portrait compressions set to 'None'? If not, they should be.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 02, 2014, 06:27:35 AM
So I'm having another problem. I've added all my CSP's and they work well. But now I can't seem to get  into a match in VS mode with the ex-characters?

Can anyone please help?

Edit: Never mind, fixed my problem. Needed to add BP's.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on May 02, 2014, 06:48:10 AM
Check your config files and the module files. Disable Kirby hats in their FighterConfig files if you haven't already or the game will crash when Kirby gets loaded in with the Excharacters. Also remember to check your modules to see if they are named correctly and have the correct Character ID and Module IDs.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 02, 2014, 06:50:46 AM
Are the result portrait compressions set to 'None'? If not, they should be.
Yes.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 02, 2014, 07:10:20 AM
I have one more question, maybe it's been asked before.

Is it possible to remove the CSS Icon names with brawlex? By editing the nameea7 bone?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on May 02, 2014, 07:28:44 AM
Yeah I think you can remove them if you find the right mdl0 to static out. Just look in common5.pac for it.


Title: Re: The BrawlEx Clone Engine
Post by: Vortoxo on May 02, 2014, 02:30:12 PM
Yes. MenSelchrFace.B1120 for Cosmetic 120.
No. I have the Result disabled.

Do you have it as MenSelchrFace.B1120 or MenSelchrFaceB.1120
The period should go after the B not before it.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 02, 2014, 02:36:40 PM
Do you have it as MenSelchrFace.B1120 or MenSelchrFaceB.1120
The period should go after the B not before it.
The Textures are named MenSelchrFaceB.1120X, which is the correct naming of the textures. My file name is MenSelchrFaceB1120.brres, which is the correct naming of the file.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 02, 2014, 03:52:15 PM
Your textures should be MenSelchrFaceB.120X and file should be MenSelchrFaceB1200.brres for slot 120.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 02, 2014, 04:06:26 PM
Your textures should be MenSelchrFaceB.120X and file should be MenSelchrFaceB1200.brres for slot 120.
It worked.

Thanks a bunch.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 02, 2014, 07:34:32 PM
http://forums.kc-mm.com/index.php?topic=67820.msg1254293#msg1254293 (http://forums.kc-mm.com/index.php?topic=67820.msg1254293#msg1254293)

Boss slot Tutorial^

It's rushed because I'm getting ready for a wedding and I retyped it 3 times in the last two hours back to back and I wanna explode. If it is too rushed I will revise it soon. I hope this helps out the members. I will make a tutorial later on how to use the random bits of data inbetween Boss and fighter configs in the Fighter Chart.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 03, 2014, 02:56:07 PM
Just gonna ask, will this work with pal


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on May 03, 2014, 03:09:11 PM
Just gonna ask, will this work with pal
no


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 03, 2014, 04:10:35 PM
God dammnit.

Post Merge: May 03, 2014, 04:19:56 PM
God dammnit.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 03, 2014, 05:16:01 PM
It's a shame that we can't use custom SFX for the clones yet.

Well, we can replace the bosses' SFX, but the SFX ID changing is impossible for many sounds.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 03, 2014, 05:32:14 PM
but the SFX ID changing is impossible for many sounds.

What sounds are you speaking of?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 03, 2014, 05:51:54 PM
What sounds are you speaking of?

You know: KO's, Tilts and low sounds.


Title: Re: The BrawlEx Clone Engine
Post by: Youngnamez on May 03, 2014, 07:06:13 PM
I downloaded Nebulon's pack, but it came out vanilla. Can anybody help?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 04, 2014, 12:40:17 AM
You know: KO's, Tilts and low sounds.

Pretty much all sounds that can't be seen in PSA can be found in tabuu and edited via hex editing. Such as star KO, ottoto, low voice clips, damage clips, crowd cheer, etc etc


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on May 04, 2014, 01:23:49 AM
Is there anyway to make this code compatible with BrawlEx Characters

Melee Air Dodge 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 00000070
92210006 0000007C
92210009 00000018
58010000 00000088
92210007 00000064
92210008 00000058
48001004 00000024
92210005 0000000C
48001004 00000020
92210004 00000014
4A001004 00000000
32000018 00000000
4A001006 00000000
30000038 00000021
4A001002 00000000
36000040 41000000
4A001003 00000000
9221000A 00000038
9221000B 0000003C
4A001005 00000000
3000000C 00000000
1400000C 00000001
9421000A 00000010
9421000B 00000014
4A001004 00000000
14000014 00000000
E2000001 00000000
4A001005 00000000
9221000A 00000010
9221000B 00000014
86A0000A 40000000
86A0000B 40000000
4A001007 00000000
9421000A 00000008
4A001008 00000000
9421000B 0000000C
4A001002 00000000
34000041 41000000
36000040 42000000
4A001007 00000000
14000008 00000000
4A001008 00000000
1400000C 3E000000
34000041 41C00000
4A000000 805A0100
9221000A 00000000
4A001002 00000000
9001000B 00000040
8891000B 0000000A
34000041 42100000
4A001004 00000000
14000018 00000000
E2000005 00000000
4A000000 805A0100
9221000A 00000000
4A001004 00000000
36000014 42000000
9001000B 00000014
8891000B 0000000A
4A001006 00000000
32000038 00000021
4A001004 00000000
14000018 00000000
E2000001 00000000
34000015 41FFFFFF
4A001009 00000000
3000014C 00000000
4A001004 00000000
14000018 00000001
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 04, 2014, 01:59:01 AM
can someone tell me why this won't work with PAL?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 04, 2014, 02:18:20 AM
can someone tell me why this won't work with PAL?
PAL has different coding to NTSC.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 04, 2014, 02:33:00 AM
PAL has different coding to NTSC.
Oh well.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on May 04, 2014, 09:21:32 AM
Is there anyway to make this code compatible with BrawlEx Characters

Melee Air Dodge Code
Maximum snippage
For reasons unknown, codes like that and the S-Cancel code do not work at all with the Ex characters. I don't know why honestly.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on May 04, 2014, 10:30:22 AM
For reasons unknown, codes like that and the S-Cancel code do not work at all with the Ex characters. I don't know why honestly.

You think it has something to do with fighter data corresponding to their ID in the code


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on May 04, 2014, 01:26:56 PM
Has anyone figured out how to give characters more team costumes? Like a 2nd row of red, blue and green? Ex: Wario?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 04, 2014, 01:42:54 PM
Is there anyway to make this code compatible with BrawlEx Characters

Melee Air Dodge 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 00000070
92210006 0000007C
92210009 00000018
58010000 00000088
92210007 00000064
92210008 00000058
48001004 00000024
92210005 0000000C
48001004 00000020
92210004 00000014
4A001004 00000000
32000018 00000000
4A001006 00000000
30000038 00000021
4A001002 00000000
36000040 41000000
4A001003 00000000
9221000A 00000038
9221000B 0000003C
4A001005 00000000
3000000C 00000000
1400000C 00000001
9421000A 00000010
9421000B 00000014
4A001004 00000000
14000014 00000000
E2000001 00000000
4A001005 00000000
9221000A 00000010
9221000B 00000014
86A0000A 40000000
86A0000B 40000000
4A001007 00000000
9421000A 00000008
4A001008 00000000
9421000B 0000000C
4A001002 00000000
34000041 41000000
36000040 42000000
4A001007 00000000
14000008 00000000
4A001008 00000000
1400000C 3E000000
34000041 41C00000
4A000000 805A0100
9221000A 00000000
4A001002 00000000
9001000B 00000040
8891000B 0000000A
34000041 42100000
4A001004 00000000
14000018 00000000
E2000005 00000000
4A000000 805A0100
9221000A 00000000
4A001004 00000000
36000014 42000000
9001000B 00000014
8891000B 0000000A
4A001006 00000000
32000038 00000021
4A001004 00000000
14000018 00000000
E2000001 00000000
34000015 41FFFFFF
4A001009 00000000
3000014C 00000000
4A001004 00000000
14000018 00000001
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

I have actually gotten codes like that to work with my BrawlEx characters. Some of them work, and some of them don't. Like for instance, Mewtwo has no problems air dodging, while Goku always makes the game freeze. I feel like it might have something to do with a lack of an animation for the dodge. When they don't have it, then it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on May 04, 2014, 02:16:33 PM
Does anyone's brawl ex pack work classicmode


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 04, 2014, 03:49:29 PM
Does anyone's brawl ex pack work classicmode
Unstable/unreleased BrawlExpanded 0.9 does.
Haven't released it yet because of other things.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 04, 2014, 04:02:46 PM
Pretty much all sounds that can't be seen in PSA can be found in tabuu and edited via hex editing. Such as star KO, ottoto, low voice clips, damage clips, crowd cheer, etc etc

I need a tutorial for that.
Tabuu is insanely hard and wierd.

Is there one?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 04, 2014, 06:12:32 PM
I've switched to a new SD card for the Clone Engine, but Brawl doesn't read the BrawlEx files. I have FPC 3.5.1b on, I use AXNextFrame, etc.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 04, 2014, 06:17:54 PM
I've switched to a new SD card for the Clone Engine, but Brawl doesn't read the BrawlEx files. I have FPC 3.5.1b on, I use AXNextFrame, etc.
SDHC?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 04, 2014, 06:18:59 PM
SDHC?

Nope. Regular. I just got done double checking everything, and nothing seems wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 04, 2014, 06:23:40 PM
Nope. Regular. I just got done double checking everything, and nothing seems wrong.
FPC kode?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 04, 2014, 06:24:08 PM
FPC kode?

The one I use = 3.5.1b.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 04, 2014, 06:31:44 PM
The one I use = 3.5.1b.
SD cheats is on?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 04, 2014, 06:32:33 PM
Of course. All config files are in PF/BrawlEx, even bx_fighter.rel is in module.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 04, 2014, 06:33:38 PM
make sure ur not adding in the sdhc code
and all ur folders are named properly
also make sure ur loader is detecting the codes
u can try adding the camera code just to see if the game is even reading the codes


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 04, 2014, 06:38:52 PM
make sure ur not adding in the sdhc code
and all ur folders are named properly
also make sure ur loader is detecting the codes
u can try adding the camera code just to see if the game is even reading the codes

It was reading them, all right. It played a BRSTM I wanted to patch.

For some reason, it just decided to start working. :/


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 04, 2014, 07:22:58 PM
I was gonna add that an extended partition won't be read by Gecko, so make sure it's a primary partition.

Windows diskmgmt.msc can tell you this.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on May 05, 2014, 11:14:37 AM
Hey, it's been a while since I've checked this topic. Has anything new happened since the Captain Falcon module? I'd just read and catch up, but I don't remember where I left off. :P


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 05, 2014, 11:32:46 AM
Hey, it's been a while since I've checked this topic. Has anything new happened since the Captain Falcon module? I'd just read and catch up, but I don't remember where I left off. :P
nope
but project m with turbo is possible now
if ur into that...


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 05, 2014, 11:34:02 AM
nope
but project m with turbo is possible now
if ur into that...

Boss slots work now along with random pieces of data to make slots. I'll tut that later.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 05, 2014, 12:12:25 PM
nope
but project m with turbo is possible now
if ur into that...

Project M with Turbo doesn't need BrawlEx. o.O


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 05, 2014, 12:17:31 PM
You know I happened to think would it be safe to set up your clone's portraits using the MiscData[41] in the char_bust_tex_lz77?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 05, 2014, 12:54:40 PM
Project M with Turbo doesn't need BrawlEx. o.O

I finally got it stable. But Naruto will cause a silent freeze during one of his Side B combos, since the creator made it kind of like a branching combo like Marth/Roy. Other than that, every other character passes.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on May 05, 2014, 02:08:37 PM
Project M with Turbo doesn't need BrawlEx. o.O
but project M with brawlEx does need turbo... :D


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on May 05, 2014, 04:03:14 PM
but project M with brawlEx does need turbo... :D

For those that don't think curry mode is cool or never use it  8)


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on May 05, 2014, 06:28:46 PM
curry mode is awesome


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 06, 2014, 02:46:00 AM
Boss slots work now along with random pieces of data to make slots. I'll tut that later.

So with boss slots now being available to use is it now possible for a complete 100 slot roster?


Title: Re: The BrawlEx Clone Engine
Post by: Axel Akutare on May 06, 2014, 02:57:27 AM
So with boss slots now being available to use is it now possible for a complete 100 slot roster?
If you include all the transformation character slots(Including the Trainer himself) we're at least very close. My set has 85 slots, which is a modified version of Nebulon's(Nebulon's CSS doesn't include the Pokemon or Sheik slots), and Nebulon's had most of the boss slots filled. Even with the Boss slots there's still unoccupied slots and unfinished slots in the game that are apparently workable.

At the end of this we should be roughly around 94 individual characters being possible, if my lack of sleep brain math is right. So for a 100 slot CSS shouldn't be far off since the Pokemon Trainer takes up four slots and Zelda and Sheik take up two each. Watch us finally reach the 100 maximum and PW shows up with a new version that allows for 200.

Edit: Actually, the Random Slot would also take up a slot, so wouldn't a 100 slot CSS still be impossible since we're limited to Hex 63 as the last character slot?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 06, 2014, 03:02:35 AM
Nebulon and I (Mostly Nebulon, I just helped a little here and there) figured that there are 99 (including random) possible slots.

Though, there's still the possibility for 100, just not too sure yet...


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 06, 2014, 03:12:14 AM
Some guy used the alloys slots (idk how)  but the only problem is it freezes in 100 man brawl and sometimes randomly during matches.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 06, 2014, 06:15:28 AM
Nebulon and I (Mostly Nebulon, I just helped a little here and there) figured that there are 99 (including random) possible slots.

Though, there's still the possibility for 100, just not too sure yet...

In my current build (Which I will release soon), I have one SFX error to fix, and if someone wants to advise me then I will release immediately after.

Right now, including Pokemon trainer AND individuals Pokes, and ZSS and Sheik, it's be adding 4 slots to my build (because I already have Trainer and ZSS), which would bump me up to 88 including Random. And I have 10 more slots to work with, so that would bring us to 98, so if we added Warioman and Giga, or 2 more Randoms it'd be 100, UNLESS I can get one other slot to work... and I MIIIIIIIIIGHT be able to... That's the plan. :)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 06, 2014, 06:20:59 AM
SFX error? What do you mean?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 06, 2014, 06:52:14 AM
SFX error? What do you mean?

I can only edit Megaman in BB 67 it seems (If not then it was 65b) and I'm trying to make one of it's SFX end after the button is released.

You see, his Side-A charges his Side Smash (which is his Mega shot, or Buster shot) and as Side A is being held down, a SFX plays. The issue is that once the Buttons are released in order to perform the Side Smash, the SFX for Holding it down still plays until the SFX itself is done.

KingEvilPuff tried to explain it to me in a post in the SFX forum, but it appears that simply naming the SFX entry (Transient) doesn't work for older versions of BB... at least that's what I've concluded.

Can anyone pm me?

I'm also experimenting with a few things TRYING SO HARD to just get Megaman X in the game before the ROB module and I'm about to give up... again... lol


Title: Re: The BrawlEx Clone Engine
Post by: yadayada on May 06, 2014, 09:14:12 AM
This is a bit of a stupid question; Which characters specifically can we clone? Is there a list somewhere?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on May 06, 2014, 09:32:18 AM
This is a bit of a stupid question; Which characters specifically can we clone? Is there a list somewhere?
You can download all the modules of characters that can be cloned on the first page. As far as I know, that list hasn't changed.


Title: Re: The BrawlEx Clone Engine
Post by: yi-shioon on May 06, 2014, 11:26:43 AM
Is it possible to give a true rapid jab to a character that doesn't have any?
I'd like to give the infinite stab to Link...



Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 06, 2014, 12:10:00 PM
Is it possible to give a true rapid jab to a character that doesn't have any?
I'd like to give the infinite stab to Link...



Try Melee Link. I believe he has one :)

Also my sig is updated for those who use my pack.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 06, 2014, 03:27:12 PM
Also my sig is updated for those who use my pack.

I'll be making a kind of PSA for the Arbiter. I just hope you're able to include him.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 06, 2014, 04:09:06 PM
I kinda lied about what I said
I'm starting on making my own brawl ex build aswell, but I'm doing it from scratch, and inserting the clones myself,

as of Right now My clones for it are,

Steve from Minecraft, Young Link, Oot Link, Dark Link, Skyward Link, Fierce Deity, and Dr. Mario.

My build of course will have some unique things like custom CSPs by me along with some from SJS' Resource,

New PSAs for the original fighters to remove Cloned Movesets, Ex: Link having a Twilight Princess PSA, Mario Having his SMBZ Moveset, etc.

Some of the Original Fighters will also have new models like Zero Suit Samus who'll get the models Made by SJS.

Custom Stages, and some Character's will have their own Alternate Costumes fitted for their Series, Like Link having his Magic and Zora Armor from Twilight Princess, Oot Link with a Soul Calibur Costumes along with some other Nostalgic costumes for those of you who grew up in the Nes and Snes era,

Toon Link with his Conductor outfit from Spirit Tracks and his Outset Island outfit from Wind Waker,

Once I get more stuff done for the Fighters and get the Stages added I'll release it to the public but I can't say when. I will say this though, don't expect any anime Character's in this

Build cause there's going to be no Goku, Vegeta, Buu, Broly, Naruto, Etc.

It's gonna be focused on Video Game Character's from Nintendo and Possibly Square so look out for that.
Now the main problem is I said my pack's gonna focus mainly on Nintendo possibly Square characters yet I clearly said my first clone I added was Steve from Minecraft now I know he's not Nintendo I only added him because I have a cousin who loves Minecraft so I added Steve with Alt Skins for her,

Steve was gonna be the exception. next I said the only Kingdom Hearts character I was adding was Sora which was also a lie, because I've added Riku. then I never added that I was gonna add Smash 4 Fighters such as Rosalina, Little Mac, Greninja, Mega Man, etc.

I may add Zero and X to the List. and Finally they will be some other things that's not gonna be included in my pack such as SFX for each Fighter, Anime Character's of course with the exception to Pokemon characters, and Turbo Mode which I have the feeling my pack will be the only one to not use Turbo not because I dislike it cause I do like it I just don't want to use codes that weren't supposed to be leaked I like to give people respect about the stuff they've done

but while Turbo isn't gonna be available some PM Alt Costumes Will make it into my Pack like Toon Link's Outset Island outfit, Fire Peach with the correct color design, Dry Bowser, Melee Fox, and Falco, Star Wolf, Boxing DK, etc. As I said before Keep on a lookout for my pack sometime soon.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on May 06, 2014, 05:13:23 PM
Has anyone found a fix to the "info2" folder crash after the strap screen?
It works if I use it with someone else's pack that already has it, and project M, but when I try to use it on my pack, no matter if it was taken from someones pack or fresh, unmodified and straight from the disc. It still crashes!:\


Title: Re: The BrawlEx Clone Engine
Post by: yi-shioon on May 06, 2014, 05:14:17 PM
Try Melee Link. I believe he has one :)
I was thinking of having some help doing it with brawl ex config utility (a friend told me it would be possible, but didn't know more then me), but thanks! Melee Link really has a rapid jab.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 06, 2014, 06:44:27 PM
I've set up my Brawl-EX and all the Ex characters work fine. I have my Cloud PSA over Olimar with a rel. He works fine in training mode, but he doesnt seem to work in VS mode.

I have no idea why this happens.

Can anyone help?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 06, 2014, 06:47:05 PM
I've set up my Brawl-EX and all the Ex characters work fine. I have my Cloud PSA over Olimar with a rel. He works fine in training mode, but he doesnt seem to work in VS mode.

I have no idea why this happens.

Can anyone help?

Turn off entry in Fighter Config.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 06, 2014, 06:50:52 PM
Do you mean set entry to none? I've already done that.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 06, 2014, 07:05:34 PM
Do you mean set entry to none? I've already done that.

Turn it on and put in an Ike entry then.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 06, 2014, 07:06:35 PM
Turn it on and put in an Ike entry then.

Where Can i get an Ike entry from? It's not on the google drive partition. The dropbox one is down?


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 06, 2014, 08:43:20 PM
[Disc]\fighter\ike\FitIkeEntry.pac
It's not on any of the resources?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 06, 2014, 08:45:47 PM
...Ike doesn't have an entry file.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 06, 2014, 09:01:39 PM
I might aswell ask again since I forgot about it, How do you fix the team battles freezing on Clones problem?


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 06, 2014, 09:47:13 PM
Issue's been fixed.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 07, 2014, 12:58:04 AM
In my current build (Which I will release soon), I have one SFX error to fix, and if someone wants to advise me then I will release immediately after.

Right now, including Pokemon trainer AND individuals Pokes, and ZSS and Sheik, it's be adding 4 slots to my build (because I already have Trainer and ZSS), which would bump me up to 88 including Random. And I have 10 more slots to work with, so that would bring us to 98, so if we added Warioman and Giga, or 2 more Randoms it'd be 100, UNLESS I can get one other slot to work... and I MIIIIIIIIIGHT be able to... That's the plan. :)
in my pack i done bunch of sfxs but some were freezing and giving error to the music i used unused sfxs for the clones.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on May 07, 2014, 06:15:19 AM
how do I get the brsar to work (sfx)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 07, 2014, 09:19:29 AM
Brawl EXers, here's my next turorial on how to add the remaining slots. I didn't have to rewrite it 3 times, so it's much more detailed then the boss slots (Though it should be, there's more steps). Anyway, enjoy!

http://forums.kc-mm.com/index.php?topic=67950.msg1256083#new (http://forums.kc-mm.com/index.php?topic=67950.msg1256083#new)


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 07, 2014, 04:57:13 PM
Taboo slot froze for me.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 07, 2014, 06:16:41 PM
Taboo slot froze for me.

Try the new method I worked out while using Taboo's files. That should work for you :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 07, 2014, 09:58:24 PM
Nebulon, your latest pack has a virus.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 07, 2014, 10:27:41 PM
Nebulon, your latest pack has a virus.

... what?
What do you mean? Which DL? And what kind of virus?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 07, 2014, 10:42:02 PM
... what?
What do you mean? Which DL? And what kind of virus?

It has the System Volume Information virus.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 07, 2014, 10:43:14 PM
It has the System Volume Information virus.

Never heard of it... which DL?

Is it an easy fix?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 08, 2014, 08:59:19 AM
For all of you who are making your own packs and are using the 2D Marisa PSA, (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047) I would just like to inform you that I am starting on the huge task of creating recolors for her. Expect them to be on Brawl Vault within the next week or so.  ;D


Oh, and if this has already been done by someone (which I don't think it has... there was nothing on the vault) please tell me so I don't waste my time creating these recolors. Thanks


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 08, 2014, 09:01:08 AM
Never heard of it... which DL?

Is it an easy fix?

The Mediafire download has it.

IDK how to remove it.

I just formatted my USB and it dissapeared. But IDK if I fixed it.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 08, 2014, 09:03:36 AM
The Mediafire download has it.

IDK how to remove it.

I just formatted my USB and it dissapeared. But IDK if I fixed it.


Shoot, okay, I'll remove the link. I'm turning around now. I don't want anyone to DL it if it has that.


Title: Re: The BrawlEx Clone Engine
Post by: Xinc on May 08, 2014, 09:31:07 AM

Shoot, okay, I'll remove the link. I'm turning around now. I don't want anyone to DL it if it has that.

This includes the dropbox link? Because it's gone. (Generating too much traffic or just deleted)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 08, 2014, 09:49:19 AM
This includes the dropbox link? Because it's gone. (Generating too much traffic or just deleted)

Too much traffic. Hmmm... I'll reupload my current build on the other site again :/


Title: Re: The BrawlEx Clone Engine
Post by: zutox on May 08, 2014, 12:24:27 PM
For all of you who are making your own packs and are using the 2D Marisa PSA, ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url]) I would just like to inform you that I am starting on the huge task of creating recolors for her. Expect them to be on Brawl Vault within the next week or so.  ;D


Oh, and if this has already been done by someone (which I don't think it has... there was nothing on the vault) please tell me so I don't waste my time creating these recolors. Thanks


I would just like to take this time to say thank you for your hard work, and good luck :D


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 08, 2014, 12:47:23 PM
I would just like to take this time to say thank you for your hard work, and good luck :D
Thank you! I just counted not that long ago, but the total number of images that I am gonna need to recolor is 1488 images. I am doing 8 different colors: Blue, Red, Green, Purple, Yellow, Orange, Pink, and White. This may take longer that I anticipated... but it will be done eventually!!!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 08, 2014, 03:25:14 PM
For all of you who are making your own packs and are using the 2D Marisa PSA, ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047[/url]) I would just like to inform you that I am starting on the huge task of creating recolors for her. Expect them to be on Brawl Vault within the next week or so.  ;D Oh, and if this has already been done by someone (which I don't think it has... there was nothing on the vault) please tell me so I don't waste my time creating these recolors. Thanks

I've also been thinking of doing this at some point, so if you don't want to do all of them, feel free to ask.


Title: Re: The BrawlEx Clone Engine
Post by: BlueBrain on May 08, 2014, 04:56:08 PM
since the sprites are pretty low-res, shouldn't there be a way to make it read a pallette, and just change the pallette, instead of recoloring every single sprite?
i'm not necesarilly talking about Brawlbox pallettes, but i think there must be some software that allows you to easilly recolor sprites with little colors :P


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on May 08, 2014, 05:07:58 PM
It has the System Volume Information virus.
There is no such thing as a "System Volume Information" virus... lol


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on May 08, 2014, 05:35:47 PM
How would i get the alloys to have there own slot


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 08, 2014, 08:24:20 PM
There is no such thing as a "System Volume Information" virus... lol


Yes there is. I had it, now it dissapeared.

And even if it wasn't, it allows many other viruses to enter.
Such as the Autorun virus.


Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 08, 2014, 11:04:00 PM
Has any one by any chance added new characters to Brawl- ? I wanted a few characters in (Mewtwo, Roy, Cloud, and Shadow), so I watched the tutorial in the OP, but I can't seem to figure out how to even get a normal clone in, let alone a new character.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 09, 2014, 01:51:11 AM
Okay guys, may I ask for some opinions/questions about what to do with my pack?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 09, 2014, 07:36:12 AM
I've also been thinking of doing this at some point, so if you don't want to do all of them, feel free to ask.
I have a pretty good system for doing it right now, so it would be easiest for me to just finish them all. But thanks for the offer! :D
since the sprites are pretty low-res, shouldn't there be a way to make it read a pallette, and just change the pallette, instead of recoloring every single sprite?
i'm not necesarilly talking about Brawlbox pallettes, but i think there must be some software that allows you to easilly recolor sprites with little colors :P
I'm not really that sure about your palette idea, but right now I have a pretty good system for doing it going on in photoshop. I can do like 8 recolors of 1 images within 4min a piece. I sat and did it for an hour straight yesterday, and because it is so monotonous I am needing to take brakes. :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 09, 2014, 02:35:23 PM
Has any one by any chance added new characters to Brawl- ? I wanted a few characters in (Mewtwo, Roy, Cloud, and Shadow), so I watched the tutorial in the OP, but I can't seem to figure out how to even get a normal clone in, let alone a new character.

When we added Pichu to Minus we used the original CSS code method that i outlined in my tutorial video in the OP, if your going to add more characters then your going to have to try to follow that tutorial to the best of your abilities. If not, there isn't much i can say to help you out. You won't need to edit anything in the GCT anymore since in 3.3 we had to address them in order to add Pichu. All you will need to do is setup a clone, and add the ID to the CSS code.


Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 09, 2014, 03:49:53 PM
I actually went back to the older version of Miinus (the one you used in your tutorial) so that I could follow it exactly, and I was able to get clones in!

I added in the Pichu from Minus using the .rel and Fighter folder from Minus 3.3, but some of the in-combat sound and electricity animations aren't working. I have similar sound issues with some of the other clones I uploaded new move sets for, and mewtwo's a bit glitchy. I don't know if you have any other tutorials about how to edit the sound files for new characters you put in? And the CSS profiles once you change the clones to new characters? If you do that would be amazing.

 The cloning tutorial was incredibly helpful by the way; I would be so lost otherwise.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 09, 2014, 04:12:30 PM
I actually went back to the older version of Miinus (the one you used in your tutorial) so that I could follow it exactly, and I was able to get clones in!

I added in the Pichu from Minus using the .rel and Fighter folder from Minus 3.3, but some of the in-combat sound and electricity animations aren't working. I have similar sound issues with some of the other clones I uploaded new move sets for, and mewtwo's a bit glitchy. I don't know if you have any other tutorials about how to edit the sound files for new characters you put in? And the CSS profiles once you change the clones to new characters? If you do that would be amazing.

 The cloning tutorial was incredibly helpful by the way; I would be so lost otherwise.


There's a cosmetics template (All the files already set up for you) in my sig which has links to a brawlex cosmetics tutorial.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 09, 2014, 06:25:06 PM
I might be late on this, but in Dolphin, you can go through a Single Player Mode with no crashes. On the Wii, the game crashes when you hover over a BrawlEx character.

What happens when you beat it? You get a blank trophy stand, Wario's Congratulations ending, and Mario's icon as the character used on the the Coin Shooter.

Any explanation for this? Maybe we can use this info and crack down on file areas, so we can get BrawlEx characters working.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on May 09, 2014, 06:52:25 PM
I know this is gonna sound noobish, but is there a thread/tutorial on how to do .rel porting? I need to port fox and falco modules over BrawlEx, and yes I know most of the basics of hex editing.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 09, 2014, 08:29:03 PM
I might be late on this, but in Dolphin, you can go through a Single Player Mode with no crashes. On the Wii, the game crashes when you hover over a BrawlEx character.

What happens when you beat it? You get a blank trophy stand, Wario's Congratulations ending, and Mario's icon as the character used on the the Coin Shooter.

Any explanation for this? Maybe we can use this info and crack down on file areas, so we can get BrawlEx characters working.

Let me... "correct" you in some parts.

Most single player modes work almost flawlessly on the Wii.
1. SSE, but you can't use BrawlEx characters.
2. Boss Battles, perfect.
3. All-Star Mode, almost perfect. I was able to fight all the characters, but the recent version of Nebulon's pack doesn't let me go to the second fight.
4. Multi-Man Brawl, perfect if you don't make a new record.
5. Classic Mode, crashes because of the lack of Stock Icons.

About the other parts, such as the blank trophy stand, IDK because I haven't been able to do so.

And you're right, we might use that info to make BrawlEx characters work flawlessly.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on May 09, 2014, 08:39:14 PM
The brawlex CSS expansion 1.0.2.0 is not working for me for some odd reason, I even tried using the default files and it is still not working, here my codeset.


RSBE01
Super Smash Bros Brawl

SDHC Extension 1.1[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000008
* 3D60805A 616B9350
* 816B0000 2C0B0000
* 41820024 2C040040
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
* C23EE0BC 00000003
* 38000000 3C60805A
* 60639350 90030000
* 3C60805A 00000000

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
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065A7800 00000098
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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
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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

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Unrestricted Replay Camera
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

CPUs Don't Ignore Other CPUs to Target Humans [Magus]
* 04907D60 4800001C

Infinite Replays
* 040EB804 60000000

Save Tags in Replays
* 0404B140 38A00000

CLASSIC EXPANSION PACK

Classic Expansion SSS v6.0s
* 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 04050709
* 080A0B0C 0D0E0F10
* 11141516 1A191217
* 0618134D 1D4E1B1C
* 2A2B2C2D 2E2F3000
* 006B92A4 00000027
* 066B9A58 00000027
* 31323334 35362722
* 26283738 393A3B3C
* 3D3E3F40 41424344
* 45464748 494A4B4C
* 2524211F 20231E00
* 06407AAC 0000009E
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 634E2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D373C 251F0000

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

Stage-Dependent Song Loaders [Oshtoby]

STGCUSTOM01: always play T05: {FD: Classic Mode Master Hand} [NAMELESS]
* 28708ceb 00000040
* 4a000000 90180f06
* 14000076 ff0027f1
* e0000000 80008000

STGCUSTOM02: always play X06: Classic mode clear [NAMELESS]
* 28708ceb 00000041
* 4a000000 90180f06
* 14000076 ff0026fe
* e0000000 80008000

STGCUSTOM03: always play X10: Tournament Grid
* 28708ceb 00000042
* 4a000000 90180f06
* 14000076 ff002702
* e0000000 80008000

STGCUSTOM04: always play X11: Tournament Match End
* 28708ceb 00000043
* 4a000000 90180f06
* 14000076 ff002703
* e0000000 80008000

STGCUSTOM05: always play X13: Classic: Results Screen
* 28708ceb 00000044
* 4a000000 90180f06
* 14000076 ff002705
* e0000000 80008000

STGCUSTOM06: always play X15: All-Star Rest Area
* 28708ceb 00000045
* 4a000000 90180f06
* 14000076 ff002707
* e0000000 80008000

STGCUSTOM07: always play X16: Home-Run Contest
* 28708ceb 00000046
* 4a000000 90180f06
* 14000076 ff002708
* e0000000 80008000

STGCUSTOM08: always play X17: Cruel Brawl
* 28708ceb 00000047
* 4a000000 90180f06
* 14000076 ff002709
* e0000000 80008000

STGCUSTOM09: always play X18: Boss Battle
* 28708ceb 00000048
* 4a000000 90180f06
* 14000076 ff00270a
* e0000000 80008000

STGCUSTOM0A: always play X19: Trophy Gallery
* 28708ceb 00000049
* 4a000000 90180f06
* 14000076 ff00270b
* e0000000 80008000

STGCUSTOM0B: always play X20: Sticker Album / Album / Chronicle
* 28708ceb 0000004a
* 4a000000 90180f06
* 14000076 ff00270c
* e0000000 80008000

STGCUSTOM0C: always play X21: Coin Launcher
* 28708ceb 0000004b
* 4a000000 90180f06
* 14000076 ff00270d
* e0000000 80008000

STGCUSTOM0D: always play X22: Classic mode clear - trophy [NAMELESS]
* 28708ceb 0000004c
* 4a000000 90180f06
* 14000076 ff00270e
* e0000000 80008000

STGCUSTOM0E: always play X27: Credits
* 28708ceb 0000004d
* 4a000000 90180f06
* 14000076 ff002713
* e0000000 80008000

STGCUSTOM0F: always play Y01: Adventure Map
* 28708ceb 0000004e
* 4a000000 90180f06
* 14000076 ff00281f
* e0000000 80008000

STGCUSTOM10: always play Y02: Step: The Plain
* 28708ceb 0000004f
* 4a000000 90180f06
* 14000076 ff002820
* e0000000 80008000

STGCUSTOM11: always play Y03: Step: The Cave
* 28708ceb 00000050
* 4a000000 90180f06
* 14000076 ff002821
* e0000000 80008000

STGCUSTOM12: always play Y04: Step: Subspace
* 28708ceb 00000051
* 4a000000 90180f06
* 14000076 ff002822
* e0000000 80008000

STGCUSTOM13: always play Y05: Boss Battle Song 1
* 28708ceb 00000052
* 4a000000 90180f06
* 14000076 ff002823
* e0000000 80008000

STGCUSTOM14: always play Y07: Boss Battle Song 2
* 28708ceb 00000053
* 4a000000 90180f06
* 14000076 ff002825
* e0000000 80008000

STGCUSTOM15: always play Y08: Save Point
* 28708ceb 00000054
* 4a000000 90180f06
* 14000076 ff002826
* e0000000 80008000

STGCUSTOM16: always play Y09: {SSE DK Jungle} [NAMELESS]
* 28708ceb 00000055
* 4a000000 90180f06
* 14000076 ff002827
* e0000000 80008000

STGCUSTOM17: always play Y10: {SSE Luigi Mansion} [NAMELESS]
* 28708ceb 00000056
* 4a000000 90180f06
* 14000076 ff002828
* e0000000 80008000

STGCUSTOM18: always play Y11: {Halberd Interior} [NAMELESS]
* 28708ceb 00000057
* 4a000000 90180f06
* 14000076 ff002829
* e0000000 80008000

STGCUSTOM19: always play Y13: {SSE Brinstar} [NAMELESS]
* 28708ceb 00000058
* 4a000000 90180f06
* 14000076 ff00282b
* e0000000 80008000

STGCUSTOM1A: always play Y14: Step: Subspace Ver.2
* 28708ceb 00000059
* 4a000000 90180f06
* 14000076 ff00282c
* e0000000 80008000

STGCUSTOM1B: always play Y15: Step: Subspace Ver.3
* 28708ceb 0000005a
* 4a000000 90180f06
* 14000076 ff00282d
* e0000000 80008000

STGCUSTOM1C: always play Y16: {Halberd Moving} [NAMELESS]
* 28708ceb 0000005b
* 4a000000 90180f06
* 14000076 ff00282e
* e0000000 80008000

STGCUSTOM1D: always play Y17: ???
* 28708ceb 0000005c
* 4a000000 90180f06
* 14000076 ff00282f
* e0000000 80008000

STGCUSTOM1E: always play Z50: ???
* 28708ceb 0000005d
* 4a000000 90180f06
* 14000076 ff002863
* e0000000 80008000

STGCUSTOM1F: always play Z51: ???
* 28708ceb 0000005e
* 4a000000 90180f06
* 14000076 ff002864
* e0000000 80008000

STGCUSTOM20: always play Z54: ???
* 28708ceb 0000005f
* 4a000000 90180f06
* 14000076 ff002867
* e0000000 80008000

STGCUSTOM21: always play Z55: ???
* 28708ceb 00000060
* 4a000000 90180f06
* 14000076 ff002868
* e0000000 80008000

STGCUSTOM22: always play Z56: ???
* 28708ceb 00000061
* 4a000000 90180f06
* 14000076 ff002869
* e0000000 80008000

STGCUSTOM23: always play Z57: ???
* 28708ceb 00000062
* 4a000000 90180f06
* 14000076 ff00286a
* e0000000 80008000

STGCUSTOM24: always play Z58: ???
* 28708ceb 00000063
* 4a000000 90180f06
* 14000076 ff00286b
* e0000000 80008000

Hybrid Air Dodge: (90 Lines) [Phantom Wings]
* 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 00000070
* 92210006 0000007C
* 92210009 00000018
* 58010000 00000088
* 92210007 00000064
* 92210008 00000058
* 48001004 00000024
* 92210005 0000000C
* 48001004 00000020
* 92210004 00000014
* 4A001004 00000000
* 32000018 00000000
* 4A001006 00000000
* 30000038 00000021
* 4A001002 00000000
* 36000040 41000000
* 4A001003 00000000
* 9221000A 00000038
* 9221000B 0000003C
* 4A001005 00000000
* 3000000C 00000000
* 1400000C 00000001
* 9421000A 00000010
* 9421000B 00000014
* 4A001004 00000000
* 14000014 00000000
* E2000001 00000000
* 4A001005 00000000
* 9221000A 00000010
* 9221000B 00000014
* 86A0000A 40000000
* 86A0000B 40000000
* 4A001007 00000000
* 9421000A 00000008
* 4A001008 00000000
* 9421000B 0000000C
* 4A001002 00000000
* 34000041 41000000
* 36000040 42000000
* 4A001007 00000000
* 14000008 00000000
* 4A001008 00000000
* 1400000C 3E000000
* 34000041 41C00000
* 4A000000 805A0100
* 9221000A 00000000
* 4A001002 00000000
* 9001000B 00000040
* 8891000B 0000000A
* 34000041 42100000
* 4A001004 00000000
* 14000018 00000000
* E2000005 00000000
* 4A000000 805A0100
* 9221000A 00000000
* 4A001004 00000000
* 36000014 42000000
* 9001000B 00000014
* 8891000B 0000000A
* 4A001006 00000000
* 32000038 00000021
* 4A001004 00000000
* 14000018 00000000
* E2000001 00000000
* 34000015 41FFFFFF
* 4A001009 00000000
* 3000014C 00000000
* 4A001004 00000000
* 14000018 00000001
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000



Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 09, 2014, 09:20:07 PM
There's a cosmetics template (All the files already set up for you) in my sig which has links to a brawlex cosmetics tutorial.

This was awesome, thanks!

Would anybody know why using Ex would cause the three independent pokemon to show up as Mario on the CSS screen? The game freezes if you try to select them. I didn't edit anything with them from the normal Minus, so I don't know why they're not working.

Roy and Mewtwo for some reason still cause freezes as well, I'm trying to sort that out. But everything else is working great, you guys are awesome for helping me.

EDIT:

I found the cause of the independent pokemon; it seems without the Code for Gige and Company Fix, the independent pokemon do not show up (this happens in the tutorial as well, I just didn't notice until now). However, re-enabling the code causes some errors in my extra characters...


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 10, 2014, 05:48:25 AM
I found the cause of the independent pokemon; it seems without the Code for Gige and Company Fix, the independent pokemon do not show up (this happens in the tutorial as well, I just didn't notice until now). However, re-enabling the code causes some errors in my extra characters...

You don't need any of those CSS codes anymore. Using the most recent version of BrawlEx you can just edit the CSSRoster.dat with the config editor and specify what characters you want to show up. There are even ID's for the independant pokemon rather than pokemon trainer.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 10, 2014, 09:36:53 AM
The brawlex CSS expansion 1.0.2.0 is not working for me for some odd reason, I even tried using the default files and it is still not working, here my codeset.


RSBE01
Super Smash Bros Brawl

SDHC Extension 1.1[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000008
* 3D60805A 616B9350
* 816B0000 2C0B0000
* 41820024 2C040040
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
* C23EE0BC 00000003
* 38000000 3C60805A
* 60639350 90030000
* 3C60805A 00000000

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

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Unrestricted Replay Camera
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

CPUs Don't Ignore Other CPUs to Target Humans [Magus]
* 04907D60 4800001C

Infinite Replays
* 040EB804 60000000

Save Tags in Replays
* 0404B140 38A00000

CLASSIC EXPANSION PACK

Classic Expansion SSS v6.0s
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
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* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D373C 251F0000

Stage Roster Expansion System v2.0: [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
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* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

Stage-Dependent Song Loaders [Oshtoby]

STGCUSTOM01: always play T05: {FD: Classic Mode Master Hand} [NAMELESS]
* 28708ceb 00000040
* 4a000000 90180f06
* 14000076 ff0027f1
* e0000000 80008000

STGCUSTOM02: always play X06: Classic mode clear [NAMELESS]
* 28708ceb 00000041
* 4a000000 90180f06
* 14000076 ff0026fe
* e0000000 80008000

STGCUSTOM03: always play X10: Tournament Grid
* 28708ceb 00000042
* 4a000000 90180f06
* 14000076 ff002702
* e0000000 80008000

STGCUSTOM04: always play X11: Tournament Match End
* 28708ceb 00000043
* 4a000000 90180f06
* 14000076 ff002703
* e0000000 80008000

STGCUSTOM05: always play X13: Classic: Results Screen
* 28708ceb 00000044
* 4a000000 90180f06
* 14000076 ff002705
* e0000000 80008000

STGCUSTOM06: always play X15: All-Star Rest Area
* 28708ceb 00000045
* 4a000000 90180f06
* 14000076 ff002707
* e0000000 80008000

STGCUSTOM07: always play X16: Home-Run Contest
* 28708ceb 00000046
* 4a000000 90180f06
* 14000076 ff002708
* e0000000 80008000

STGCUSTOM08: always play X17: Cruel Brawl
* 28708ceb 00000047
* 4a000000 90180f06
* 14000076 ff002709
* e0000000 80008000

STGCUSTOM09: always play X18: Boss Battle
* 28708ceb 00000048
* 4a000000 90180f06
* 14000076 ff00270a
* e0000000 80008000

STGCUSTOM0A: always play X19: Trophy Gallery
* 28708ceb 00000049
* 4a000000 90180f06
* 14000076 ff00270b
* e0000000 80008000

STGCUSTOM0B: always play X20: Sticker Album / Album / Chronicle
* 28708ceb 0000004a
* 4a000000 90180f06
* 14000076 ff00270c
* e0000000 80008000

STGCUSTOM0C: always play X21: Coin Launcher
* 28708ceb 0000004b
* 4a000000 90180f06
* 14000076 ff00270d
* e0000000 80008000

STGCUSTOM0D: always play X22: Classic mode clear - trophy [NAMELESS]
* 28708ceb 0000004c
* 4a000000 90180f06
* 14000076 ff00270e
* e0000000 80008000

STGCUSTOM0E: always play X27: Credits
* 28708ceb 0000004d
* 4a000000 90180f06
* 14000076 ff002713
* e0000000 80008000

STGCUSTOM0F: always play Y01: Adventure Map
* 28708ceb 0000004e
* 4a000000 90180f06
* 14000076 ff00281f
* e0000000 80008000

STGCUSTOM10: always play Y02: Step: The Plain
* 28708ceb 0000004f
* 4a000000 90180f06
* 14000076 ff002820
* e0000000 80008000

STGCUSTOM11: always play Y03: Step: The Cave
* 28708ceb 00000050
* 4a000000 90180f06
* 14000076 ff002821
* e0000000 80008000

STGCUSTOM12: always play Y04: Step: Subspace
* 28708ceb 00000051
* 4a000000 90180f06
* 14000076 ff002822
* e0000000 80008000

STGCUSTOM13: always play Y05: Boss Battle Song 1
* 28708ceb 00000052
* 4a000000 90180f06
* 14000076 ff002823
* e0000000 80008000

STGCUSTOM14: always play Y07: Boss Battle Song 2
* 28708ceb 00000053
* 4a000000 90180f06
* 14000076 ff002825
* e0000000 80008000

STGCUSTOM15: always play Y08: Save Point
* 28708ceb 00000054
* 4a000000 90180f06
* 14000076 ff002826
* e0000000 80008000

STGCUSTOM16: always play Y09: {SSE DK Jungle} [NAMELESS]
* 28708ceb 00000055
* 4a000000 90180f06
* 14000076 ff002827
* e0000000 80008000

STGCUSTOM17: always play Y10: {SSE Luigi Mansion} [NAMELESS]
* 28708ceb 00000056
* 4a000000 90180f06
* 14000076 ff002828
* e0000000 80008000

STGCUSTOM18: always play Y11: {Halberd Interior} [NAMELESS]
* 28708ceb 00000057
* 4a000000 90180f06
* 14000076 ff002829
* e0000000 80008000

STGCUSTOM19: always play Y13: {SSE Brinstar} [NAMELESS]
* 28708ceb 00000058
* 4a000000 90180f06
* 14000076 ff00282b
* e0000000 80008000

STGCUSTOM1A: always play Y14: Step: Subspace Ver.2
* 28708ceb 00000059
* 4a000000 90180f06
* 14000076 ff00282c
* e0000000 80008000

STGCUSTOM1B: always play Y15: Step: Subspace Ver.3
* 28708ceb 0000005a
* 4a000000 90180f06
* 14000076 ff00282d
* e0000000 80008000

STGCUSTOM1C: always play Y16: {Halberd Moving} [NAMELESS]
* 28708ceb 0000005b
* 4a000000 90180f06
* 14000076 ff00282e
* e0000000 80008000

STGCUSTOM1D: always play Y17: ???
* 28708ceb 0000005c
* 4a000000 90180f06
* 14000076 ff00282f
* e0000000 80008000

STGCUSTOM1E: always play Z50: ???
* 28708ceb 0000005d
* 4a000000 90180f06
* 14000076 ff002863
* e0000000 80008000

STGCUSTOM1F: always play Z51: ???
* 28708ceb 0000005e
* 4a000000 90180f06
* 14000076 ff002864
* e0000000 80008000

STGCUSTOM20: always play Z54: ???
* 28708ceb 0000005f
* 4a000000 90180f06
* 14000076 ff002867
* e0000000 80008000

STGCUSTOM21: always play Z55: ???
* 28708ceb 00000060
* 4a000000 90180f06
* 14000076 ff002868
* e0000000 80008000

STGCUSTOM22: always play Z56: ???
* 28708ceb 00000061
* 4a000000 90180f06
* 14000076 ff002869
* e0000000 80008000

STGCUSTOM23: always play Z57: ???
* 28708ceb 00000062
* 4a000000 90180f06
* 14000076 ff00286a
* e0000000 80008000

STGCUSTOM24: always play Z58: ???
* 28708ceb 00000063
* 4a000000 90180f06
* 14000076 ff00286b
* e0000000 80008000

Hybrid Air Dodge: (90 Lines) [Phantom Wings]
* 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 00000070
* 92210006 0000007C
* 92210009 00000018
* 58010000 00000088
* 92210007 00000064
* 92210008 00000058
* 48001004 00000024
* 92210005 0000000C
* 48001004 00000020
* 92210004 00000014
* 4A001004 00000000
* 32000018 00000000
* 4A001006 00000000
* 30000038 00000021
* 4A001002 00000000
* 36000040 41000000
* 4A001003 00000000
* 9221000A 00000038
* 9221000B 0000003C
* 4A001005 00000000
* 3000000C 00000000
* 1400000C 00000001
* 9421000A 00000010
* 9421000B 00000014
* 4A001004 00000000
* 14000014 00000000
* E2000001 00000000
* 4A001005 00000000
* 9221000A 00000010
* 9221000B 00000014
* 86A0000A 40000000
* 86A0000B 40000000
* 4A001007 00000000
* 9421000A 00000008
* 4A001008 00000000
* 9421000B 0000000C
* 4A001002 00000000
* 34000041 41000000
* 36000040 42000000
* 4A001007 00000000
* 14000008 00000000
* 4A001008 00000000
* 1400000C 3E000000
* 34000041 41C00000
* 4A000000 805A0100
* 9221000A 00000000
* 4A001002 00000000
* 9001000B 00000040
* 8891000B 0000000A
* 34000041 42100000
* 4A001004 00000000
* 14000018 00000000
* E2000005 00000000
* 4A000000 805A0100
* 9221000A 00000000
* 4A001004 00000000
* 36000014 42000000
* 9001000B 00000014
* 8891000B 0000000A
* 4A001006 00000000
* 32000038 00000021
* 4A001004 00000000
* 14000018 00000000
* E2000001 00000000
* 34000015 41FFFFFF
* 4A001009 00000000
* 3000014C 00000000
* 4A001004 00000000
* 14000018 00000001
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000


You're using an outdated version.
Use the latest one.


Title: Re: The BrawlEx Clone Engine
Post by: Heavy-taste on May 10, 2014, 09:55:35 AM
Someone have an idear when phantomwing will update this?
I don´t want to hurry anybody, just wanted to ask.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 10, 2014, 09:57:37 AM
Someone have an idear when phantomwing will update this?
I don´t want to hurry anybody, just wanted to ask.

He should be doing SFXConfig.dat files to make the clones have their own :D

I might be wrong. I hope I'm not.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 10, 2014, 10:26:19 AM
Someone have an idear when phantomwing will update this?
I don´t want to hurry anybody, just wanted to ask.

Well, this is how I see it:

No doubt he knows that with the research we've gotten the character count to it's maximum. I've messaged him (with no response) and I've told Sammi (with no response) but I'm going to assume that one of them read it. I'd be surprised if PW didn't know.

So what could he be working on now? Here are my theories, and keep in mind that they're not all likely:

-SFX for clones. I could see this being a priority considering the way some of the clones sound being over other characters. I don't fully know what'd it be or if it would count the boss slot and extra data clone options that I've done, but considering production wouldv'e started before the success of boss slots and extra data, I could see this at least existing for fighters 3F to 63.

-Universal modules. This is a stretch, but it would be fantastic. The game comes with modules that we can download in the iso dump of files. What if he made it so that you could just use those generic ones? in a sense, it would allow us to clone anyone. We'd probably need a tutorial on how to change certain values, since I'm assuming he'd make it doable, but still complicated since it would probably need to be. This would be unfortunate for anyone working on a module, but it would overall make it much easier.

-Or more modules maybe. Maybe he wants to release them in a pack, rather than individually?

-Super Stage Expansion. Okay... so I'm probably the only one here who wants this MORE than anything else, but with close to 100 characters to pick from, it'd be awesome if each character had a stage that represented them. I TRY to do that, but it doesn't always work, and it wouldn't work now considering that the max for stages is 78. That's a lot but with so many high quality and awesome stages being released all the time, I would go bananas if we upend it to 100 or more. I'd take this over new modules any day. I love stages.

-Dare I say, perhaps increasing the size even more? as in, beyond 63 somehow... I don't think that's possible, but I'm not educated too much in that so... I'm going to ignorantly give it a "maybe".

But forreal I'd love a Stage engine, where you can open and close stage slots the same way we can for characters, and we can make more pages and... man I'm probably the only one that wants this but if he made the clone engine for stages I'd skip work for a day and just set that up lol says a lot about me, but I love trying new stages.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on May 10, 2014, 11:10:34 AM
Nah, you're not the only one who would love a stage engine. :)


Title: Re: The BrawlEx Clone Engine
Post by: Amarythe on May 10, 2014, 11:22:10 AM
I don't quite understand how the costume expansion feature works.

I assume checking off 1-9 gives you ten costumes... but what's the need for 10 and 11? And then, what does "?A" and "?B" stand for?

In any case, anything I check doesn't really give me results anyway.

Oh, and provided I wanted to give characters who are already in the game more costumes, would I have to edit their own respective .DAT files from the ISO?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 10, 2014, 11:34:00 AM
You don't need any of those CSS codes anymore. Using the most recent version of BrawlEx you can just edit the CSSRoster.dat with the config editor and specify what characters you want to show up. There are even ID's for the independant pokemon rather than pokemon trainer.


He's using Brawl Minus and trying to add new characters, he cannot use the newest version using the CSS expansion. And people, please stop calling the CSS code version 'outdated'. It's just as up to date as the CSS expansion method, the engine is exactly the same. The only difference is that you don't need codes anymore. It's rather desceptive to new users to call the CSS code method outdated when the engine is exactly the same.

Furthermore, the CSS code method is currently the one minus uses because of the flickering icon issue with the CSS expansion.

If he want's to add more characters he will need to edit minus' CSS code. If your on the most recent version of minus  here  (http://brawlminus.net/download/), then all you would have to do is setup the clone and add the ID to the code. Adding the giga and company code breaks BrawlEx. In this version of minus, the pokemon slots should be perfectly fine. It was caused by having the wrong ID's in the CSS code since older versions of minus used switched around character ID's


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on May 10, 2014, 01:23:55 PM
does anyone have a brawl ex pack that works with all star mode, classic mode


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on May 10, 2014, 01:26:45 PM
Well, this is how I see it:

No doubt he knows that with the research we've gotten the character count to it's maximum. I've messaged him (with no response) and I've told Sammi (with no response) but I'm going to assume that one of them read it. I'd be surprised if PW didn't know.


Sorry about not getting back to you about that. But you seemed to be getting the hang of things just fine without my help.



Anyways, I may as well give you guys a heads up for what's to come in the next release. It might not be as grand as anyone may have been thinking, but I think it covers some of the most essential features.

-Expanding the number of character slots from 100 to 128:
For the most part, I want to avoid using the forbidden 7 slots and the boss slots all together as ExSlots are a lot more secure than regular slots (e.g. Kirby is unable to copy ExSlot characters whereas that's not the case for regular slots). Increasing the roster to 128 should allow us to properly have 100 characters in the roster despite the unused slots.

-Fixing All Star and Classic mode for ExCharacters:
I'd like to get BrawlEx to a state where there is a minimal chance of the game crashing providing everything is configured properly.

-Various config file updates:
-- Add Result Camera data to Slot Configs.
-- Add Victory Announcer Calls to Slot Configs.
-- Add ColorSet identifiers to Slot Configs. (allowing colors to show up properly in training mode)
-- Add per-color Final Smashes to Fighter Configs.

As of today, all of these features are up and running as standalone units. The main cause for delay has been implementing it all into the bx_fighter.rel file.


As for the other features,

I haven't taken the time to do sound effects, but I have a feeling that if I were to do them, I would implement them as a separate BrawlEx system similar to how the CSSRosterExpansion is separate from the Clone Engine.

Modules are always on my todo list, but right now they aren't really a primary focus.

The BrawlEx Stage Roster Expansion will probably be my next big project once I get the BrawlEx Clone Engine to a state where I want it to be. The old Stage Roster Expansion code has a lot of room for improvement which I think could be implemented better using custom modules.



Seeing as I have all the core features for the next release ready, I expect that I'll be able to make the next BrawlEx Clone Engine release reasonably soon. But as usual, I can't make any guarantees.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on May 10, 2014, 01:29:27 PM
Good to see you, PhantomWings.
Can't wait for future updates.


Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 10, 2014, 01:31:15 PM
If he want's to add more characters he will need to edit minus' CSS code. If your on the most recent version of minus  here  ([url]http://brawlminus.net/download/[/url]), then all you would have to do is setup the clone and add the ID to the code. Adding the giga and company code breaks BrawlEx. In this version of minus, the pokemon slots should be perfectly fine. It was caused by having the wrong ID's in the CSS code since older versions of minus used switched around character ID's


Ah, that's it! I'm using the older version of Minus, so I had to change the values for the independent pokemon in the CSS code to 1E1D1C instead of 5E5D5C. Now the pokemon show up and work, thanks.

You said you were involved in developing Minus, right? If so, thank you, because I've been playing the different versions of it for the past two years.

I have another quick question for you then (this is all new to me, so I seem to have an endless supply of questions, sorry). You guys added Pichu to the latest version of Minus using the Ex engine; I attempted to add in your Pichu over a clone slot of Pikachu, which seems to work, only the sound and some visual effects aren't all working. Any clue as to how I can fix that? Is there a tutorial for the sound stuff lying around on the forums somewhere?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 10, 2014, 01:50:26 PM
Ahh, glad to see you around PW. I was reading up on your info you put up on OpenSA recently, very good indeed. In any case, that all sounds pretty amazing. :) Can't wait to experiment around with it comes out.

One thing i just remembered, has anyone else experienced luigi and others Final smashes not having music when using BrawlEx? as in, not clones. Just the vBrawl characters.

Ah, that's it! I'm using the older version of Minus, so I had to change the values for the independent pokemon in the CSS code to 1E1D1C instead of 5E5D5C. Now the pokemon show up and work, thanks.

You said you were involved in developing Minus, right? If so, thank you, because I've been playing the different versions of it for the past two years.

Yes im one of the main devs, Glad to see you enjoy minus!

The reason sfx and such might not work is if you forgot to add the .sawnd files for pichu's sfx. May i ask why your using older versions of minus? BrawlEx is already setup in the new version and the older GCT's may contain things that clash with it unfortunately.

As for the gfx stuff, if your using Minus' pichu there shouldn't be any graphical clashes going on even with a pikachu and pichu in the same match.



Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 10, 2014, 01:52:09 PM
-Expanding the number of character slots from 100 to 128:
For the most part, I want to avoid using the forbidden 7 slots and the boss slots all together as ExSlots are a lot more secure than regular slots (e.g. Kirby is unable to copy ExSlot characters whereas that's not the case for regular slots). Increasing the roster to 128 should allow us to properly have 100 characters in the roster despite the unused slots.

Heya, good to see you PW! :)

I'm excited for your upcoming plans! But something piqued my interest here: you mentioned kirby can't copy the EX characters, but can for regular slots... does that mean that it's possible to set up Kirby hats for those 7?? If you've got a lead, I'll see what I can do and get to work!

And Stages!? Man... I'll be hanging around here for sure!


Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 10, 2014, 03:47:36 PM

Yes im one of the main devs, Glad to see you enjoy minus!

The reason sfx and such might not work is if you forgot to add the .sawnd files for pichu's sfx. May i ask why your using older versions of minus? BrawlEx is already setup in the new version and the older GCT's may contain things that clash with it unfortunately.

As for the gfx stuff, if your using Minus' pichu there shouldn't be any graphical clashes going on even with a pikachu and pichu in the same match.

Yes, my friends and I love Minus, you guys always do a great job!

I'm actually now using the GCT from the new Minus; I started off with the older version so I could follow your tutorial exactly, but I switched over once I started to get a slight grasp on things. All the stuff in the pf folder is from the older Minus though, since I updated the CSS screen in the common5 in that version. I didn't know about the sound files, I'll have to add those in for Pichu and the rest of the new characters. Then hopefully I can get the two Project M characters working.  

As far as gfx, I know for example that Pichu's downsmash does not have electricity around it anymore and I'm not sure why.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on May 10, 2014, 03:51:01 PM
well not sure if it's been brought up but olimar clones pikmin freeze when desynced wasn't sure if that was gonna get fixed for the update. But either way keep up the great work, i look forward to the update.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 04:08:30 PM
Heya, good to see you PW! :) I'm excited for your upcoming plans! But something piqued my interest here: you mentioned kirby can't copy the EX characters, but can for regular slots... does that mean that it's possible to set up Kirby hats for those 7?? If you've got a lead, I'll see what I can do and get to work! And Stages!? Man... I'll be hanging around here for sure!
Not unless you're able to add new actions to Kirby, so unfortunately so far it's a no.


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on May 10, 2014, 05:45:35 PM
Good to see you again, Phantom Wings. Thank you for all your continued support in the hacking scene ever since GSCentral lol. You're doing wonders with such a grand game. However, despite your patronage in hacking and modding smash bros., I feel like you don't get to enjoy the work you do as much as we do, or as much as you'd like to. I feel like, even though you've made pretty much everything we use today, you don't have the time to actually sit and enjoy it, and you just continue to work on it more without breaks. Obviously this is what I only see in my head, and by all means, correct me if I'm wrong.. I just feel like you just work and work, and that's probably exhausting. :/

Nevertheless, thank you for everything you've done with brawl. I can't wait for what you will have in store for us next! :D


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 05:54:24 PM
Alright, so I got every clone that I wanted to test out set up correctly (aside from cosmetics). But I have one odd problem.

I wanted to make a clone for my upcoming PSA. So I used the Clone Tool and made a clone of Link. Then I edited the module so it wouldn't cause any conflicts and so it would load the new slot. I added in all the correct files and named them correctly. But every time I try to enter a battle (after I select a stage) it freezes.

Anyone know why?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on May 10, 2014, 06:04:31 PM
Alright, so I got every clone that I wanted to test out set up correctly (aside from cosmetics). But I have one odd problem.

I wanted to make a clone for my upcoming PSA. So I used the Clone Tool and made a clone of Link. Then I edited the module so it wouldn't cause any conflicts and so it would load the new slot. I added in all the correct files and named them correctly. But every time I try to enter a battle (after I select a stage) it freezes.

Anyone know why?
I just had that problem lol
It just hangs at the SSS, right? (After selecting a stage?) Well, I saw my folder in my PF folder was named "Shadow Mario" and my .Rel module was named "Ft_ShadowMario.rel" So I took out the space, and it worked haha. Make sure the names match PERFECTLY :D


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 06:09:25 PM
The only difference for mine is that the module file isn't capitalized while the FitFighter.pac files are capitalized.

And I know for a fact that that's not the problem (I have ft_roy and FitRoy.pac and Roy works perfectly).


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 06:14:36 PM
You may be missing something in your character folder...
...
I do that all the time ;_;


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 06:20:59 PM
I made sure that I'm not missing anything.

I have the FitFighter.pac, then all the costume files, the motionetc, the two spy files, the final, and the two dark files.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 10, 2014, 06:28:27 PM
Yo PW
very hyped for your updates
thanks mate


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 06:28:50 PM
What does your fighter config look like?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 06:34:23 PM
What does your fighter config look like?

I'unno. Just used Sammi's Clone Tool and was done with it.

I haven't gotten to the 58 or whichever slot glitches out. I just got to 44 with the new clone :P


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 06:41:36 PM
I do all my clones manually, I don't know if using the tool screwed something up or not...


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 06:48:33 PM
It hasn't screwed up any of the first five clones. I don't know why it'd just randomly mess this one up.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 06:52:13 PM
Could I have a look at the config files, then?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 10, 2014, 06:54:38 PM
Sent in a PM


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 10, 2014, 07:01:31 PM
Does the clone have the stock icon used for random?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 10, 2014, 07:03:42 PM
By default, yes, although that can be changed by... Doing something... Not too sure >.>


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on May 10, 2014, 07:19:32 PM
The BrawlEx Stage Roster Expansion will probably be my next big project once I get the BrawlEx Clone Engine to a state where I want it to be.
Super hyped for this. It would be awesome to be able to access all the other custom stages the sss doesn't have room to access, let alone anything else you might have planned for it.


Title: Re: The BrawlEx Clone Engine
Post by: Pkjoan on May 10, 2014, 08:43:58 PM
I have a problem, I downloaded Kitsu BrawlEX pack and I can't get it to work. I copied all the files just how they were packed but my game keeps freezing on the strap menu, the online interactions and sometimes at the css. Also, the pack keeps giving me the same picture of an EX character instead of the other ones (ie. Ridley, Waluigi).

Additional info: I use an ISO and load it via CFG MOD R65 or USB GX.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 10, 2014, 09:40:06 PM
Okay I've got some more news on my pack while I'm not gonna have Anime Characters and originally said to only have Nintendo/Sega/Square Mainly Kingdom Hearts I'm gonna add one more game franchise but I'd like for you guys to choose between two Franchise choices First choice is Final Fantasy the other choice for franchise choices is Touhou Project. another choice for you guys is which Oot Link should I go with the Project M Version made by Pik which is made with the Original Melee Link in mind, or The version made by Tormod which Brought Oot Link into Brawl  (http://fc02.deviantart.net/fs70/f/2014/130/4/d/the_two_oot_links_in_brawl_by_powersentaiman15-d7hwqo9.jpg) If I'm not allowed to post this here then simply tell me and I'll make a topic on my own pack and ask there.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 10, 2014, 09:47:21 PM
So is there anyone who actually knows how to make stock icons for characters? I tried using frostymm's setup but the stock icons are those of red Sonic's. I'm also still having trouble with the final smash music thing, as even when setting up the fighter.dats to luigi and the rest, they still don't play music when they use their final smash.

EDIT: NVM about the stock, looks like ima have to do that myself.


Title: Re: The BrawlEx Clone Engine
Post by: robintjuh on May 10, 2014, 11:06:11 PM
So is there anyone who actually knows how to make stock icons for characters? I tried using frostymm's setup but the stock icons are those of red Sonic's. I'm also still having trouble with the final smash music thing, as even when setting up the fighter.dats to luigi and the rest, they still don't play music when they use their final smash.

EDIT: NVM about the stock, looks like ima have to do myself.
if you want a tutorial about stock icons i made  one here  is the link http://forums.kc-mm.com/index.php?topic=66888.0 (http://forums.kc-mm.com/index.php?topic=66888.0)


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 10, 2014, 11:11:32 PM
Nah, I'm good. I just wanted to replace the ones on the result screen and was able to. Thanks anyways.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 11, 2014, 02:45:35 PM
So if we're gonna have 128 characters available then the CSs screen will be 8 rows of 16.

That'll be massive. :) Heya Phantom Wings, what's your goal for levels then??


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 11, 2014, 02:48:51 PM
So if we're gonna have 128 characters available then the CSs screen will be 8 rows of 16. That'll be massive. :) Heya Phantom Wings, what's your goal for levels then??
He said he'd do that so we don't need to resort to using boss characters.
...
But still, MORE CHARACTER SLOTS.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on May 11, 2014, 03:14:06 PM
Heya, good to see you PW! :)

I'm excited for your upcoming plans! But something piqued my interest here: you mentioned kirby can't copy the EX characters, but can for regular slots... does that mean that it's possible to set up Kirby hats for those 7?? If you've got a lead, I'll see what I can do and get to work!

And Stages!? Man... I'll be hanging around here for sure!

I only briefly touched on it when making the fix to prevent Kirby from copying ExCharacters, but this is what I know:

When Kirby copies a character, the character's Fighter Id is sent to a function located in ft_kirby.rel at roughly m60[1] 0xD420. At this particular point, the code checks if the id is either Kirby's id (which he can't copy), the alloys' ids (which he can't copy either), or an ExCharacter's id (added by BrawlEx). If the id is valid, it sets it into one of Kirby's soWorkManageModule variables (i.e. one of the PSA variables). From there, only if the previous check was valid, another code located around m60[1] +0x1D618 will read that id and use it to lookup into a table of ft<Character>Transactor objects located in BSS memory at m60[6] +0xD20. These objects are declared inside sora_melee and seem to be responsible for creating the copied articles that Kirby uses. When Kirby copies one of the Forbidden 7, the ft<Character>Transactor entry inside the table is null - which is what causes the game to crash.

Besides that, I don't know too much else. Specifically, I don't the exactly which point is responsible for deciding which action Kirby's Neutral-B will do. If I were to suggest a place for you to start though, it would be in either of the two functions I mentioned above.



Good to see you again, Phantom Wings. Thank you for all your continued support in the hacking scene ever since GSCentral lol. You're doing wonders with such a grand game. However, despite your patronage in hacking and modding smash bros., I feel like you don't get to enjoy the work you do as much as we do, or as much as you'd like to. I feel like, even though you've made pretty much everything we use today, you don't have the time to actually sit and enjoy it, and you just continue to work on it more without breaks. Obviously this is what I only see in my head, and by all means, correct me if I'm wrong.. I just feel like you just work and work, and that's probably exhausting. :/

Nevertheless, thank you for everything you've done with brawl. I can't wait for what you will have in store for us next! :D

It's good to see you too Power Marshall, I still remember you from back then when things were just getting started in GSCentral.

Thanks for your concern, but actually, the main reason that many of these updates are delayed for so long is because I'm usually off doing other things in life - some of that includes playing Brawl :). As for why I keep coming back to this game in particular, that's mainly because I like hacking it. That, and it has one of the best hacking communities for a console game with many talented modders and active hackers like myself.

So don't worry too much about me getting burnt out. I do this because this is how I like to spend my spare time.



Okay I've got some more news on my pack while I'm not gonna have Anime Characters and originally said to only have Nintendo/Sega/Square Mainly Kingdom Hearts I'm gonna add one more game franchise but I'd like for you guys to choose between two Franchise choices First choice is Final Fantasy the other choice for franchise choices is Touhou Project. another choice for you guys is which Oot Link should I go with the Project M Version made by Pik which is made with the Original Melee Link in mind, or The version made by Tormod which Brought Oot Link into Brawl  

If I'm not allowed to post this here then simply tell me and I'll make a topic on my own pack and ask there.


I'm mostly alright with whatever gets posted here as long as it pertains to BrawlEx. That being said, there's a lot of topics floating around in this thread, so I think you'd get a bit more concise of a discussion about your pack if you made your own thread for it.

So if we're gonna have 128 characters available then the CSs screen will be 8 rows of 16.

That'll be massive. :) Heya Phantom Wings, what's your goal for levels then??

As Kagerou Imaizumi mentioned, even though we will have 128 slots, we still have a technical limitation of approximately 15 of those slots being somewhat unusable. 100 is probably where everyone will want to stop at.

As for stages, I'm toying with the idea of hijacking the scrolling stage list for Stage Builder levels so that there's no limitation on the number of stages that can be added to the SSS. That's just an idea though.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 11, 2014, 03:27:56 PM
I'm not sure if the issue has been fixed, but has the BrawlEx character crash with Kirby (when the FighterXX.dat has a Kirby Hat set, ans the player selects the BrawlEx character and Kirby, then it crashes) issue been fixed?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 11, 2014, 04:02:16 PM
When Kirby copies a character, the character's Fighter Id is sent to a function located in ft_kirby.rel at roughly m60[1] 0xD420. At this particular point, the code checks if the id is either Kirby's id (which he can't copy), the alloys' ids (which he can't copy either), or an ExCharacter's id (added by BrawlEx). If the id is valid, it sets it into one of Kirby's soWorkManageModule variables (i.e. one of the PSA variables). From there, only if the previous check was valid, another code located around m60[1] +0x1D618 will read that id and use it to lookup into a table of ft<Character>Transactor objects located in BSS memory at m60[6] +0xD20. These objects are declared inside sora_melee and seem to be responsible for creating the copied articles that Kirby uses. When Kirby copies one of the Forbidden 7, the ft<Character>Transactor entry inside the table is null - which is what causes the game to crash.

oh ho ho? well, looks like i have something to toy around with ;) i sure hope i find something awesome!

As for why I keep coming back to this game in particular, that's mainly because I like hacking it. That, and it has one of the best hacking communities for a console game with many talented modders and active hackers like myself.

So don't worry too much about me getting burnt out. I do this because this is how I like to spend my spare time.

Thats good to hear. It's the same for me lol, there's just something in me that doesn't want to stop hacking this game and figuring out new things until it's completely done, and then some, though im nowhere near as knowledgable yet, i must learn moar  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 11, 2014, 04:30:21 PM
Heya, I don't know if it's a side effect of EX or not but someone told me that normally you can select Sheik or Zelda by clicking the csp or something (like the Pokemon). Is his true, and if so does Brawl Ex not let me do it? Or did I mess something up?

Also, in response to Phantom Wings, I see. It qould technically still help since in order to fill the CSS as much as I was trying to do, I'd need to put in Sheik, Squirtle, Ivysaur, Charizard, Giga, and Warioman. So in a way this opens up slots for people like me too :) I can't imagine 128 myself, but if you ever decide to increase the CSS by even a bit then I'll be sure to test it out :)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 11, 2014, 04:39:34 PM
Heya, I don't know if it's a side effect of EX or not but someone told me that normally you can select Sheik or Zelda by clicking the csp or something (like the Pokemon). Is his true, and if so does Brawl Ex not let me do it? Or did I mess something up?

Also, in response to Phantom Wings, I see. It qould technically still help since in order to fill the CSS as much as I was trying to do, I'd need to put in Sheik, Squirtle, Ivysaur, Charizard, Giga, and Warioman. So in a way this opens up slots for people like me too :) I can't imagine 128 myself, but if you ever decide to increase the CSS by even a bit then I'll be sure to test it out :)

Shiek, Giga, Warioman and ZSS are good to put in.
But Squirtle, Ivysaur and Charizard are pointless, unless you are trying to make them dependant. I mean, making them have their own slots, but still be able to have a Down-B or Final Smash.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on May 11, 2014, 05:01:57 PM
Heya, I don't know if it's a side effect of EX or not but someone told me that normally you can select Sheik or Zelda by clicking the csp or something (like the Pokemon). Is his true, and if so does Brawl Ex not let me do it? Or did I mess something up?


That's a function of the BrawlEx CSS Expansion. It automatically implements the codes that separates out Zelda and Sheik's icons. If it proves to be a problem, I could probably just put in a flag that would allow people to toggle this particular feature.

On the same topic, I've thought about expanding this particular feature to allow two or more characters to be bound to a single CSS icon. This would allow you to have a similar effect to ProjectM's Mario/Dr.Mario setup for any character. All you would need to do would be to click on one of the two corners of their portrait to switch between the two characters.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 11, 2014, 05:05:33 PM
That's a function of the BrawlEx CSS Expansion. It automatically implements the codes that separates out Zelda and Sheik's icons. If it proves to be a problem, I could probably just put in a flag that would allow people to toggle this particular feature.

On the same topic, I've thought about expanding this particular feature to allow two or more characters to be bound to a single CSS icon. This would allow you to have a similar effect to ProjectM's Mario/Dr.Mario setup for any character. All you would need to do would be to click on one of the two corners of their portrait to switch between the two characters.

Hmmm, ya know that'd be pretty cool actually. I'd use it for sure :)

Post Merge: May 11, 2014, 05:08:14 PM
Also, using the Custom level screen would be awesome :)

How would custom music work? You'd probably just have to select music from the game I'm assuming, of course with all of your power I guess it's not safe to assume anything :)


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on May 11, 2014, 05:14:00 PM
The new features all got me grinning from ear to ear.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 11, 2014, 07:29:30 PM
That's a function of the BrawlEx CSS Expansion. It automatically implements the codes that separates out Zelda and Sheik's icons. If it proves to be a problem, I could probably just put in a flag that would allow people to toggle this particular feature.

On the same topic, I've thought about expanding this particular feature to allow two or more characters to be bound to a single CSS icon. This would allow you to have a similar effect to ProjectM's Mario/Dr.Mario setup for any character. All you would need to do would be to click on one of the two corners of their portrait to switch between the two characters.
Dude That's something I've wanted for a while a way to have mutiple versions of a character like Mario and Link with different movesets to share a single spot on the css, But would there be a limit of the number of fighters sharing the same slot yet have unique movesets?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 11, 2014, 07:38:29 PM
Dude That's something I've wanted for a while a way to have mutiple versions of a character like Mario and Link with different movesets to share a single spot on the css, But would there be a limit of the number of fighters sharing the same slot yet have unique movesets?

I'd imagine it would. Even Sheik and Pokes use the IDs when loading them from CSPs. They have to have IDs to call upon, ya know?.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 11, 2014, 08:06:13 PM
Well I've got IDs set up for the clones


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on May 11, 2014, 08:18:26 PM
As for stages, I'm toying with the idea of hijacking the scrolling stage list for Stage Builder levels so that there's no limitation on the number of stages that can be added to the SSS. That's just an idea though.
That idea both sounds really convenient and inconvenient at the same time. It's got all of the stages on one page, which saves from the pain of switching between numerous ones and it allows for way more to be put in there. Though I'd see a drawback from having to actually scroll through such a large amount of stages as opposed to seeing the mini previews and sliding over to whichever one catches your eye or you know is the one you want to play. Though really it depends on how many stages you have I suppose, and as long as your favourite are sorted to the top of the list and the rest can pop up in random I wouldn't really be bothered by it. It's definitely worth it if the trade off is to have unlimited space for stages to select.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on May 11, 2014, 08:48:13 PM
I think you posted this on the wrong thread, Riddler...


Title: Re: The BrawlEx Clone Engine
Post by: Blazingflare on May 12, 2014, 02:02:31 AM
I only briefly touched on it when making the fix to prevent Kirby from copying ExCharacters, but this is what I know:

When Kirby copies a character, the character's Fighter Id is sent to a function located in ft_kirby.rel at roughly m60[1] 0xD420. At this particular point, the code checks if the id is either Kirby's id (which he can't copy), the alloys' ids (which he can't copy either), or an ExCharacter's id (added by BrawlEx). If the id is valid, it sets it into one of Kirby's soWorkManageModule variables (i.e. one of the PSA variables). From there, only if the previous check was valid, another code located around m60[1] +0x1D618 will read that id and use it to lookup into a table of ft<Character>Transactor objects located in BSS memory at m60[6] +0xD20. These objects are declared inside sora_melee and seem to be responsible for creating the copied articles that Kirby uses. When Kirby copies one of the Forbidden 7, the ft<Character>Transactor entry inside the table is null - which is what causes the game to crash.

Besides that, I don't know too much else. Specifically, I don't the exactly which point is responsible for deciding which action Kirby's Neutral-B will do. If I were to suggest a place for you to start though, it would be in either of the two functions I mentioned above.
I'm curious how the Project M team pulled off Kirby hats for Mewtwo and Roy now.


Also, are there any tutorials I could use to separate the fighter effect files so they don't conflict? I tried doing so myself, but got lost.


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 12, 2014, 01:46:22 PM
The new features all got me grinning from ear to ear.

Can't wait until br3compactor releases his custom brawlex CSS


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on May 12, 2014, 06:02:49 PM
I think you posted this on the wrong thread, Riddler...
how in the hell did i manage that

whoops


Title: Re: The BrawlEx Clone Engine
Post by: Boasting Toast on May 12, 2014, 09:55:02 PM
I've got a bit of a problem

I added Roy, Mewtwo, and Shadow, they work fine and everything, except one thing; I'm using PW's Hitstun code, and when adding more hitstun, the cloned characters can aerial or airdodge out of the hitstun, while the default characters can't. Any way I can fix this?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 12, 2014, 10:02:25 PM
Is there any idea on which .dat file for the clone causes the game to crash on Team Battles?


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on May 13, 2014, 12:38:24 AM
Is there any idea on which .dat file for the clone causes the game to crash on Team Battles?
brawlex doesnt crash on team battle since the new method that doesnt use the CSS code you must be using the first brawlex  files instead of the newer one.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 01:18:14 AM
brawlex doesnt crash on team battle since the new method that doesnt use the CSS code you must be using the first brawlex  files instead of the newer one.
I'd use the current clone tool but it won't load the clones up from the old tool


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on May 13, 2014, 01:19:40 AM
I'd use the current clone tool but it won't load the clones up from the old tool
dont use the tool them do it by hand like most ppl lol theres nothing that can be done the team matches only work with the new brawlex becuase PW did some magic to fix that we have no idea what he did from the old one to the new one.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 01:50:29 AM
Well what about the cbliss effect?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 13, 2014, 02:30:23 AM
I'd use the current clone tool but it won't load the clones up from the old tool

By clone tool do you mean the config utility that PW made that edits fighter.dat and CSSRoster.dat files? or my clone tool? (speaking of which, now that i'm programming BBox adding support to my clone tool for adding new cosmetic slots should be a breeze.)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 03:03:25 AM
By clone tool do you mean the config utility that PW made that edits fighter.dat and CSSRoster.dat files? or my clone tool? (speaking of which, now that i'm programming BBox adding support to my clone tool for adding new cosmetic slots should be a breeze.)
Your clone tool I used your older clone tool and now I try your latest version for xp since I'm using Windows 8 and after selecting the pf folder location it brings up a object error.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 13, 2014, 01:21:58 PM
okay...well im going to need a little more information to try and fix it..try posting the crash log from when the program crashes..

Also, make sure your sc_selcharacter in either common5 or pf/menu2/ is either compressed to lz77 or none.

If they are indeed, try temporarily removing those files from the setup and see if it loads up. If it does, it means there is something wrong with your sc_selcharacter or common5


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 05:00:11 PM
Here's what it says, "Microsoft .NET Framework, Unhandled exception has occurred in your application. If you click Continue. the, the application will ignore this error and attempt to continue. If you click Quit, the Application will close immediately.

Object reference not set to an instance of an object." Apparently the problem is with both my sc_selcharacter and common5 both. But I don't know why the sc_selcharacter is one that had already been prepared with slots for the clones.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 13, 2014, 05:13:02 PM
Here's what it says, "Microsoft .NET Framework, Unhandled exception has occurred in your application. If you click Continue. the, the application will ignore this error and attempt to continue. If you click Quit, the Application will close immediately.

Object reference not set to an instance of an object." Apparently the problem is with both my sc_selcharacter and common5 both. But I don't know why the sc_selcharacter is one that had already been prepared with slots for the clones.

Wait, why are you using both sc_selcharacter and common5? one overides the other. Did you check the compression on the sc_selcharacter of the one your using?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 05:37:11 PM
Wait a minute some reason my sc_selcharacter was set to Extended Lz77 that must be why your tool won't read it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 13, 2014, 05:50:07 PM
Indeed, if it's set to anything other then lz77 or none then the tool won't read it. It won't be an issue in the next version :P


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 13, 2014, 06:00:55 PM
Hey why not include like a mini updater so it'd update the configs when a new version is released in the next version? Edit: Dang no wonder the team battles were freezing for me the brawlex version I have is 1.1.2.0


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 13, 2014, 07:23:36 PM
2D Marisa Recolors for BrawlEx! (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203765)

The long awaited recolor is here!!!

Well here it is. It took many hours, and much pain to complete. Thank the Lord for batch lists and action scripts! :P

Included are 7 recolors and corresponding CSPs and BPs.

Blue, Red, Green, Purple, Orange, Yellow, and White.


I hope you all enjoy this!

Please note that the textures looked better in photoshop than in game. I am not very happy with them, but I also don't feel like revisiting this any time soon. I am tired of seeing Marisa... This doesn't really have any affect on gameplay, and you can only really notice it if you pause the game. I think something weird happened when I replaced the files in BrawlBox... but whatever. Here it is, and enjoy! :)


Now I can actually work on other projects. :P


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 13, 2014, 08:46:29 PM
Hi guys,

I am getting a 4GB MicroSD from a friend tomorrow, and I'm wondering if brawlex conflicts with the SDHC code thingy?... .-.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 13, 2014, 08:52:27 PM
Hi guys,

I am getting a 4GB MicroSD from a friend tomorrow, and I'm wondering if brawlex conflicts with the SDHC code thingy?... .-.

As long as you have the File Patch Code, SDHC Extension code, and a config.dat it will work properly. You need to use Project M Launcher with it.


Title: Re: The BrawlEx Clone Engine
Post by: Boasting Toast on May 13, 2014, 08:56:26 PM
I've got a bit of a problem

I added Roy, Mewtwo, and Shadow, they work fine and everything, except one thing; I'm using PW's Hitstun code, and when adding more hitstun, the cloned characters can aerial or airdodge out of the hitstun, while the default characters can't. Any way I can fix this?

Any ideas, guys?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 13, 2014, 09:15:46 PM
As long as you have the File Patch Code, SDHC Extension code, and a config.dat it will work properly. You need to use Project M Launcher with it.

But I can't use Gecko though?... D:


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 13, 2014, 09:20:04 PM
But I can't use Gecko though?... D:

Gecko doesn't work with anything larger than 2 gigs.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 13, 2014, 09:28:17 PM
Any ideas, guys?
Try using this~
No Air Dodge in Tumble [Phantom Wings, spunit262]
* C2781310 00000006
* 80980000 2C040021
* 40A20020 8097007C
* 80840034 2C040042
* 41A00010 2C040049
* 41A10008 38600000
* 39610040 00000000


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 13, 2014, 09:29:55 PM
Gecko doesn't work with anything larger than 2 gigs.

In that case, may I have a link to the launcher? Also, all I do is stick said file and that's it right?.. Trying to make precautions here, lol.


Title: Re: The BrawlEx Clone Engine
Post by: Boasting Toast on May 13, 2014, 09:36:13 PM
Try using this~
No Air Dodge in Tumble [Phantom Wings, spunit262]
* C2781310 00000006
* 80980000 2C040021
* 40A20020 8097007C
* 80840034 2C040042
* 41A00010 2C040049
* 41A10008 38600000
* 39610040 00000000

I already got that, but they can still aerial out of the hitstun.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 13, 2014, 09:44:57 PM
In that case, may I have a link to the launcher? Also, all I do is stick said file and that's it right?.. Trying to make precautions here, lol.

Get the launcher from the Project M website. It's included the hacked download. Remember to put your config.dat.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 13, 2014, 09:58:58 PM
Get the launcher from the Project M website. It's included the hacked download. Remember to put your config.dat.

Gotcha.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 14, 2014, 01:44:15 AM
Great news I found out what file fixes the Team Battle freeze, you have to replace the old bx_fighter module with the updated one and it fixes the team battles. I do have a quick question though. What does ft_kirby copy fix.rel do and do I have to replace the ft_kirby.rel with it?


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 14, 2014, 10:20:47 AM
Great news I found out what file fixes the Team Battle freeze, you have to replace the old bx_fighter module with the updated one and it fixes the team battles. I do have a quick question though. What does ft_kirby copy fix.rel do and do I have to replace the ft_kirby.rel with it?

Where did you get the new bx_fighter module...


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 14, 2014, 10:27:58 AM
What does ft_kirby copy fix.rel do and do I have to replace the ft_kirby.rel with it?
The ft_kirby copy fix.rel makes sure Kirby doesn't crash when eating a BrawlEx character, but you still can't have BrawlEx Kirby hats. So yes, you would replace the current ft_kirby.rel

Where did you get the new bx_fighter module...
The OP. The first page. The first post.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 14, 2014, 01:13:13 PM
The ft_kirby copy fix.rel makes sure Kirby doesn't crash when eating a BrawlEx character, but you still can't have BrawlEx Kirby hats. So yes, you would replace the current ft_kirby.rel
Well that's strange, because when I unzipped the file, and looked in the folder with the new bx_fighter module along with the ft_kirby module yet in the exmodules folder there's the ft_kirby Copy Fix module. So I'm not sure if I'm supposed to add the module that was located in the same folder as bx_fighter.rel, or add the one from the exmodules folder to the module folder on my SD card


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 14, 2014, 01:16:13 PM
Well that's strange, because when I unzipped the file, and looked in the folder with the new bx_fighter module along with the ft_kirby module yet in the exmodules folder there's the ft_kirby Copy Fix module. So I'm not sure if I'm supposed to add the module that was located in the same folder as bx_fighter.rel, or add the one from the exmodules folder to the module folder on my SD card
I know it's confusing.

But just rename ft_kirby copy fix.rel to ft_kirby.rel and put it in with the bx_fighter.rel.

I believe the bx_fighter.rel is what reads the Config.dat files.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 14, 2014, 01:35:05 PM
BX_Fighter.rel basically is BrawlEx. It coupled with the generic modules is what makes the engine work. The config files specify the details for the fighter such as flags, functions, IC constants etc etc.

The kirby copy fix is the module that  fixes kirby copying ex characters.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on May 14, 2014, 01:48:38 PM
For some reason my Pokemon trainer has nine costumes and I don't want that. How would I go back to changing it to 5 or 6 on my CSS?


Title: Re: The BrawlEx Clone Engine
Post by: Power Marshall on May 14, 2014, 04:13:25 PM
[
For some reason my Pokemon trainer has nine costumes and I don't want that. How would I go back to changing it to 5 or 6 on my CSS?
Edit the CSSSlotConfig file for Pokemon trainer, and the FighterConfig file. On the fighterconfig, check only 1-6, and on the CSSSlotConfig, edit it with a hex editor and put 0c after six sets of two bits of data on the last row aka 0x20. (EX: If you have something like
00 00 02 05 06 04 04 06 03 02 01 03 05 01 07 07
08 08 09 09 0c 00, put the 0c after 12 bits)

Bit: (a bit is composed of two characters)

sorry if it didn't make sense lol


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on May 14, 2014, 05:00:36 PM
[ Edit the CSSSlotConfig file for Pokemon trainer, and the FighterConfig file. On the fighterconfig, check only 1-6, and on the CSSSlotConfig, edit it with a hex editor and put 0c after six sets of two bits of data on the last row aka 0x20. (EX: If you have something like
00 00 02 05 06 04 04 06 03 02 01 03 05 01 07 07
08 08 09 09 0c 00, put the 0c after 12 bits)

Bit: (a bit is composed of two characters)

sorry if it didn't make sense lol

Thank you:)


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 14, 2014, 07:16:29 PM
riivo...


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 14, 2014, 09:31:29 PM
riivo...
Nawt yet...
Well that's strange, because when I unzipped the file, and looked in the folder with the new bx_fighter module along with the ft_kirby module yet in the exmodules folder there's the ft_kirby Copy Fix module. So I'm not sure if I'm supposed to add the module that was located in the same folder as bx_fighter.rel, or add the one from the exmodules folder to the module folder on my SD card
The ft_kirby in Core Files and the ft_kirby in the ExModules are the exact same file. Dunno why two is needed though.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 14, 2014, 09:37:10 PM
Whoever has gotten to the CSS with riivolution, are you using the CSS Code or CSSRoster.dat?


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 14, 2014, 09:39:33 PM
actually you can use brawlex with rivo you just have to use the brawl minus.xml that sammi provided about 10 pages back.

Post Merge: May 14, 2014, 09:42:44 PM
Makarew for rivo you should use cssroster.dat


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 14, 2014, 10:16:53 PM
Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Minus3.3 Test">
<patch id="minus33test" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="1">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="minus33test">
<memory valuefile="/codes/RSBE01.gct" offset="0x00570000" />
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 14, 2014, 10:30:11 PM
thanks for posting the .xml sami.

it has been a great help to me, i use it all the time.


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 14, 2014, 10:47:28 PM
thanks for posting the .xml sami.

it has been a great help to me, i use it all the time.


So wait if you use that XML you can use brawlex with riivo?


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 14, 2014, 10:56:02 PM
yes you can it is the one sammi has posted just a little further up on this page.

however if you plan to use a sd card that is 4gig or higher you will have to add the sdhc exspantion code to it.

also you aren't able to play your .thp movies yet. with this method.


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 14, 2014, 11:55:32 PM
yes you can it is the one sammi has posted just a little further up on this page.

however if you plan to use a sd card that is 4gig or higher you will have to add the sdhc exspantion code to it.

also you aren't able to play your .thp movies yet. with this method.

Has anyone tried getting it to play them if not I can get to work on it if it is needed.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 12:16:09 AM
well i haven't gotten the .thp's to work yet but i don't really know how to edit the xml to make them work, but as far as other people working on them i haven't herd of anyone working on it so far, so yeah if you want to start working on getting them to work please do because i have some .thp's that i made my self and have beem wanting to add them back to the sd card.

however i think i might be hard to get the .thp's to work because i am pretty sure that the brawl minus.xml uses the
file patch code at its base i think that's why rivo works with brawlex in the first place but i do know that it's only thanks to the brawl minus.xml that sammi provided that brawlex is able to work with riivolution because if you try a normal rivolution .xml
with file patch code the character roster dosen't show on the css screen but with the brawl minus .xml brawlex work just fine.


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 15, 2014, 12:35:33 AM
well i haven't gotten the .thp's to work yet but i don't really know how to edit the xml to make them work, but as far as other people working on them i haven't herd of anyone working on it so far, so yeah if you want to start working on getting them to work please do because i have some .thp's that i made my self and have beem wanting to add them back to the sd card.

however i think i might be hard to get the .thp's to work because i am pretty sure that the brawl minus.xml uses the
file patch code at its base i think that's why rivo works with brawlex in the first place but i do know that it's only thanks to the brawl minus.xml that sammi provided that brawlex is able to work with riivolution because if you try a normal rivolution .xml
with file patch code the character roster dosen't show on the css screen but with the brawl minus .xml brawlex work just fine.

Ok I see...my problem I had experienced when trying to get brawlex working was a bit different I got the CSS to show up but it would freeze almost soon as I got to it maybe I can try fusing the 2 in some area's to try to get it to read all the files in a whole I'll pm you if I have good luck I'll need someone to test it.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 12:49:11 AM
well i dosent freeze at all if you make sure your useing css roster.dat and the brawl minus.xml thats that sammi posted on this page it just dosn't play .thps also another thing is the if you have custom sfx set in the sound browser they don't play the only way to get them to play is to set it up the same way you would for geco os, you know setting them up as .sawnd files and putting them in the sfx folder instead of puting the sfx in the sound browser.

also make sure your sel_character.pac not common5.pac for the css.


Title: Re: The BrawlEx Clone Engine
Post by: Boasting Toast on May 15, 2014, 01:28:23 AM
PW sent me a different hitstun code that solved my problem. Thanks PW <3


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 02:05:03 AM
here's somthing awsome i thought i would let people know who are useing brawlex with riivolution,
if you remember before when we would use riivolution we couldn't save custom stages to the sd card if the sd card was bigger
than 2gigs but now thnks to sammi's brawl minus xml. for riivolution combined with brawlex we are able to save custom stages to the sd card while using riivolution even if the sd card is 4gig or higher.

Post Merge: May 15, 2014, 02:12:32 AM
sorry forgot to add you will also need the sdhc extsion code.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on May 15, 2014, 06:31:08 AM
here's somthing awsome i thought i would let people know who are useing brawlex with riivolution,
if you remember before when we would use riivolution we couldn't save custom stages to the sd card if the sd card was bigger
than 2gigs but now thnks to sammi's brawl minus xml. for riivolution combined with brawlex we are able to save custom stages to the sd card while using riivolution even if the sd card is 4gig or higher.

Post Merge: May 15, 2014, 02:12:32 AM
sorry forgot to add you will also need the sdhc extsion code.
does the brsar works


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 07:04:47 AM
yes my .brsar works fine when using byond you's.xml for revolution but if im using sammi's brawl minus.xml the .brsar dosent work so instead i have to set it up the same as i would for geco os, so i have to put it in as .sawnd file for each character i want different sounds on i also have to use the code needed for sfx for geco os and i also have to put the .sawnds in the sfx folder on the sd card.


Title: Re: The BrawlEx Clone Engine
Post by: Tyshy on May 15, 2014, 10:31:21 AM
yes my .brsar works fine when using byond you's.xml for revolution but if im using sammi's brawl minus.xml the .brsar dosent work so instead i have to set it up the same as i would for geco os, so i have to put it in as .sawnd file for each character i want different sounds on i also have to use the code needed for sfx for geco os and i also have to put the .sawnds in the sfx folder on the sd card.
so do I just load riivo for gecko users normally or do I have to change something


Title: Re: The BrawlEx Clone Engine
Post by: brawlboy22 on May 15, 2014, 10:38:08 AM
So huge deal with brawlex you can't use the characters in tourny.....Has anyone started work on this or is PW already have some fixes in mind for this I think its a big deal seen as its a versus mode.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 04:29:38 PM
so do I just load riivo for gecko users normally or do I have to change something

pretty much the same as geco just make sure when you include sammi's brawl minus.xml
and make sure you use the css roster.dat instead of the css code,
but if you decide to use a sd card that is 4 gig or higher you have to add the sd extension code to it.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 15, 2014, 06:11:28 PM
I've been trying to get my BEx hacks to run on Dolphin, and I've been able to set up everything except for the IOS. Whenever I try to download using NUS Downloader (from the official site) it keeps telling me that TMD timed out or something. I've tried running as administrator and also setting a firewall exception for it, and it still won't run.

Anyone know of an alternative or something?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 15, 2014, 07:55:00 PM
OMG finally i can play brawex on meh wii u. Thx.

So any news on new ex modules?


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 15, 2014, 09:18:54 PM
sorry no new exmodules yet.

but yeah brawlex + riivolution + brawl minus.xml + sdhc extension code + css roster.dat = brawlex working with riivolution.

however .thp don't work so far and sfx has to be set up the same way you would set it up for geco instead of how you would for riivolution normally.

also thanks to this all files have to be set up the same as geco os which means you have to use sel character.pac instead of common5.pac for the css to work properly.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 15, 2014, 10:34:35 PM
 I'm starting my own pack, or at least making my own Brawl EX to my standards.

curiously has someone made a package that has all the or SC_selcharacter that has all the entry information in the PAT files already done? or should i use someone else's pack. i can get them to work. just the time needed tests my patience. or can someone upload just their SC_Selcharacter package and maybe the ingame information? or is someone working on a a base package. sort of like the STage Expansion set?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 15, 2014, 10:42:43 PM
I think someone did such a thing...
I'm going to look for it...

Post Merge: May 15, 2014, 10:48:36 PM
One of these two I would assume~
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202777)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 15, 2014, 10:49:38 PM
I think someone did such a thing...
I'm going to look for it...
If someone did do something this conevient. i would forever test them. i've got a PSA to test out soon, and i need Brawlex to work. and my old one is busted. so in the process i decided to get it CSP/CSS/BP/etc cosmetics compliant. and it is only tedious.

EDIT:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448)
found one. this is extremely convient. and recently updated, so this is awesome. i'll just have to figure out how to do the info.pac


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 15, 2014, 11:24:59 PM
I'm the greatest I know =3

Though if PW is in fact expanding the roster even further, I'll need to update that a bit. Currently it only supports 35 additional brawlex character I think.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 15, 2014, 11:30:54 PM
I'm the greatest I know =3

Though if PW is in fact expanding the roster even further, I'll need to update that a bit. Currently it only supports 35 additional brawlex character I think.
I worship thee. heck, 35 is perfect for my specific tastes. though, updating that would be quite sexy. very very sexy. about the info.pac stuff, will the be implemented soon? or should i impliment that my self? i could wait for an update. wouldn't bother me.

thank you my lovely friend =3


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 15, 2014, 11:36:32 PM
I worship thee. heck, 35 is perfect for my specific tastes. though, updating that would be quite sexy. very very sexy. about the info.pac stuff, will the be implemented soon? or should i impliment that my self? i could wait for an update. wouldn't bother me.

thank you my lovely friend =3

Well I would definitely like to update it with both more slots set up AND the info.pac finished but I wouldn't hold my breath on that. Time is something that is not on my side this semester.

I'd say implement the info files for whatever characters you put in as you put them in and if/when I get around to updating this you might have saved yourself a little bit of effort.

Or heck somebody else might update it =p Wouldn't bother me in the slightest


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 15, 2014, 11:41:14 PM
Well I would definitely like to update it with both more slots set up AND the info.pac finished but I wouldn't hold my breath on that. Time is something that is not on my side this semester.

I'd say implement the info files for whatever characters you put in as you put them in and if/when I get around to updating this you might have saved yourself a little bit of effort.

Or heck somebody else might update it =p Wouldn't bother me in the slightest
hm, i'm pretty patient. i'm still waiting the great CSS project that ASF1nk is still making. my patience is pretty tamed. but an update would be sexy, maybe one of the pack makers could update it. i might make an attempt upon updating it.
but, my track record for doing anything i've said and actually doing it is pretty piss poor. (i'm sorry for this) so anyone who thinks i might actually update it. your hopes shouldn't get that high, but this is basic copy and paste and updating the slot info. just not sure about the info stuff.

EDIT:
i'm having a hard time finding the External IDS on the PSA to change them to another character. where are these located?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 16, 2014, 05:18:04 AM
Okay so now it works with riivo. Do i still need an sd card or can i use my 32gig flash drive as i do with all my other hacks?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 16, 2014, 07:53:26 AM
slot 58 works for me now.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 16, 2014, 08:09:37 PM
Would it be at all possible to use this CSS menu  (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25500)with BrawlEx? My first thought is no, but then again for the build that I am doing I wouldn't have more than 25 characters.
(http://i.imgur.com/4RwzkLT.jpg)
I need BrawlEx for the clones that have different PSAs. Basically just Ganon and Lucario.  :P

The CSSroster.dat probably will not work for this, and the old CSS code would have to be implemented. But would that work?



Also as a side note: Does anyone have a no entry code for DK?
(http://i.imgur.com/ZVyJBF1.jpg)
The barrel doesn't go away, so I need to get rid of it somehow.  :P

Post Merge: May 16, 2014, 08:19:18 PM
Well that's interesting...
(http://i.imgur.com/dWtcHNJ.jpg)

This is with the code that is needed for the menu and CSSRoster.dat.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 16, 2014, 08:32:47 PM
Would it be at all possible to use this CSS menu  ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25500[/url])with BrawlEx? My first thought is no, but then again for the build that I am doing I wouldn't have more than 25 characters.
([url]http://i.imgur.com/4RwzkLT.jpg[/url])
I need BrawlEx for the clones that have different PSAs. Basically just Ganon and Lucario.  :P

The CSSroster.dat probably will not work for this, and the old CSS code would have to be implemented. But would that work?



Also as a side note: Does anyone have a no entry code for DK?
([url]http://i.imgur.com/ZVyJBF1.jpg[/url])
The barrel doesn't go away, so I need to get rid of it somehow.  :P

Post Merge: May 16, 2014, 08:19:18 PM
Well that's interesting...
([url]http://i.imgur.com/dWtcHNJ.jpg[/url])

This is with the code that is needed for the menu and CSSRoster.dat.


It's probably all messed up because it's not made for clones. Use the fighter chart and make the clones use the ID's of normal characters.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 16, 2014, 09:07:30 PM
Would it be at all possible to use this CSS menu  ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25500[/url])with BrawlEx? My first thought is no, but then again for the build that I am doing I wouldn't have more than 25 characters.
([url]http://i.imgur.com/4RwzkLT.jpg[/url])
I need BrawlEx for the clones that have different PSAs. Basically just Ganon and Lucario.  :P

The CSSroster.dat probably will not work for this, and the old CSS code would have to be implemented. But would that work?



Also as a side note: Does anyone have a no entry code for DK?
([url]http://i.imgur.com/ZVyJBF1.jpg[/url])
The barrel doesn't go away, so I need to get rid of it somehow.  :P

Post Merge: May 16, 2014, 08:19:18 PM
Well that's interesting...
([url]http://i.imgur.com/dWtcHNJ.jpg[/url])

This is with the code that is needed for the menu and CSSRoster.dat.

Turn off Entry in the FighterConfig.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 16, 2014, 09:48:22 PM
Hi again,

I mentioned how I can get my 4gb to worked and one of you recommended using the ProjectM loader. I finally got the 4gb I needed and I used Nebulons pack to test with said loader. None of the hacks will load...

If helpful I'm using SDHC, and a Wii. If you guys feel that I left something out, let me know please?.. .-.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on May 16, 2014, 10:42:13 PM
Hi again,

I mentioned how I can get my 4gb to worked and one of you recommended using the ProjectM loader. I finally got the 4gb I needed and I used Nebulons pack to test with said loader. None of the hacks will load...

If helpful I'm using SDHC, and a Wii. If you guys feel that I left something out, let me know please?.. .-.
You're using his 4GB codesset, right?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 16, 2014, 10:44:38 PM
You're using his 4GB codesset, right?

I believe so?... I used the one that's originally RSBE01 (No renaming/changes). If it's not that one in that case, which one out of the ones he provided?

Edit; Nevermind I know what you meant now. "RSBE014GB"?


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on May 16, 2014, 11:00:23 PM
I believe so?... I used the one that's originally RSBE01 (No renaming/changes). If it's not that one in that case, which one out of the ones he provided?

Edit; Nevermind I know what you meant now. "RSBE014GB"?
Yup, that one.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on May 16, 2014, 11:08:26 PM
Yup, that one.


Thanks alot. ^^


Title: Re: The BrawlEx Clone Engine
Post by: arnypalmy on May 17, 2014, 12:33:39 AM
Is there any way around the GFX issues caused when a cloned character fights its original?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 17, 2014, 12:46:20 AM
Is there any way around the GFX issues caused when a cloned character fights its original?
You'll need to change the GFX IDs the characters use to do that.


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on May 17, 2014, 05:40:49 AM
question
how do i add alloys to css?

Post Merge: May 17, 2014, 06:00:26 AM
nvm about that
but alloys are freezing on me how do i fix this problem? like during gameplay

Post Merge: May 17, 2014, 06:05:20 AM
it happens whenever alloy uses shield


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on May 17, 2014, 06:22:47 AM
that happens becuase alloys shouldnt ever shield, use FSs or special moves, i think there is a code to that but idkn where tough.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 17, 2014, 06:50:48 AM
 I'm about to host a public event in my town , and I need to know if level 16 computers conflicts with EX engine (or turbo mode if anyone happens to know). Anyone?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 17, 2014, 06:52:13 AM
Nope, they work perfectly~ (With BrawlEx at least, not sure about Turbo)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 07:39:58 AM
I've been trying to get my BEx hacks to run on Dolphin, and I've been able to set up everything except for the IOS. Whenever I try to download using NUS Downloader (from the official site) it keeps telling me that TMD timed out or something. I've tried running as administrator and also setting a firewall exception for it, and it still won't run.

Anyone know of an alternative or something?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 07:47:21 AM
Tidus, what IOS do you need? I'd be happy to get it for you.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 08:38:56 AM
Tidus, what IOS do you need? I'd be happy to get it for you.

I believe it's IOS 36

I appreciate it.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 08:56:08 AM
Here (https://www.mediafire.com/?rsb9e49c1zspw92) you go Tidus.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 09:12:16 AM
Here (https://www.mediafire.com/?rsb9e49c1zspw92) you go Tidus.

Thanks!

But now I have a different problem.

For some reason, all my clones are Random Slots except for the last one, which is Ivysaur.

I haven't configured any of the CSS Slots and the Clones work perfectly fine on a Wii.

What's up with that? O.o


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 09:25:50 AM
Do you have you config.dat with AXNextFrame on your virtual sd?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 09:50:33 AM
Do you have you config.dat with AXNextFrame on your virtual sd?

Fixed the problem
Turns out that the config settings in Gecko wasn't saved. Works fine now.

Thanks :)


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 17, 2014, 10:00:12 AM
level 16 computers
Level SIXTEEN? where would you get that?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 17, 2014, 10:01:46 AM
Level SIXTEEN? where would you get that?

I just put it in. It's bananas. Especially level 16+Turbo mode+Highspeed+Heavy Gravity+DBZ characters.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaMalkior on May 17, 2014, 11:33:49 AM
Level SIXTEEN? where would you get that?

Lvl 16
C2693A70 00000002
3880000F 909E01D4
60000000 00000000

In case you wanted it. It's really good if you're comparing Lvl 9 to Lvl 16 in vBrawl, but with Project M (if any) I don't see any difference.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 17, 2014, 02:45:00 PM
Lvl 16
C2693A70 00000002
3880000F 909E01D4
60000000 00000000

In case you wanted it. It's really good if you're comparing Lvl 9 to Lvl 16 in vBrawl, but with Project M (if any) I don't see any difference.
Now does this code only effect Lv. 9 CPUs? Or will effect all Level CPUs?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 03:05:46 PM
Now does this code only effect Lv. 9 CPUs? Or will effect all Level CPUs?

I think it makes it so that when you go to versus, the CPUs are at level 16. Then you can change it to whatever.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 17, 2014, 03:13:13 PM
I think it makes it so that when you go to versus, the CPUs are at level 16. Then you can change it to whatever.

Yes, when you enter a match and activate a CPU it will show as level o. This equates to 16... somehow. It's just a visual indicator really. But navigating away from the o, by attempting to change the level will remove the o as an option and give you the standard 1-9 option. To get it to come back I believe you have to leave the CSS.

The difference is definitely there... but I went through the entire roster and beat them with my main without losing once and I wouldn't consider myself a master Brawl player, so I don't know how much more tough they ACTUALLY are...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 17, 2014, 03:35:08 PM
Yes, when you enter a match and activate a CPU it will show as level o. This equates to 16... somehow. It's just a visual indicator really. But navigating away from the o, by attempting to change the level will remove the o as an option and give you the standard 1-9 option. To get it to come back I believe you have to leave the CSS.

The difference is definitely there... but I went through the entire roster and beat them with my main without losing once and I wouldn't consider myself a master Brawl player, so I don't know how much more tough they ACTUALLY are...

It's actually half an infinity symbol, from the infinite time image in rules. Dunno why brawl chooses to use that but it does.

ANYWHO, im thinkin about uploading a video tutorial today..anybody wanna tell me what the most useful one would be? I got some free time today


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 03:50:09 PM
It's actually half an infinity symbol, from the infinite time image in rules. Dunno why brawl chooses to use that but it does.

ANYWHO, im thinkin about uploading a video tutorial today..anybody wanna tell me what the most useful one would be? I got some free time today

I think you should do a video tutorial of fixing GFX errors with the ef files.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 17, 2014, 04:04:02 PM
It's actually half an infinity symbol, from the infinite time image in rules. Dunno why brawl chooses to use that but it does.

ANYWHO, im thinkin about uploading a video tutorial today..anybody wanna tell me what the most useful one would be? I got some free time today

Do the little things that people keep asking about into one:

Victory themes, additional costume slots, SFX IDs, etc. Just little things in the config files that people can manipulate.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 17, 2014, 04:07:45 PM
It's probably all messed up because it's not made for clones. Use the fighter chart and make the clones use the ID's of normal characters.
Would I just do this with a hex editor, and what would I be changing?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 06:02:24 PM
Would I just do this with a hex editor, and what would I be changing?

Let's say you don't have Captain Falcon, and a Lucario clone. Using the fighter data chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png), we know that Falcon has Fighter 09, Slot 0A, CSSSlot 0A, and Cosmetic 09. We would take the Lucario clones files and put them over Falcon. Use the config utility and name the files whatever. In Section[8] of the Memory viewer, use the CSSSlot ID, 0A. Remember to use Falcon's module ID. Put in all of the properly named character files. On the CSSRoster.dat, use Falcon's CSSSlot ID.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 17, 2014, 06:04:17 PM
Let's say you don't have Captain Falcon, and a Lucario clone. Using the fighter data chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png), we know that Falcon has Fighter 09, Slot 0A, CSSSlot 0A, and Cosmetic 09. We would take the Lucario clones files and put them over Falcon. Use the config utility and name the files whatever. In Section[8] of the Memory viewer, use the CSSSlot ID, 0A. Remember to use Falcon's module ID. Put in all of the properly named character files. On the CSSRoster.dat, use Falcon's CSSSlot ID.
Isn't the point of the clone engine to add characters w/o replacing any?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 06:06:10 PM
So I made a custom rig and I finally got it to work in game.

The only problem is, is that when I choose VBrawl Link, it shows up as the new clone.

This problem doesn't occur for any of the other Link clones, only for VBrawl Link.

Anyone know why?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 06:55:08 PM
So I made a custom rig and I finally got it to work in game.

The only problem is, is that when I choose VBrawl Link, it shows up as the new clone.

This problem doesn't occur for any of the other Link clones, only for VBrawl Link.

Anyone know why?


Did you change the IDs in the module?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 17, 2014, 07:13:15 PM
Isn't the point of the clone engine to add characters w/o replacing any?
Well I'm making a build that only has select PSAs, so for instance I have like 4 ganons so I need 3 clones of him, but I don't have PSAs or a need for Kirby, Dedede, and Rob in my pack, so I leave those out and replace them with the clones.  :P


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 17, 2014, 08:10:23 PM
Did you change the IDs in the module?

Not for Link, only for the new clone.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 17, 2014, 09:07:54 PM
Let's say you don't have Captain Falcon, and a Lucario clone. Using the fighter data chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png), we know that Falcon has Fighter 09, Slot 0A, CSSSlot 0A, and Cosmetic 09. We would take the Lucario clones files and put them over Falcon. Use the config utility and name the files whatever. In Section[8] of the Memory viewer, use the CSSSlot ID, 0A. Remember to use Falcon's module ID. Put in all of the properly named character files. On the CSSRoster.dat, use Falcon's CSSSlot ID.
I just tried doing that with Peach and a Ganon clone. On the CSS the clone still looked like Ganon, but then the game froze when I went to enter a match.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on May 17, 2014, 09:22:56 PM
hopefully we get a wario EX module as i wanted to try separating wario. the classic wario using his PM moveset and the warioware utfit containing his vbrawl moveset.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 17, 2014, 10:11:36 PM
I just tried doing that with Peach and a Ganon clone. On the CSS the clone still looked like Ganon, but then the game froze when I went to enter a match.

Oops, when Section[8] is open in Module Viewer, use the Fighter ID, not the CSSSlot ID.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 09:11:35 AM
Oops, when Section[8] is open in Module Viewer, use the Fighter ID, not the CSSSlot ID.
I did that and now it doesn't crash, but now I have more problems... It was working, but then when I went and changed peaches CSS icon in my sc_selcharacter all my other clone images turned to random and caused a crash every time you highlight them.
(http://i.imgur.com/YmF4Rc3.jpg)
But then every time you select the piccolo/peach icon it doesn't give me piccolo, instead it loads up peach as the character to play as.
I'm thinking that I am just gonna go back and not try to replace characters, and give up on the CSS screen that I was wanting to use. I'm just gonna attempt to give the clones their own cosmetics (which I have never been successful with even when I follow Sammi's tutorial exactly... :().

Oh, and on another note. Has anyone had an issue where every other time you select Brawl it freezes? The first time I select it it freezes, but then I restart and try again. That second time I go in I am able to get to the CSS without it freezing. Then after I restart that and try to get in it freezes in the same way as the first time. This happens without me changing anything on the sd card. Why?


Title: Re: The BrawlEx Clone Engine
Post by: BlazeBlue on May 18, 2014, 11:27:45 AM
OK. I heard that you can use the boss slots and alloy slots in the Brawl ex clone engine, but I don't want the boss characters nor the alloys. How do I make those slots into other characters like nebulon did in his pack?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 11:32:12 AM
OK. I heard that you can use the boss slots and alloy slots in the Brawl ex clone engine, but I don't want the boss characters nor the alloys. How do I make those slots into other characters like nebulon did in his pack?
Check out Nebulons tutorial  (http://forums.kc-mm.com/index.php?topic=67820.0) for it.


Title: Re: The BrawlEx Clone Engine
Post by: BlazeBlue on May 18, 2014, 01:51:57 PM
Thank you!


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 18, 2014, 02:17:36 PM
...
The hooktype may have changed itself from AXNextFrame.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 02:25:59 PM
The hooktype may have changed itself from AXNextFrame.
Wow... I can't believe I forgot to change that... I must have forgotten to do that because I am using a new sd card.  :P

Now it isn't freezing. Thank you!  ;D


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 18, 2014, 02:31:57 PM
Wow... I can't believe I forgot to change that... I must have forgotten to do that because I am using a new sd card.  :P Now it isn't freezing. Thank you!  ;D
Remember to save the settings so you don't have to keep re-doing it.
I had to once, it sucked. XD


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 02:33:34 PM
Remember to save the settings so you don't have to keep re-doing it.
I had to once, it sucked. XD
Yep  ;D

And now that I have that fixed my game has 0 freezing issues and all I have to figure out now is clone cosmetics...  :-\


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 18, 2014, 02:58:34 PM
Yep  ;D

And now that I have that fixed my game has 0 freezing issues and all I have to figure out now is clone cosmetics...  :-\

The easy way to do cosmetics would be to just take sc_selcharacter.pac from Nebulon's pack


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 03:02:08 PM
The easy way to do cosmetics would be to just take sc_selcharacter.pac from Nebulon's pack
Yeah I tried that once and all my clones showed up as Mickey and cause the game to freeze once they were highlighted...

Then again that was before I changed the hooktype... I'm gonna try that again and see if that fixed that problem.

Post Merge: May 18, 2014, 03:07:03 PM
So I added Nebulons sc_selcharacter and my CSS looks the same, but has the rainbow background and changed CSPs for the normal characters. The clones have no change at all to their icons.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 18, 2014, 04:01:57 PM
So I made a custom rig and I finally got it to work in game.

The only problem is, is that when I choose VBrawl Link, it shows up as the new clone.

This problem doesn't occur for any of the other Link clones, only for VBrawl Link.

Anyone know why?



Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 05:56:39 PM

Could that have something to do with naming your config files wrong? Maybe you have the vbrawl link's files pointing to the clone on accident. Idk. That would be my only idea.  :-\


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 18, 2014, 06:03:54 PM
I named them perfectly, made sure to double check as well.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 18, 2014, 06:06:01 PM
 
I named them perfectly, made sure to double check as well.
Well then I have no idea. Sorry.  :'(

I also haven't heard of anyone else who has had that problem before...  :-\


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 18, 2014, 06:13:49 PM
Okay i'm having trouble getting the character "decloned"

if i Edit Daisy's files inside Brawlbox 0.68b it changes the filesize and causes a crash on select, i have no idea how to edit the Character ID in PSA.

or where i would normally edit "peach" to say 125, how do i change peach's id of 13 to 125?


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 18, 2014, 07:40:54 PM
Well then I have no idea. Sorry.  :'(

I also haven't heard of anyone else who has had that problem before...  :-\

Hey no problem. It's the effort that counts... at least I hope so :P

But the problem still stands. I have no idea why it's doing this.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 18, 2014, 08:50:25 PM
Tidus, would you mind sending me your files to see if I can get them to work?


Title: BrawlEx Clone engine combined with Old clone engie via ports/ICcodes
Post by: RedMan911 on May 18, 2014, 09:08:54 PM
Can you combine these (IE replace jigglypuff with marth via old conventions, and at the same time add an extra character, maybe pit, to the CSS)?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 18, 2014, 09:14:16 PM
Yes, or heck remove Jigglypuff from the CSS and just add in a character, and use her CSS information, and add in a new character. the old methods work, but i've always found them glitchy, BrawlEX gets rid of the glitches that .rel replacment caused.


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 18, 2014, 09:18:24 PM
You can do that? Would I just have to replace her hex in the CSS code? (and the usual brawl ex stuff)?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 18, 2014, 09:25:16 PM
You can do that? Would I just have to replace her hex in the CSS code? (and the usual brawl ex stuff)?
you could do that or, use the Cosmetic template of Jigglypuff. but the hex idea might be better.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 19, 2014, 08:17:48 AM
This may of been answered already but will this work on emulators? A.K.A Dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 19, 2014, 08:22:53 AM
Yep.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 19, 2014, 01:28:58 PM
I need help, it always says CSSRoster not found! Make sure to edit the CSS Code!

I don't know what to do.  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 01:47:10 PM
Quick question.

How do I remove the names on the CSS? So that it is only the images, like this one
(http://i.imgur.com/oMjUP13.png)


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 19, 2014, 03:40:41 PM
Quick question.

How do I remove the names on the CSS? So that it is only the images, like this one
([url]http://i.imgur.com/oMjUP13.png[/url])


Try making the name textures just invisible.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 03:41:54 PM
Try making the name textures just invisible.
And I would do that how?... Just replacing the textures with a blank image?

Post Merge: May 19, 2014, 03:53:21 PM
I tried just deleting the texture, but then it just left a gray bar across the top. Would I also have to delete something else as well? Or is deleting a bad idea?!


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on May 19, 2014, 03:59:35 PM
you probably need to edit the actual names so that they are just plain transparent images.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 19, 2014, 04:02:53 PM
If transparent didn't work, try making the name the part that it cuts off.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 04:04:36 PM
you probably need to edit the actual names so that they are just plain transparent images.
I just tried that and it gave me the same black line like normal, but instead of text it had this weird gray square. In brawlbox the texture just looked transparent, so idk...


If transparent didn&#039;t work, try making the name the part that it cuts off.
What do you mean by "cuts off"?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 19, 2014, 04:52:21 PM
I need help, it always says CSSRoster not found! Make sure to edit the CSS Code!

I don't know what to do.  :kdance:

You need to be using the CSS expansion to use the CSSRoster.dat method. If your not, you'll need to edit the CSS code to add the clones to it. This can also be caused from selecting the wrong directory with the tool. Make sure your selecting the 'pf' folder


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on May 19, 2014, 07:51:45 PM
And I would do that how?... Just replacing the textures with a blank image?

Post Merge: May 19, 2014, 03:53:21 PM
I tried just deleting the texture, but then it just left a gray bar across the top. Would I also have to delete something else as well? Or is deleting a bad idea?!


There's an animation you can edit to fix that, that moves the grey bars left where the names would be out of sight. I believe it's on the brawlvault already (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658))

I used it in my pack cause I find the icons just get too small to read.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 09:31:44 PM
There&#039;s an animation you can edit to fix that, that moves the grey bars left where the names would be out of sight. I believe it&#039;s on the brawlvault already ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658[/url]))

I used it in my pack cause I find the icons just get too small to read.


Um... This is what hochin said to do on smashboards: "To remove the name tags just preview the "MenSelchrFaceI_TopN" model, find it's animation and edit the "nameEA7" bone's Translation Y to 100."

Well I thought I did that and nothing happened... It looked the same as before. Maybe I didn't save it correctly...

Post Merge: May 19, 2014, 09:32:46 PM
Oh wait. I never found it's animation... give me a sec to fix that.  :P

Post Merge: May 19, 2014, 09:35:07 PM
Yeah... nope. I am confused as to what I am doing wrong here...


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on May 19, 2014, 09:57:07 PM
Under MiscData30 > AnmChr > MenSelchrFaceI_TopN__0 > nameEA7
Set the Y translation to 100 and you won't see it in game anymore.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 10:07:45 PM
Under MiscData30 > AnmChr > MenSelchrFaceI_TopN__0 > nameEA7
Set the Y translation to 100 and you won&#039;t see it in game anymore.
I just did that and the tags are still there. It still isn't working. This is what it should look like, yes?
(http://i.imgur.com/grdS6Om.png) (http://i.imgur.com/grdS6Om.png)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 19, 2014, 10:09:28 PM
I just did that and the tags are still there. It still isn't working. This is what it should look like, yes?
([url]http://i.imgur.com/grdS6Om.png[/url]) ([url]http://i.imgur.com/grdS6Om.png[/url])

Try doing the same with the other "MenSelchrFaceX_TopN__0 " maybe?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 19, 2014, 10:11:04 PM
Try doing the same with the other "MenSelchrFaceX_TopN__0 " maybe?
I can give that a try... Idk if that will do anything, but I guess it's worth a shot.

Post Merge: May 19, 2014, 10:14:55 PM
And there was much rejoicing :yay: :yay: :yay: :yay: :yay: :yay: :yay: :yay:So much Kermit

That did it!!!! ;D
Applying that translation to all of the MenSelchrFaceX_TopN__0 made the tags go away!  :af2:


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on May 19, 2014, 10:42:40 PM
I think one of them just controls the shadow behind the text, I deleted all of the textures so that's probably why I didn't have to change any more than that. No sense in having them there if I'm not gonna see them, just taking up more space for potential csps.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 20, 2014, 12:15:18 AM
You need to be using the CSS expansion to use the CSSRoster.dat method. If your not, you'll need to edit the CSS code to add the clones to it. This can also be caused from selecting the wrong directory with the tool. Make sure your selecting the 'pf' folder

I chose the pf folder and have the css expansion.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 20, 2014, 01:13:05 AM
If my program is displaying that message, then it can't find CSSRoster.dat in the "/BrawlEx/" folder. It could be in the wrong place, have a spelling error or something, but thats what that error message means.


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 20, 2014, 06:07:34 PM
So... I just learned this, but apparently removing the names uncovers some graphical glitches where it seems the icons may be overlapping each other or something. Any fix for that?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 21, 2014, 09:16:28 AM
Nothing is working. :P Can someone look at this and find the problem?
https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m= (https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m=)

^ Don't know a better way to share it.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 21, 2014, 02:57:29 PM
Nothing is working. :P Can someone look at this and find the problem?
https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m= (https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m=)

^ Don't know a better way to share it.
Well I just glanced though it, (not very in depth, but..) you don't have a fighter folder in pf. You need to add the fighter files for the clone to work. Otherwise the game will crash after stage selection. :P


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 21, 2014, 09:10:57 PM
First off this is kinda on topic...

I'm trying to hack my Wiimode on wii u using smash stack, problem is... i just learned ssbb doesnt like sdhc. So would temporarily formatting my sdhc to fat16 solve this problem? If not, is there another solution?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 21, 2014, 09:25:34 PM
First off this is kinda on topic...

I'm trying to hack my Wiimode on wii u using smash stack, problem is... i just learned ssbb doesnt like sdhc. So would temporarily formatting my sdhc to fat16 solve this problem? If not, is there another solution?

You can only use a 2 gig regular SD card. It must be FAT, FAT16, FAT32, etc.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 21, 2014, 09:32:55 PM
oh jeez, just when i thought i finally could use the clone engine.

There isn't any other way to do use smash stack without regular sd?


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 21, 2014, 09:40:50 PM
Not that I know of.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 21, 2014, 10:47:59 PM
There isn't any other way to do use smash stack without regular sd?


What do you mean? Smash stack should allow sdhc if your launching with something other then gecko. Minus' Minima Launcher (http://forums.brawlminus.net/threads/release-%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9-minimalauncher-v1-0.354/) Or the PM launcher. The minima laucher automatically loads the game with axnextframe, there is no need for gameconfig.txt or anything at all. There isn't even a GUI (hence minima) all you would have to do is have the sdhc code and the minima launcher's boot.elf

If your using hackless and want to use the minima launcher, just put  this (https://dl.dropboxusercontent.com/u/36446694/boot.elf) on the root of your sdcard.

Other then that it is exactly the same as gecko. Codes go in /codes/ etc etc


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 21, 2014, 11:00:33 PM
Something I have noticed is that the EX characters I add cant use their final smash unless there is a fit___final.pac in there as well (example: Ike slot add =Riku over ike by jrush.  just uses regular b move instead of dark aura). Has anyone else encountered this and has this been solved?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 21, 2014, 11:04:39 PM
Something I have noticed is that the EX characters I add cant use their final smash unless there is a fit___final.pac in there as well (example: Ike slot add =Riku over ike by jrush.  just uses regular b move instead of dark aura). Has anyone else encountered this and has this been solved?

Ex characters need to have all the fighter files off of the brawl disc for the fighter that your cloning. Fit__dark, spy, final, motion. etc etc etc


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 21, 2014, 11:14:32 PM
So, what are my options if the PSA does not include all of those files?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 21, 2014, 11:16:35 PM
You can look through here to gather the missing things~
https://drive.google.com/folderview?id=0B4vhNdf69qaSQlZNb0JiZEQ0U2s&tid=0B4vhNdf69qaSZ0N0MnBjOXFYMU0


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 21, 2014, 11:19:28 PM
Thank you!! :o


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 21, 2014, 11:30:08 PM
The Spy and Dark Files aren't needed to get the clone to work I have clones that don't have Spy, Dark, or Fake Files in their Folder.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 21, 2014, 11:31:36 PM
The Spy and Dark Files aren't needed to get the clone to work I have clones that don't have Spy, Dark, or Fake Files in their Folder.

While that may be true, it's always better to be on the safe side and include everything that a fighter would normally need in the game. That way there is less room for crashes or wierd bugs to pop up.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 21, 2014, 11:48:01 PM
I might aswell inform you guys don't use the unused fighter configs for the forbidden seven or it'll crash the game when enter a match it happened with me using the Mewtwo's fighter config. as Soon as he got ready to do his entry the game crashed on me.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 21, 2014, 11:59:53 PM
I might aswell inform you guys don't use the unused fighter configs for the forbidden seven or it'll crash the game when enter a match it happened with me using the Mewtwo's fighter config. as Soon as he got ready to do his entry the game crashed on me.
They work, did you set them up properly?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 22, 2014, 12:08:58 AM
Well I just glanced though it, (not very in depth, but..) you don't have a fighter folder in pf. You need to add the fighter files for the clone to work. Otherwise the game will crash after stage selection. :P

I am aware of that but my problem is setting up the clones, the clone tool wont work, when I select the pf folder it says CSSRoster.dat not found.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 22, 2014, 12:25:27 AM
They work, did you set them up properly?
Let Me think, I followed Nebulon's Tutorial along with enabling the correct stuff in the fighter config such as costumes, jabs, etc then I also gave it my original Mewtwo Clone Slot's portrait setup along with Announcer, So I don't see what the problem is, unless it's from where I used the, "Cosmetic2A [-]" file combined with Lucario's CSSSlot and Slot.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 12:26:45 AM
I am aware of that but my problem is setting up the clones, the clone tool wont work, when I select the pf folder it says CSSRoster.dat not found.

Found your problem mate. Your CSSRoster.dat is actually named CSSRoster.dat.dat It's a simple fix really, hope this helps


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 22, 2014, 12:28:21 AM
Let Me think, I followed Nebulon's Tutorial along with enabling the correct stuff in the fighter config such as costumes, jabs, etc then I also gave it my original Mewtwo Clone Slot's portrait setup along with Announcer, So I don't see what the problem is, unless it's from where I used the, "Cosmetic2A [-]" file combined with Lucario's CSSSlot and Slot.
You should probably just use Lucario's configs for all 4, then rename them afterwards.
Unless I'm misunderstanding here.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 22, 2014, 12:32:50 AM
I'm trying to use the actual, "Fighter26 [MEWTWO]" File and not Lucario's Fighter Config I got most of the clones I want, and right now I'm just wanting to see if it's possible to actually use the original Forbidden Seven's Fighter Configs instead of the actual Brawl Fighter's Configs.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 22, 2014, 12:38:00 AM
You can't use the original unused configs, sadly. You need to use whatever you're cloning from.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 22, 2014, 12:43:28 AM
That's what I was telling everyone actually but truth is, while Mewtwo's didn't work, Roy's Fighter Config actually worked he was able to fight and everything. But I do have a question how do you give a character their own Franchise Logo? for example I have Dark Samus over Marth how would I give her the metroid logo?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 22, 2014, 12:50:33 AM
Ah, I see.
As for the franchise logo...
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/DSamus_zps9fca7352.jpg)
That right there.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 22, 2014, 01:02:33 AM
Thanks, and Jeez, Cosmetics are really used for everything to make the clone unique, Portraits, Results Screen Names, Announcer Calls, and Franchise Logos.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 22, 2014, 01:46:24 AM
Found your problem mate. Your CSSRoster.dat is actually named CSSRoster.dat.dat It's a simple fix really, hope this helps

This is ridiculous, it worked but every time I select the pf folder it "STOPS WORKING" and closes. 


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 01:59:51 AM
This is ridiculous, it worked but every time I select the pf folder it "STOPS WORKING" and closes. 

What version of windows are you using? did you get an error message with a crash log? Are you using custom cosmetics? I'll try to narrow down your problem as much as i can. If all else fails i will download your SD you posted earlier to see if i can't diagnose the problem


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 22, 2014, 05:00:04 AM
What version of windows are you using? did you get an error message with a crash log? Are you using custom cosmetics? I'll try to narrow down your problem as much as i can. If all else fails i will download your SD you posted earlier to see if i can't diagnose the problem
8, no, I don't know what you mean, that was never on an SD card.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 05:07:42 AM
What do you mean? Smash stack should allow sdhc if your launching with something other then gecko. Minus' Minima Launcher ([url]http://forums.brawlminus.net/threads/release-%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9-minimalauncher-v1-0.354/[/url]) Or the PM launcher. The minima laucher automatically loads the game with axnextframe, there is no need for gameconfig.txt or anything at all. There isn't even a GUI (hence minima) all you would have to do is have the sdhc code and the minima launcher's boot.elf

If your using hackless and want to use the minima launcher, just put  this ([url]https://dl.dropboxusercontent.com/u/36446694/boot.elf[/url]) on the root of your sdcard.

Other then that it is exactly the same as gecko. Codes go in /codes/ etc etc


But does it work on Wii U?


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on May 22, 2014, 08:20:44 AM
nebulon. i sometimes have a hard freeze when i select knuckle joe in your build.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 22, 2014, 09:23:31 AM
nebulon. i sometimes have a hard freeze when i select knuckle joe in your build.

Really? Try redownloading my latest one. I added quite a few things and fixes. I'm posting it in 10 minutes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 11:30:26 AM
Nothing is working. :P Can someone look at this and find the problem?
https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m= (https://www.dropbox.com/sh/a74l2mdve8a8qdx/AABUj598o-QiQw7lmlpNQ047a?m=)

^ Don't know a better way to share it.

This isn't your setup? in any case, since your using windows 8, you should be using the xp version of the tool. If there isn't a crash log, i can't really diagnose whats wrong.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 02:41:50 PM
What do you mean? Smash stack should allow sdhc if your launching with something other then gecko. Minus' Minima Launcher Or the PM launcher. The minima laucher automatically loads the game with axnextframe, there is no need for gameconfig.txt or anything at all. There isn't even a GUI (hence minima) all you would have to do is have the sdhc code and the minima launcher's boot.elf

If your using hackless and want to use the minima launcher, just put this on the root of your sdcard.

Other then that it is exactly the same as gecko. Codes go in /codes/ etc etc
But does it work on Wii U?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 02:58:37 PM
I..think so. I never tested it, however iirc our developer who made the launcher only has a wiiu. So it's likely that it does.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 03:30:13 PM
I..think so. I never tested it, however iirc our developer who made the launcher only has a wiiu. So it's likely that it does.
Okay and just to be sure, wii u, hackless, and 4gb sdhc. It should work right?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 03:48:41 PM
Okay and just to be sure, wii u, hackless, and 4gb sdhc. It should work right?

It should indeed. Hope it works for you


Title: Re: The BrawlEx Clone Engine
Post by: superben2008 on May 22, 2014, 04:00:40 PM
Really? Try redownloading my latest one. I added quite a few things and fixes. I'm posting it in 10 minutes.
thanks. gonna try it out in a few minutes


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 05:20:21 PM
It should indeed. Hope it works for you

sdhc won't work on ssbb, but works fine with everything else.

"Unable to save to the device in the sd card slot"


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 22, 2014, 05:22:11 PM
did you try adding the sdhc extension code.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 05:34:56 PM
did you try adding the sdhc extension code.

What would be the point. I'm on a hackless vWii menu in Wii U so i would have no way of using it.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 22, 2014, 05:44:44 PM
oh sorry i didn't realise your wii u was hackless.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 07:16:10 PM
oh sorry i didn't realise your wii u was hackless.
yep, kinda sucks too.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 07:49:27 PM
Wait why can't you use the sdhc extension code..? thats what makes brawl work with sdhc. Regardless if the Wiiu supports SDHC, brawl's not programmed to use it. Thats what the SDHC code does, coupled with being launched on an IOS that supports it (ios58) like the PM launcher and minima launcher does


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 07:57:05 PM
Wait why can't you use the sdhc extension code..? thats what makes brawl work with sdhc. Regardless if the Wiiu supports SDHC, brawl's not programmed to use it. Thats what the SDHC code does, coupled with being launched on an IOS that supports it (ios58) like the PM launcher and minima launcher does
But wouldnt i need to use an exploit like smash stack to even get the code up and running through the launchers?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on May 22, 2014, 08:18:51 PM
Quick questions  about brawl minus clone engine:
1.Why does Max 3.3 still use the code and not the cssroster.dat?
2.Do I need custom cosmetics to add a clone?I tried to add some clones from my vbrawl pac and it didn't work?

Thanks


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 08:26:59 PM
Quick questions  about brawl minus clone engine:
1.Why does Max 3.3 still use the code and not the cssroster.dat?
2.Do I need custom cosmetics to add a clone?I tried to add some clones from my vbrawl pac and it didn't work?

Thanks


While i can't answer your first question, from what i know custom cosmetics aren't needed to get your clone working. You might just have your clones set up wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on May 22, 2014, 08:38:02 PM
I'll try again.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 22, 2014, 09:25:10 PM
Quick questions  about brawl minus clone engine:
1.Why does Max 3.3 still use the code and not the cssroster.dat?
2.Do I need custom cosmetics to add a clone?I tried to add some clones from my vbrawl pac and it didn't work?

Thanks


Brawl Minus uses the code because it doesn't have the flickering CSS problem.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 22, 2014, 09:51:50 PM
But wouldnt i need to use an exploit like smash stack to even get the code up and running through the launchers?

d-doesnt smashstack work still in vWii? im pretty sure it does...If you just put the boot.elf i linked onto the root of the SD card and do the smashstack thing, it will boot the minima launcher.

Quick questions  about brawl minus clone engine:
1.Why does Max 3.3 still use the code and not the cssroster.dat?
2.Do I need custom cosmetics to add a clone?I tried to add some clones from my vbrawl pac and it didn't work?

You don't need custom cosmetics for it to work.

The reason it uses the CSS code is because of a few issues, mainly being the flickering icons.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 22, 2014, 10:05:27 PM
d-doesnt smashstack work still in vWii? im pretty sure it does...If you just put the boot.elf i linked onto the root of the SD card and do the smashstack thing, it will boot the minima launcher.
I have files set up the way you said, but when i enter brawl the game won't recognize my sd. I know the card is fine because it works with everything else. And without being able to use smash stack, no minima launcher.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 22, 2014, 10:10:49 PM
I have files set up the way you said, but when i enter brawl the game won't recognize my sd. I know the card is fine because it works with everything else. And without being able to use smash stack, no minima launcher.

The reason it won't be detected is because the wii can only recognize a regular sd that's 2 gigs or less. Homebrew apps are the only things able to detect anything else.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 06:08:49 AM
It should indeed. Hope it works for you

Thanks for all the help, ever need a texture let me know. :kdance:


Post Merge: May 23, 2014, 07:46:18 AM
Dose the clone have to have the same number of textures as the character you are cloning or can it have less? (I know it can have 10.) :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 08:13:34 AM
Dose the clone have to have the same number of textures as the character you are cloning or can it have less? (I know it can have 10.) :kdance:
I believe that in the fighter.dat using the config tool there is a place where you can choose the number of costumes. You just have to select or deselect the ones you want.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 08:19:51 AM
Ahh new problem, when I try to open CSSRoster.dat with the config tool a error appears reading unsupported file type please help me, do I need another version of the config tool, could it be because the way they are opened on my computer is via notepad please help me.

Kirby is losing hope.

So... anyone?
(http://i.imgur.com/cec9kfU.png)


Title: Re: The BrawlEx Clone Engine
Post by: frostymm on May 23, 2014, 09:10:38 AM
Can you normally see the file extensions? Try just naming it CSSRoster


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 09:19:16 AM
Can you normally see the file extensions? Try just naming it CSSRoster

It already is, if it wasn't the clone tool probably wouldn't work.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 09:20:09 AM
Maybe you just need to re-download it and start a new one from scratch. Or is it already a new one that isn't working?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 09:31:50 AM
Maybe you just need to re-download it and start a new one from scratch. Or is it already a new one that isn't working?

The CSSRoster.dat?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 10:17:46 AM
The CSSRoster.dat?
Yes. If something happened to your current one that is causing it to not work, then theoretically a new fresh CSSRoster.dat should work with the tool.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 10:34:34 AM
THANKS FOR THE HELP! THANKS FOR TRYING FROSTYMM!

Post Merge: May 23, 2014, 10:43:47 AM
Oh Kirby is back! YAY! :kdance:

On the cssroster.dat my clone dosn't appear under random, what do I do?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 10:51:43 AM
On the cssroster.dat my clone dosn't appear under random, what do I do?
In the tool there should be an Icons and Random button. If you switch to the random one, then from there you add a slot, then scroll down to the bottom of the list. At the bottom it will say 00, Mario. Just change the ID to the ID of the clone, so like 3F. Then you should be all set to go. And don't forget to save! I have forgotten to save sometimes and it throws me off. :P


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 11:06:20 AM
In the tool there should be an Icons and Random button. If you switch to the random one, then from there you add a slot, then scroll down to the bottom of the list. At the bottom it will say 00, Mario. Just change the ID to the ID of the clone, so like 3F. Then you should be all set to go. And don't forget to save! I have forgotten to save sometimes and it throws me off. :P
You are not a Pokemon Master you lair, you are a GOD, just don't go Sonic.exe on us. Lol.

It says Fighter3FEX, if I save will it appear in game as my clone? Or do I have to repeat the whole process?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 11:16:06 AM
You are not a Pokemon Master you lair, you are a GOD, just don't go Sonic.exe on us. Lol.
Why thank you!  :vyse:

It says Fighter3FEX, if I save will it appear in game as my clone? Or do I have to repeat the whole process?
That is just what it calls the clones in the tool. If you save it and put the file in the brawlex folder, then it will appear as your clone. You only have to repeat the process when you add more clones.  :P


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 23, 2014, 11:20:55 AM
Why thank you!  :vyse:
That is just what it calls the clones in the tool. If you save it and put the file in the brawlex folder, then it will appear as your clone. You only have to repeat the process when you add more clones.  :P

No, thank you. :vyse:
Also thanks from kirby! :kdance:

Post Merge: May 23, 2014, 12:32:30 PM
IDEA, we need a list off all soundbanks we can edit for clones whilst not affecting brawls if you know what I mean.

Post Merge: May 23, 2014, 12:39:10 PM
How do you get this working on dolphin?

Post Merge: May 23, 2014, 01:14:34 PM
Can I put my SD card in my computer to play mods?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 23, 2014, 02:19:03 PM
I have not figured out how to get dolphin to work for me. But I know that others have. I also know that you don't actually use an sd card. There is a virtual sd card creator that allows you to see mods on emulators. There might be a link to it in the Resources section... I know I just youtubed the topic to try and figure it out.

Sorry I can't help any more... I am just checking in on my phone. :P

Post Merge: May 23, 2014, 02:39:18 PM
Nevermind, there isn't a link in Resources. oops  :P

Try watching this youtube tutorial for putting hacks on dolphin.
Use Brawl Hacks with Dolphin (https://www.youtube.com/watch?v=R-auNIazCg0)

In the video he is using the Project M files as an example, but you can just substitute your files on the virtual sd card. His download link is also broken, so you will have to search for the programs he talks about separately.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 23, 2014, 02:39:42 PM
My Brawl Minus tutorial covers setting up dolphin with gecko and the virtual SD. Check out the video in the OP. Skim through til you find the SD card part. It should be near the beginning. Or you can just google around til you figure it out i suppose


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 23, 2014, 02:47:26 PM
My Brawl Minus tutorial covers setting up dolphin with gecko and the virtual SD. Check out the video in the OP. Skim through til you find the SD card part. It should be near the beginning. Or you can just google around til you figure it out i suppose

Hey Sammi, could you tell us what modules are being worked on?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 23, 2014, 05:14:12 PM
For the sake of being lazy, does this crash when fighting against regular Link?
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203163 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203163)


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 23, 2014, 05:17:08 PM
For the sake of being lazy, does this crash when fighting against regular Link?
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203163[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203163[/url])


I've fought Tidus against Link and it's fine for me.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 23, 2014, 05:25:22 PM
I've fought Tidus against Link and it's fine for me.
That's Dark Link, the only known Link clone to crash against Link, so...

I dunno though, I have both but haven't tried.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 23, 2014, 05:27:18 PM
I've fought Tidus against Link and it's fine for me.
Well, any Darklink PSA is notorious for crashing the game when fighting against the original link.


Title: Re: The BrawlEx Clone Engine
Post by: Large Leader on May 23, 2014, 05:41:50 PM
Well, any Darklink PSA is notorious for crashing the game when fighting against the original link.

Weren't they because they just renamed the files to FitToonLinkXX.pac/pcs?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 23, 2014, 05:48:34 PM
Weren't they because they just renamed the files to FitToonLinkXX.pac/pcs?
Clone engine also causes the crash, with the old Dark Link at least.


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 23, 2014, 05:50:48 PM
The remastered Dark Link PSA worked fine for me, no crashes so far. Heck, as far as I've seen, there weren't even any gfx errors.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 23, 2014, 05:54:09 PM
Just tried out Link vs Dark Inteloper Link, no crashes.
So that's an OK from two people~


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 23, 2014, 05:56:41 PM
Just tried out Link vs Dark Inteloper Link, no crashes.
So that's an OK from two people~

In my pack. People love to do Link V Dark Link Interloper.

No crashes. Everything is awesome. Everything is cool when you're part of a team. Everything is awesome.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 23, 2014, 06:29:48 PM
Thanks for conforming that for me, you guys are awesome. i'm making my own package, albeitly probably not original in anyway, might as well make one for giggles. thanks again guys, Brawl's community hasn't been more alive since 2010. it's so sexy to see =3

and because of my dabbling in PSA, and understanding it a little bit better, i might be making Movesets. something different than Clare. i'm going to give one hint to one idea that i had involving a new PSA

He's kinda a big deal

When it comes to De GFX glitching characters, can i use the old Character ID's? eg Roy, i can use Roy's ID?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 23, 2014, 11:18:43 PM
Hey Sammi, could you tell us what modules are being worked on?

Sorry sorry, The ones im slated to work on next are ness, rob, diddy, and fixing falcons. Ness' is basically done i just need to fix this one patch string for one of his articles. Haven't really had a ton of time to get back to work on this, but i should start working on it again in approximately 5 days. I'll also put up a sound and gfx video tut around that time

Possibly update the tool too...gotta find time for that thing..


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 23, 2014, 11:24:08 PM
When it comes to De GFX glitching characters, can i use the old Character ID's? eg Roy, i can use Roy's ID?
Nope, nulled IDs like Roy's won't work.


Title: Re: The BrawlEx Clone Engine
Post by: corpsra on May 24, 2014, 12:49:55 AM
What you've done so far is been awesome Sammy!!! Like everyone else I too will patiently wait for the next modules to be released. I'm definitely excited for when it happens! I wish I could only help but I'm not expert at it...


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 01:36:21 AM
My Brawl Minus tutorial covers setting up dolphin with gecko and the virtual SD. Check out the video in the OP. Skim through til you find the SD card part. It should be near the beginning. Or you can just google around til you figure it out i suppose

Wow I really owe you and Pokemon God one. :kdance:

Post Merge: May 24, 2014, 01:43:41 AM
Sorry sorry, The ones im slated to work on next are ness, rob, diddy, and fixing falcons. Ness' is basically done i just need to fix this one patch string for one of his articles. Haven't really had a ton of time to get back to work on this, but i should start working on it again in approximately 5 days. I'll also put up a sound and gfx video tut around that time

Possibly update the tool too...gotta find time for that thing..

Don't forget to update both tools and...

Don't forget to bring a towel!

Post Merge: May 24, 2014, 01:49:13 AM
Brawl's community hasn't been more alive since 2010. it's so sexy to see =3

Yeah but I'm worried, it may die out when SSB 3DS and WiiU come out.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 24, 2014, 02:32:47 AM
Yeah but I'm worried, it may die out when SSB 3DS and WiiU come out.
It dies out from time to time, don't worry about the new release, ever since the Clone Engine, i HIGHLY doubt, that Brawl will die out. it's pretty much the new Mugen.


Title: Re: The BrawlEx Clone Engine
Post by: jrush64 on May 24, 2014, 05:02:00 AM
Hey, so I'm having a small problem. Mr Resseti, the assist trophy seems to freeze for me everytime he comes out. It never happened before. Does it have anything to do with BrawlEX?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 05:10:11 AM
(http://i.imgur.com/BSQaMpC.png)

JUST WHY! :oshi:

Mr Reseti won't work? :oshi:


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 24, 2014, 05:46:28 AM
Soo in the list of ex modules in the download some characters are missing... Does this mean their modules have not been made yet? Or they do not require one?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 24, 2014, 05:55:49 AM
Soo in the list of ex modules in the download some characters are missing... Does this mean their modules have not been made yet? Or they do not require one?
They're not done yet, although, some characters that don't make use of articles can work via a Marth .rel, and some Ness PSAs work decently using a Lucas .rel


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on May 24, 2014, 10:46:29 AM
is there plans to ever get a wario ex module done? i would figure he wouldnt be difficult given the only article he has is his bike.


Title: Re: The BrawlEx Clone Engine
Post by: Carnage on May 24, 2014, 11:18:21 AM
is there plans to ever get a wario ex module done? i would figure he wouldnt be difficult given the only article he has is his bike.
not true at all his fart is comanded by floating points  so that needs to be ported aswhell and wario FS cant be ported theres no way to make a port of a character that uses 2 slots so we would likely loose the FS since warioman has his own files on another slot


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 11:32:34 AM
Ok, I need to know where to put my virtual SD card.
(http://i.imgur.com/PyBuew3.png)

(http://i.imgur.com/sTmv0v2.png)

(http://i.imgur.com/hTAiLHa.png)

(http://i.imgur.com/3XC1pyT.png)

(http://i.imgur.com/62SdJVo.png)

Help, and my question asking will hopefully die out. (Questions related to this.)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 11:39:40 AM
Pretty sure the sd.raw is defaulted to documents/dolphin emulator/wii/. Dolphin should have an sd.raw in the folder already, if so just overwrite it with the new one.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 24, 2014, 11:44:44 AM
One question:

What's the filesize limit of the sc_selcharacter.pac?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 11:52:14 AM
One question:

What's the filesize limit of the sc_selcharacter.pac?

What it already is by default you need to change the compression type. :kdance:

Post Merge: May 24, 2014, 11:55:49 AM
Pretty sure the sd.raw is defaulted to documents/dolphin emulator/wii/. Dolphin should have an sd.raw in the folder already, if so just overwrite it with the new one.

Ehhh, no, mine came looking like that mess without the NUS Downlader stuff, should I re-downlad dolphin. (Also I think there is a 4.1 now. :P )


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 24, 2014, 11:58:14 AM
What it already is by default you need to change the compression type. :kdance:

My question was:

What's the filesize limit of the sc_selcharacter.pac?

I know I have to change the compression type, but even like that, there's a limit. What's that limit?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 12:11:27 PM
3.79 MB mate.

Ehhh, no, mine came looking like that mess without the NUS Downlader stuff, should I re-downlad dolphin. (Also I think there is a 4.1 now. :P )

No i mean there should be an sd.raw in /users/__username/documents/dolphin emulator/wii/

You could download 4.0.2 if you want, however 4.0.1 should have it being defaulted to the same location


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 12:47:13 PM
My question was:

What's the filesize limit of the sc_selcharacter.pac?

I know I have to change the compression type, but even like that, there's a limit. What's that limit?

^What I meant is, the original filesize (BEFORE CHANGING COMPRESSION) is already the limit.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 24, 2014, 01:00:16 PM
^What I meant is, the original filesize (BEFORE CHANGING COMPRESSION) is already the limit.

The limit is 3.79 MB.
Your answer is not what I wanted.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 01:18:00 PM
Freshly downloaded.

(http://i.imgur.com/OvXE4T0.png)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 01:59:07 PM
mate, the sd.raw does not go in any of those folders. There should be a folder in your 'my documents' on your computer for dolphin. It goes in there, inside the wii folder. When you run dolphin, it creates that folder in my documents. It's nowhere inside the dolphin startup directory.

 Just trust me and go to your documents folder, go into 'dolphin emulator' and into 'wii' :)


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 02:40:41 PM
mate, the sd.raw does not go in any of those folders. There should be a folder in your 'my documents' on your computer for dolphin. It goes in there, inside the wii folder. When you run dolphin, it creates that folder in my documents. It's nowhere inside the dolphin startup directory.

 Just trust me and go to your documents folder, go into 'dolphin emulator' and into 'wii' :)

Thanks for helping me ge all this set up. :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 02:44:15 PM
Sure thing! don't sweat it. I assume you found the directory for sd.raw?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 24, 2014, 02:54:54 PM
Sure thing! don't sweat it. I assume you found the directory for sd.raw?

Hey Sammi do you know what modules are being worked on?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 03:04:40 PM
Hey Nebulon, i believe you asked that a little bit ago, im pretty sure i answered on the last page. You may have not seen it so i'll just quote it

Sorry sorry, The ones im slated to work on next are ness, rob, diddy, and fixing falcons. Ness' is basically done i just need to fix this one patch string for one of his articles. Haven't really had a ton of time to get back to work on this, but i should start working on it again in approximately 5 days. I'll also put up a sound and gfx video tut around that time

Possibly update the tool too...gotta find time for that thing..


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 24, 2014, 03:27:55 PM
Hey Nebulon, i believe you asked that a little bit ago, im pretty sure i answered on the last page. You may have not seen it so i'll just quote it


Oh nice! Sorry about that...

Ness should be cool. I take it you haveb't bothered with Rob yet?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 24, 2014, 03:42:44 PM
Hey Nebulon, did you recieve my PM?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 24, 2014, 03:44:22 PM
White screen after strap menu, [Believe me you don't wanna know.]


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 24, 2014, 03:56:48 PM
I heard phantom was making a tool to do the entire process of adding people to brawlex automatically how do you think that is going.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 04:06:06 PM
PW didn't say anything of the like as far as i know. You must have heard of me by mistake. I made the BrawlEx clone tool that automates it for the most part. The only thing it doesnt do is edit the module for you. Other then that, for STANDARD cloning, with no optional things added to the clone, it will do it for you.

You can find my Clone tool in my sig, or on the OP of this page. IF your using windows 8 use the XP version. I also have a video tutorial that isn't in the OP, so you can find that here

http://youtu.be/0QHtHbJL79M (http://youtu.be/0QHtHbJL79M)

EDIT: i'll probably be merging the Tool to just be compatible with both windows 8, xp, and seven all in one in the next update


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 24, 2014, 04:08:17 PM
Hey, Sammi. So are you going to be updating that tool anytime soon, so it does more functions of the process, or have you not worked on it in a while? ;)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 04:17:30 PM
I'll be working on it indeed. I've pretty much fixed all the current bugs that were known, and the only thing left for me to do is add more features to the tool. The first feature i will work on will probably be the roster organizer. Then adding support for editing the module automatically. After that i will look into adding cosmetics to the sc_selcharacter or common5.pac

The reason that is last is because i will likely be restructuring ALOT of the code at that time, since when i made the tool i was literally just learning c#. I mean i really just programmed it and learned as i went xD

i've come a very long way since then, and am now working on BBox and Ikarus, so this restructuring will be long overdue. :)


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 24, 2014, 04:19:25 PM
I'll be working on it indeed. I've pretty much fixed all the current bugs that were known, and the only thing left for me to do is add more features to the tool. The first feature i will work on will probably be the roster organizer. Then adding support for editing the module automatically. After that i will look into adding cosmetics to the sc_selcharacter or common5.pac

The reason that is last is because i will likely be restructuring ALOT of the code at that time, since when i made the tool i was literally just learning c#. I mean i really just programmed it and learned as i went xD

i've come a very long way since then, and am now working on BBox and Ikarus, so this restructuring will be long overdue. :)
That sounds awesome!!! Can't wait to see the finished tool! :D Especially the cosmetic editing! I have always had trouble with that. :P


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 24, 2014, 07:45:26 PM
oh ok thanks i did hear that from you i think i used that tutorial to make my brawlex you should do a tutorial on adding custom announcercalls btw what file in your sd card holds all the sound i cant find it


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 24, 2014, 07:55:12 PM
Bug in the clone engine:
Jigglypuff's system name (results, the PS's, pictochat) is "Jiggly Puff", not "Jigglypuff".


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 24, 2014, 08:22:54 PM
How do I get Luigi's/others final smash music to play? I get that it's automatically set to not play by Brawlex for some reason, but is there a way I can revert that change? If not, how come?

Sorry if this was answered already, but seeing as how there are 392 pages of this it would take a while to find the answer.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 24, 2014, 08:29:11 PM
It's a glitch in BrawlEx, I think PhantomWings is working on it.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 24, 2014, 08:37:07 PM
wheredo you find the file on your sd card that holds all of the sounds ex: announcer calls so i can change them instead of it saying lucas everytime i wanna use megaman


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 24, 2014, 09:39:21 PM
im sounding extremely lazy and i dont mind that lol it mostly do to way to much confusion when adding everything  but will there be a update where it add all the portraits etc ? kinda like the costume manager i do understand it was already shown in a tutorial but even that as good as it is just seem confusing still


Title: Re: The BrawlEx Clone Engine
Post by: cbennett2121 on May 24, 2014, 11:06:39 PM
so I have been working on a project called Project EX (don't know if any of you have heard of it).  I just have a quick question about the Brawl EX clone engine.

In my project, I ca successfully have 50 character(so 5x10 layout) but when I try to add another clone, the CSS doesn't change to fit the new characters after fifty - ie it just stays as if I only had 50 characters.  I don't know if this is an issue anyone has ever ran into but if anyone knows of a solution in regards to the issue that theywould be willing to share, that'd be great and I would really appreciate it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 24, 2014, 11:15:42 PM
so I have been working on a project called Project EX (don't know if any of you have heard of it).  I just have a quick question about the Brawl EX clone engine.

In my project, I ca successfully have 50 character(so 5x10 layout) but when I try to add another clone, the CSS doesn't change to fit the new characters after fifty - ie it just stays as if I only had 50 characters.  I don't know if this is an issue anyone has ever ran into but if anyone knows of a solution in regards to the issue that theywould be willing to share, that'd be great and I would really appreciate it.

You must not be using the CSS expansion mate, it expands the CSS roster to be able to support up to 100 chars.

im sounding extremely lazy and i dont mind that lol it mostly do to way to much confusion when adding everything  but will there be a update where it add all the portraits etc ? kinda like the costume manager i do understand it was already shown in a tutorial but even that as good as it is just seem confusing still

Custom cosmetics are just complex in itself, i'll probably redo that tutorial to try and be more...simple..though thats difficult when you consider how much work there actually is involved in making custom cosmetics. My tool will eventually be able to add them, but thats gonna be the last feature added. And as i stated earlier, i'll be completely re-structuring the code for it when i do, since the source right now is terrible


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 24, 2014, 11:38:23 PM
i know you can do it sammi :) you never let anyof us down


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 24, 2014, 11:54:47 PM
or u can download a pack and use a selcharacter pac file with 100 cosmetics in it


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 25, 2014, 12:05:22 AM
i know you can do it sammi :) you never let anyof us down
That is completely true. :kdance:

Post Merge: May 25, 2014, 12:23:55 AM
Also dose the free camera code cause errors with the clone engine? I get a blanc screen after the strap menu.

Post Merge: May 25, 2014, 12:56:31 AM
Could be my iso. :P It works with no mods though. :P

Post Merge: May 25, 2014, 12:57:43 AM
Could be my iso. :P It works with no mods though. :P

Post Merge: May 25, 2014, 01:32:52 AM
Hmmm, I took out the free camera code and no luck.

Post Merge: May 25, 2014, 01:39:06 AM
Will some hacks conflict with the clone engine?

Post Merge: May 25, 2014, 01:44:19 AM
When I click Geckos boot.elf I get no error message, never thought not getting an error would ever be a bad thing.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 25, 2014, 01:44:37 AM
 so no one knows about how to do custom announcer calls
or are you just igggnooorrriiinng meee  :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 25, 2014, 02:29:59 AM
so no one knows about how to do custom announcer calls
or are you just igggnooorrriiinng meee  :>.>:

You might not be able too as of now.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 25, 2014, 02:32:13 AM
You might not be able too as of now.
It's possible.
...
I dunno how though. Haven't tried it yet.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 25, 2014, 02:39:53 AM
Dose anyone have any ideas of how I can get this working?

Post Merge: May 25, 2014, 07:22:23 AM
Could it be because I have mods on he original character?

Post Merge: May 25, 2014, 07:32:59 AM
I took off all the mods, brawl won't start on gecko on dolphin. :(

Post Merge: May 25, 2014, 07:52:45 AM
I think I found something.
(http://i.imgur.com/3b0P7z2.png)

HELP!!!!!!!!!!!!!!!!!!!!!!!! :oshi:

Or the world will suffer.  :rage:


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 09:29:58 AM
I think I found something.
([url]http://i.imgur.com/3b0P7z2.png[/url])

Um... I don't have much experience with dophin, but from what that picture looks like it is either having troubles reading sc_title.pac or it cannot find the file so it is causing the game to not work. That's my guess, but idk much about dolphin. :P Or maybe there is a file size issue.


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 25, 2014, 09:38:39 AM
sc_title.pac?

Post Merge: May 25, 2014, 10:27:21 AM
Will this work with wii scrubber?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on May 25, 2014, 10:27:56 AM
http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041 (http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041)
There. Now stop posting a million times in a row.

And to answer your question, you'll need a virtual SD card for BrawlEx to work. even though I haven't gotten the CSS icons to show up in Dolphin...


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 25, 2014, 11:18:56 AM
Dose anyone know what I should do?


Title: Re: The BrawlEx Clone Engine
Post by: ThriceWise on May 25, 2014, 11:25:58 AM
Can anyone help me. I have random freezes after matches on the CSS. I dont have a common5, just an sc_selcharacter.pac. It's 3.41mb.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 25, 2014, 12:05:18 PM
Can anyone help me. I have random freezes after matches on the CSS. I dont have a common5, just an sc_selcharacter.pac. It's 3.41mb.
if u are sharing effect files, like using nebus pack, u need to exit the css after every match to reload the effect pac files

Post Merge: May 25, 2014, 12:07:01 PM
Dose anyone know what I should do?
there are many tutorials in youtube for running brawl with hacks from dolphin
i used the one from mariokart64
so, yea
youtube that
thats all i can do to help


Title: Re: The BrawlEx Clone Engine
Post by: ThriceWise on May 25, 2014, 12:17:11 PM
if u are sharing effect files, like using nebus pack, u need to exit the css after every match to reload the effect pac files

Alright Thanx. I'm not using Nebulons pack I made mine. But If I should change all the effect files not to conflict, would that stop the freezing?

I sometimes got entrance freezes when entering a match with Snake vs Deadpool and Grey Fox vs Raiden


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 25, 2014, 12:19:24 PM
or if you have a sd hc card on your wii that will happen it happend to me and i didnt know what was wrong for like 2 days strait of trying and then it worked and i was all like  :yay:


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 01:17:37 PM
Ok, so I went and added all of the CSPs for my current pack. Made them all CMPR so there shouldn't be a file size issue. I also added some extra textures to a number of the characters, and edited their fighter config to include the costumes. I had tested it when I was halfway through adding them all in, and it worked fine. Then I went and added the last half of the CSPs and the CSPs for the clone characters. Now my game freezes when I try to enter the CSS. Why?


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on May 25, 2014, 02:51:58 PM
Does a pack yet exist that contains blank slots in the sc_selcharacter files and such?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 02:54:29 PM
Does a pack yet exist that contains blank slots in the sc_selcharacter files and such?
What do you mean by blank?

Post Merge: May 25, 2014, 02:56:39 PM
Do you mean like a template that is already made?

Here is one made by frostymm and Nebulon. (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448)


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on May 25, 2014, 02:58:48 PM
I hate having to download an already made pack where all the default characters have their alternates swapped out for awful gimmick characters. Plus, no one has made a pack that I'm aware of that utilizes every possible slot for the CSPs and whatnot. Adding new slots is a pain in the ass.

I just want a default sc_selcharacter_en and such with the default CSPs and blank CSPs for whatever slot I intend to fill with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 03:00:22 PM
Yes, the link that I posted does have all original CSPs. It also has brawlex slots already set up in it.


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on May 25, 2014, 03:01:59 PM
Ah, thank you! I wasn't aware of one that existed. I kept coming back semi-regularly thinking that if one did, it would be in its own thread or at least edited in the OP. Thank you so much!

E: Sucks that it doesn't include the info files, but those really aren't that important anyway. The sc_selcharacter_en is really all I need.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 03:04:02 PM
Ah, thank you! I wasn't aware of one that existed. I kept coming back semi-regularly thinking that if one did, it would be in its own thread or at least edited in the OP. Thank you so much!
Yep, your welcome. Oh, and don't forget to edit your clones cosmetic configs in a hex editor so that they will correspond to the added brawlex slots.


Title: Re: The BrawlEx Clone Engine
Post by: chaos447 on May 25, 2014, 03:08:59 PM
Yep, your welcome. Oh, and don't forget to edit your clones cosmetic configs in a hex editor so that they will correspond to the added brawlex slots.

Of course =D


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 25, 2014, 03:10:38 PM
Of course =D
I'm just making sure. I forgot to do that at first and I was just stumped for the longest time on why it wasn't working. Then when I found out it was as easy as changing 2 characters I felt so stupid. :P


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on May 25, 2014, 04:41:29 PM
Anyway to organize the CSS easily?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 25, 2014, 07:03:40 PM
Anyway to organize the CSS easily?
you shouldbe able to move the bones somewhere in the scselcharacter fileand save
as for the order
all u do is change the order in the cssroster.dat
remember the ids are stored there
so just change the order of ids to rearrange em
pretty simple


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 25, 2014, 07:06:35 PM
i would write down the ids tho you don't wanna forget those


Title: Re: The BrawlEx Clone Engine
Post by: Tongen on May 25, 2014, 09:10:41 PM
Game soft-crashes after i select a stage
DAT FILES: https://www.dropbox.com/sh/dk7ccnsqp55pemw/AACiTg37jWAA00C-z5fgXNx3a (https://www.dropbox.com/sh/dk7ccnsqp55pemw/AACiTg37jWAA00C-z5fgXNx3a)


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 25, 2014, 09:21:34 PM
is it a loud or soft crash   


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 25, 2014, 09:48:56 PM
If it's freezing selecting a stage it likely means the game can't find the files for your char (make sure you have ALL the files from the wii disc for the character your cloning)

Or that your module hasn't been edited/was edited wrong


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 26, 2014, 12:52:51 AM
Sigh.

(http://i.imgur.com/c9phJu2.png)


Title: Re: The BrawlEx Clone Engine
Post by: Blazingflare on May 26, 2014, 02:09:20 AM
Sigh.

([url]http://i.imgur.com/c9phJu2.png[/url])

sc_title.pac is for the opening.
What the debugger is telling you is that you don't have a sc_title.pac in your pfmenu2 folder, so it loaded it from the ISO.
It's nothing to worry about.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 26, 2014, 02:28:20 AM
Sigh.

Honestly, i have no idea what would be freezing the game that quickly. Is it freezing at the strap screen? or is it freezing right after leaving gecko before anything pops up on the screen at all?

In other news, hoorah! i lied. I know i said this would be last, but I couldn't resist the programming challenge for myself in adding new cosmetic slots with one click. so that feature is basically already done. Im setting up a nice little window that will pop up and allow you to import your textures for ALL custom cosmetics for the character. The code restructuring is also under way at the moment. Much safer, efficient, and less buggy

 I've also made it so that changing the cosmetic slot of a clone will update the icon of the clone in the tool in real time, so you can check to see if things are correct before trying to play. Aside from that there will be a huge number of bug fixes that nobody even knew about but that i found while implementing features. Honestly there were so many that i don't know if i remember all of the bugs i fixed. In any case, the tool will be updated very soon. Look forward to it!


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 26, 2014, 08:59:17 AM
Bowser and Giga bowser cloning soon? (I know the Wario and bowser issue BUT we can clone one without a FS, right?)

BTW Sammi, its after the online actions not rated by the whatever, it freezes at the first loading screen. Should I put a sc_title.pac in my sd.raw?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 26, 2014, 09:52:40 AM
Well after days of trying and trying, i guess 4gb really doesn't work with brawl. dang


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 26, 2014, 10:38:34 AM
Wait, there's a Wario and Bowser issue? Does it have to do with loading the other fitcharacter.pac mid-battle?


Title: Re: The BrawlEx Clone Engine
Post by: ✦Dylan✦ on May 26, 2014, 10:42:18 AM
Wait, there's a Wario and Bowser issue? Does it have to do with loading the other fitcharacter.pac mid-battle?
Its cause they use 2 slots, Gigabowser and Warioman are the reason for this! So yea you  guessed half the reason, kinda.


Title: Re: The BrawlEx Clone Engine
Post by: GaryCXJk on May 26, 2014, 12:15:37 PM
Well after days of trying and trying, i guess 4gb really doesn't work with brawl. dang
Have you tried using the SDHC code first, then the File Patch Code? By moving the SDHC Extension code to the top, I managed to get 4 GB to work.

EDIT: To clarify, I had the exact same issue. Apparently it first executes the FPC code first when loading stuff, but, as it's an SDHC SD card, it can't read anything. So, it never gets to the SDHC code before that.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 26, 2014, 01:09:30 PM
the clone thing freezes when the stage opens the chcrater show up in there intros but it give me the sounds afterwards XD


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 26, 2014, 01:13:51 PM
the clone thing freezes when the stage opens the chcrater show up in there intros but it give me the sounds afterwards XD
ur probably missing fitentry fitmotion fitfinal files or whatever files the fighter config utility tells u u need for that clone


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on May 26, 2014, 01:57:48 PM
Hey, has anyone got this to work with BrawlEx? I tried and failed. and I was curious. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28706 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28706)


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 26, 2014, 02:20:37 PM
yes i did get it to work what is the problem?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on May 26, 2014, 02:23:40 PM
She freezes at SSS screen. I haven't given Midna cosmetics yet, so she uses Ness's right now. Can you send me your Midna through PM and I can see what's wrong with mine?


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 26, 2014, 02:49:59 PM
how would i show you threw pm... a screen shot because i don't have dolphin just a wii


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on May 26, 2014, 03:54:51 PM
No, send me your files for her.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 26, 2014, 07:19:27 PM
it is the exsact same  files can you send me your fighters folder or moduels also when does it freeze when yuo hover over minda or when you pick a stage


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 26, 2014, 08:14:52 PM
(http://i.imgur.com/gjWpzHA.png)

Look good to everyone else? i think it will suffice  :kdance:


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 26, 2014, 08:16:44 PM
([url]http://i.imgur.com/gjWpzHA.png[/url])

Look good to everyone else? i think it will suffice  :kdance:

Support for multiple CSPs or just the one?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 26, 2014, 08:21:36 PM
whoa sammy please tell me this will edit the scselcharacter

also will it conflict with an already made scselcharacter?
as in readding bones?


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 26, 2014, 08:21:53 PM
Looks great but what about multiple colorss


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 26, 2014, 08:30:36 PM
I'll make it able to select and add multiple CSP's too at some point. However the technicalities involved with just this is gonna take a bit of time.

and yes this will edit existing sc_selcharacter and common5.pacs. It doesn't need to do anything bone related at all. It's just automating the process of adding cosmetics in my tut.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 26, 2014, 08:48:15 PM
very well done sammi :)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 27, 2014, 01:08:29 AM
I'll make it able to select and add multiple CSP's too at some point. However the technicalities involved with just this is gonna take a bit of time.

and yes this will edit existing sc_selcharacter and common5.pacs. It doesn't need to do anything bone related at all. It's just automating the process of adding cosmetics in my tut.
May i suggest a Filse Size Bar, much like libertyernie's Costume/Stage managers. this way we won't accidentally go over.

Also, may i suggest a model preview? per costume. future, future additions of course.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 27, 2014, 10:06:24 AM
Look good to everyone else? i think it will suffice  :kdance:
(http://img1.wikia.nocookie.net/__cb20120528100318/fairytailfanon/images/8/84/Omg_thats_so_amazing_Zik.jpg)


What is the file size limit for the sc_selcharacter? Because mine continues to freeze.  :-\

Post Merge: May 27, 2014, 10:25:29 AM
The reason I ask this is because I am having a strange problem... My CSS works for all but one character. Snake. For some reason whenever you go to highlight him the game freezes. He is the only character that has this problem. All the other ones work fine. Why is this? I haven't done anything different with him compared to the other characters.

I could always just make a clone and see if that snake works, but at the same time this should work normally!  :-\


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 27, 2014, 12:40:06 PM
something point 79 so what ever the original size is .79 i think 5.79 but i could be wrong


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 12:50:55 PM
something point 79 so what ever the original size is .79 i think 5.79 but i could be wrong

3.79


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 27, 2014, 12:53:02 PM
I'll make it able to select and add multiple CSP's too at some point. However the technicalities involved with just this is gonna take a bit of time.

and yes this will edit existing sc_selcharacter and common5.pacs. It doesn't need to do anything bone related at all. It's just automating the process of adding cosmetics in my tut.
so will we still need to add bones to the selcharacter
or will u provide one with existing ones?


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 27, 2014, 01:09:59 PM
when will it be out?


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 27, 2014, 01:16:05 PM
3.79
Which confuses me because it is only 3.75... :P I am actually using your pack Nebulon as a base sc_selcharacter

Post Merge: May 27, 2014, 02:21:23 PM
Can I delete any unused MiscData[] that I am not using in the char_bust_tex_lz77? Like delete all of the added clones that I am not using.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 27, 2014, 02:22:24 PM
so will we still need to add bones to the selcharacter
or will u provide one with existing ones?

Well i suppose since it's difficult for a few people to understand how to add the CSS expansion bones to an existing sc_selcharacter.pac, i can include a function that will automatically add all the new bones the CSS expansion has, however adding a single new bone is out of the scope of my program, because it would require editing the animation for the bones as well, which isn't easily automated.

So, just using the CSS expansion bones and animation will have to do, sorry :/ I may make a tutorial at a later date on how to add just 1 bone by hand though.

when will it be out?

It's gonna be out soon, don't worry. Im simply making edits at the moment to allow multiple images to be added at 1 time to each section. (CSP'S, battle portraits, RSP's etc etc)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 02:38:33 PM
Which confuses me because it is only 3.75... :P I am actually using your pack Nebulon as a base sc_selcharacter

Post Merge: May 27, 2014, 02:21:23 PM
Can I delete any unused MiscData[] that I am not using in the char_bust_tex_lz77? Like delete all of the added clones that I am not using.
3.79 is the limit, but I have downsized the CSPs and made them CMPR. Most of their dimensions are 125x100.

This is how they can all fit. I just started doing 90x112.

:)


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 27, 2014, 02:38:47 PM
are you using dolphin or a wii


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 27, 2014, 02:47:03 PM
are you using dolphin or a wii
I'm using a wii.

3.79 is the limit, but I have downsized the CSPs and made them CMPR. Most of their dimensions are 125x100.

This is how they can all fit. I just started doing 90x112.

:)
Do you think I could delete some of the clones that you have added to reduce the file size more? I am actually only using like 6 clones in the pack I have created. :P


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 02:57:53 PM
I'm using a wii.
Do you think I could delete some of the clones that you have added to reduce the file size more? I am actually only using like 6 clones in the pack I have created. :P

Dude... Just start over then lol. It shouldn't be hard. It takes me 15 minutes to manually add in a character, cosmetics, module etc. You'll be fine :)

If you're asking if I care because you think I feel somehow entitled to the free things I put up for download, then no, I do not care how anyone uses my version of the free software I've put together. I am not entitled, and for the things I made, I shouldn't care, since I put it up for people to download for free. It'd be stupid for me to care about what people do with anything I've made and linked to this site. I give people links because I want to share, I don't do it for credit or because I NEED it or anything.

:) do whatever you want. Literally put it on 30 SD cards and put them in a fish tank, I don't care. Replace them all with Shadow for all I care.



Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 27, 2014, 03:42:15 PM
has any one found a way to add an EX falco to their game? or am I just going to have to be patient till the falco module is done?


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 03:44:41 PM
has any one found a way to add an EX falco to their game? or am I just going to have to be patient till the falco module is done?

Falco has an issue with it's FS so... He might be one that can't be cloned... Might wanna port the character...


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on May 27, 2014, 03:47:09 PM
has any one found a way to add an EX falco to their game? or am I just going to have to be patient till the falco module is done?

Somebody did.
And made Silver as a clone.

Post Merge: May 27, 2014, 03:48:35 PM
Falco has an issue with it's FS so... He might be one that can't be cloned... Might wanna port the character...

If the clone uses a completely different Final Smash, then I believe it'll work.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 04:02:15 PM
Who made a silver clone?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 27, 2014, 04:37:58 PM
Who made a silver clone?
daniel741852 ported silver but still has some bugs here's a video https://www.youtube.com/watch?v=ocHYt4JHJI8 (https://www.youtube.com/watch?v=ocHYt4JHJI8)


Post Merge: May 27, 2014, 04:39:40 PM
Well i  have ported geno over lucario but his up special n is buggy :/


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on May 27, 2014, 05:33:11 PM
Dude... Just start over then lol. It shouldn't be hard. It takes me 15 minutes to manually add in a character, cosmetics, module etc. You'll be fine :)

If you're asking if I care because you think I feel somehow entitled to the free things I put up for download, then no, I do not care how anyone uses my version of the free software I've put together. I am not entitled, and for the things I made, I shouldn't care, since I put it up for people to download for free. It'd be stupid for me to care about what people do with anything I've made and linked to this site. I give people links because I want to share, I don't do it for credit or because I NEED it or anything.

:) do whatever you want. Literally put it on 30 SD cards and put them in a fish tank, I don't care. Replace them all with Shadow for all I care.
It was less of me asking if I could edit your pack, but more of a question like: If I were to delete the MiscData would it cause the game to crash? I can't really test any of that at the moment though... My laptop died. And not just run out of power died... Like it was hooked to the charger and then the screens went black, I heard a popping noise then a short high pitched buzz. And now it doesn't turn on... This is a sad day.  :'(


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 05:47:46 PM
daniel741852 ported silver but still has some bugs here's a video https://www.youtube.com/watch?v=ocHYt4JHJI8 (https://www.youtube.com/watch?v=ocHYt4JHJI8)


Post Merge: May 27, 2014, 04:39:40 PM
Well i  have ported geno over lucario but his up special n is buggy :/

What's wrong with the Geno specifically?

The Silver in the vid has some broken attacks... :/ Unless he's updated it.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 27, 2014, 06:16:04 PM
What's wrong with the Geno specifically?

The Silver in the vid has some broken attacks... :/ Unless he's updated it.
i have a video of him in action

https://www.youtube.com/watch?v=-7r1MNrXVYA&feature=youtu.be (https://www.youtube.com/watch?v=-7r1MNrXVYA&feature=youtu.be)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 27, 2014, 06:34:21 PM
Well i suppose since it's difficult for a few people to understand how to add the CSS expansion bones to an existing sc_selcharacter.pac, i can include a function that will automatically add all the new bones the CSS expansion has, however adding a single new bone is out of the scope of my program, because it would require editing the animation for the bones as well, which isn't easily automated.

So, just using the CSS expansion bones and animation will have to do, sorry :/ I may make a tutorial at a later date on how to add just 1 bone by hand though.

It's gonna be out soon, don't worry. Im simply making edits at the moment to allow multiple images to be added at 1 time to each section. (CSP'S, battle portraits, RSP's etc etc)
adding all the bones shouldnt hurt
its the best decision anyhow
since the other bones will never come into play until further css ids are stored in the css dat file


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 06:44:31 PM
i have a video of him in action

https://www.youtube.com/watch?v=-7r1MNrXVYA&feature=youtu.be (https://www.youtube.com/watch?v=-7r1MNrXVYA&feature=youtu.be)

 I see. Well, when the ROB module is made, we'll have our Geno and Megaman X :) I've been waiting for them since Day 1.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on May 27, 2014, 06:47:07 PM
I see. Well, when the ROB module is made, we'll have our Geno and Megaman X :) I've been waiting for them since Day 1.

And Ness, so I have an excuse to work on B(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)om.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 27, 2014, 06:50:18 PM
And Ness, so I have an excuse to work on B([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url])om.

Thats cool to hear can't wait :)


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 27, 2014, 06:55:46 PM
they need to make the snake moduel


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 27, 2014, 07:02:13 PM
they need to make the snake moduel
There already is a Snake module.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on May 27, 2014, 07:02:33 PM
they need to make the snake moduel
snake module been out already.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 27, 2014, 07:06:44 PM
I know we can use Lucas' module, but I would really like, for my part, an actual Ness module. :P


Title: Re: The BrawlEx Clone Engine
Post by: SmashKing64 on May 27, 2014, 07:08:29 PM
Sammy have u gotten it to work with common5.pac yet


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 27, 2014, 07:08:35 PM
I know we can use Lucas' module, but I would really like, for my part, an actual Ness module. :P
Would definitely be great to see.
Then Ness clones would be able to charge smashes up.


Title: Re: The BrawlEx Clone Engine
Post by: BlazeBlue on May 27, 2014, 07:26:54 PM
Hey guys I need help. I want to use a marth clone (Lucina) over the red alloys slot but its not working for me. I followed the tutorials by nebulon but I don't know how to apply them to slots other than the boss slots.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on May 27, 2014, 07:27:40 PM
I'm still curious as to whether it would be possible to make a wario module that simply doesn't operate by turning him into warioman for his final smash. seeing as that is one of the issues with making a module for him.

Theres also still the issue with olimars module that causes his pikmin to freeze the game when left desynced from olimar for too long or in team battles if olimar dies first because his pikmin freeze if left alone for too long crash the game.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 27, 2014, 07:33:08 PM
I'm still curious as to whether it would be possible to make a wario module that simply doesn't operate by turning him into warioman for his final smash. seeing as that is one of the issues with making a module for him.
You MAY be able to clone Project M's Wario over by using Marth's .rel, but that's just a guess, since it does kind of work with Samus (The Dark Samus PSA in particular), who is another transforming character, and I can't remember if that Wario uses articles or not...
Good luck if you give this a go!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 27, 2014, 07:43:37 PM
Just some info for now.

Ness' module:

Im literally 1 article away from finishing him (I THINK), however i haven't had time to work on him recently. Though it seems i will be forced to for my current project anyways.

Clone tool:

(http://i.imgur.com/HkeGxA2.png)

The tool now (currently) only supports multiple images for CSP's, in fact it only adds CSP's for now. However the code i made for adding CSP's is universal to all the cosmetic stuff. So i should have this done very soon. Still fixing bugs as im going too. Which is good, but there are SOOO many that i won't be able to outline all of them in a changelog. The bar at the bottom indicates how much space is taken up in the sc_selcharacter.pac

(this includes the sc_selcharacter.pac inside common5.pac)


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on May 27, 2014, 07:45:35 PM
Just some info for now.

Ness' module:

Im literally 1 article away from finishing him (I THINK), however i haven't had time to work on him recently. Though it seems i will be forced to for my current project anyways.

Clone tool:

([url]http://i.imgur.com/HkeGxA2.png[/url])

The tool now (currently) only supports multiple images for CSP's, in fact it only adds CSP's for now. However the code i made for adding CSP's is universal to all the cosmetic stuff. So i should have this done very soon. Still fixing bugs as im going too. Which is good, but there are SOOO many that i won't be able to outline all of them in a changelog. The bar at the bottom indicates how much space is taken up in the sc_selcharacter.pac

(this includes the sc_selcharacter.pac inside common5.pac)


Is ROB after Ness?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on May 27, 2014, 07:50:22 PM
Ness module close? Yeah! I can soon properly clone Mega Man onto my build then. ;D Good luck!


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 27, 2014, 07:58:12 PM
So to use a falco psa without a falco fs for brawl EX, which .rel would you use in the mean time (marth)?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 27, 2014, 08:03:30 PM
So to use a falco psa without a falco fs for brawl EX, which .rel would you use in the mean time (marth)?
Does the PSA you're thinking of use any articles? Like the laser? If so it won't work too well, you can still give it a try using Marth's rel, but it probably won't be too satisfying.


Title: Re: The BrawlEx Clone Engine
Post by: RedMan911 on May 27, 2014, 08:12:40 PM
Ok. should I still use falco's config files? (css, fighter, slot, cosmetics)


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 27, 2014, 08:13:22 PM
You don't have to, but you probably should.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 28, 2014, 12:57:56 PM
oh another question about the tool sammi is there gonna be a way to arrange the extra slots?
like if i wanted to put in a young link but i dontwant him at the end is there a way to move that next to link?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 28, 2014, 01:00:11 PM
oh another question about the tool sammi is there gonna be a way to arrange the extra slots?
like if i wanted to put in a young link but i dontwant him at the end is there a way to move that next to link?

There will be yes. That was supposed to be the first thing i worked on this update..but i couldn't resist taking on the challenge of making cosmetics easy as 1 click. So i ended up doing that first. That will come next :)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 28, 2014, 06:43:41 PM
oh another question about the tool sammi is there gonna be a way to arrange the extra slots?
like if i wanted to put in a young link but i dontwant him at the end is there a way to move that next to link?
this can be easily done editing the cssroster.dat via hex
or in the fighter config tool
doesnt really need more tools to be done
but if it isnt hard to do, might as well


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 28, 2014, 07:16:12 PM
nice :D sammi you always think everyout nicely done ^_^


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 29, 2014, 03:27:05 PM
Is there any place i can get ssbb fighter files without ripping it from a CD. The dropbox one is down and i hate google drive.

Also sammi could re-post the brawl minus xml?

Also how could you get cbliss working to give original characters 10 costumes?


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 29, 2014, 06:49:39 PM
they said cbliss was not compatable with brawlex but melee masters mega move set has cbliss


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 29, 2014, 06:55:43 PM
they said cbliss was not compatable with brawlex but melee masters mega move set has cbliss
BrawlEx has a built in CBliss thing, so even if it was compatible it'd be redundant.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on May 29, 2014, 07:42:40 PM
they said cbliss was not compatable with brawlex but melee masters mega move set has cbliss
BrawlEx was meant to replace cBliss.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 29, 2014, 08:36:02 PM
BrawlEx was meant to replace cBliss.

i agree with this statement exactly brawlex did what cbliss didnt add character with out taking them out it i cant say how many time with cbliss i wanted someone in but my brother didnt want me to go over someone he liked XD


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 29, 2014, 09:03:56 PM
sorry i don't really know much about cbiliss at all and i have only know about brawl ex for 5 days so i apoligize if i say something wrong


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on May 29, 2014, 10:58:19 PM
sorry i don't really know much about cbiliss at all and i have only know about brawl ex for 5 days so i apoligize if i say something wrong
there is a thread in the programmin section to get the same effect of cbliss in brawlex
u can get 10 characters per slot, defaults and clones
and about 4 characters can get 12
and
theoretically
if u set up ur clones correctly
u can get 12 characters per clone...


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 30, 2014, 09:00:24 AM
there is a thread in the programmin section to get the same effect of cbliss in brawlex
u can get 10 characters per slot, defaults and clones
and about 4 characters can get 12
and
theoretically
if u set up ur clones correctly
u can get 12 characters per clone...

Can you link me too it.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on May 30, 2014, 10:17:35 AM
Can you link me too it.
http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 30, 2014, 11:27:04 AM
Hey um, so i'm using the Brawl - xml with riivo for Brawlex.

It loads up a css and everything correctly, but it doesn't load any hacks. No clones, no stages, no nothing. Just regular vBrawl. Am i doing something wrong O.o?


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 30, 2014, 03:56:54 PM
do you have hook set to AxNextFrame.

Post Merge: May 30, 2014, 03:58:42 PM
the clones won't show up if the hook isn't set to axnextframe.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 30, 2014, 04:09:38 PM
I've got a major problem, Some Reason Mewtwo Randomly quit working for me in my pack. It somehow happened after I tried out using His leftover Brawl Configs I made sure the files were correct but it's still not working. The Module's also named correctly and also has the right numbers for his files.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 30, 2014, 05:22:42 PM
i would just put it back to how it was untill you figure it out


Title: Re: The BrawlEx Clone Engine
Post by: Mariohuge on May 30, 2014, 05:55:00 PM
For some reason when I open the config utility, it will only let me check/uncheck costumes 0-5 along with ?A. I can't check any of the other costumes. Is it because I'm using Windows 8.1?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on May 30, 2014, 06:05:30 PM
i would just put it back to how it was untill you figure it out
No, I mean even after trying to fix it up cause I screwed up and deleted my original configs for him, I went back and added in the Configs for Lucario to use on Mewtwo but he still won't load up for me.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 30, 2014, 07:20:51 PM
do you have hook set to AxNextFrame.

Post Merge: May 30, 2014, 03:58:42 PM
the clones won't show up if the hook isn't set to axnextframe.

Still not working. My codes are working but no clones up.

Its riivo right, do i need the file patch code?


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 30, 2014, 07:23:50 PM
it doesnt work on riivo it only works on gecko


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on May 30, 2014, 07:26:12 PM
It does work with riivo if you use the minus XML.
Dunno anything aside from that.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on May 30, 2014, 08:11:45 PM
Still not working. My codes are working but no clones up.

Its riivo right, do i need the file patch code?

yes you do need to use the file patch code but it needs to be the one that was 3.5.1b just to be on the safe side.

Post Merge: May 30, 2014, 08:14:33 PM
also make sure any codes you use are a .gct file and that it is in the codes folder on the root of your sd card.

Post Merge: May 30, 2014, 08:16:47 PM
the reason you need to use the file patch code with riivolution is because brawlex won't work without it.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 30, 2014, 08:58:10 PM
yes you do need to use the file patch code but it needs to be the one that was 3.5.1b just to be on the safe side.

Post Merge: May 30, 2014, 08:14:33 PM
also make sure any codes you use are a .gct file and that it is in the codes folder on the root of your sd card.

Post Merge: May 30, 2014, 08:16:47 PM
the reason you need to use the file patch code with riivolution is because brawlex won't work without it.

Okay the clone shows up but when selected and entering the match it never stops loading. My console doesn't freeze, but it never leaves the 'ready to fight' scree.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on May 31, 2014, 02:13:32 AM
Very basic roster editor done. Just wanted to get something for editing the roster out there before i pretty it up. Before i release it, it will of course be able to re-assign and or swap two selected slots. Also add and remove as well. I've also almost got the Cosmetic Adder done. Just got the framecounts for the pat0 entries left to do.

(i've also fixed a TON of errors with the automatic adding and removal of clones with the CSSRoster.dat) since it automatically adds and removes from it when editing clones. Oh and this actually has a save and save as feature. Will implement Making a new CSSRoster.dat as well.

(http://i.imgur.com/iZBpjvB.png)


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 31, 2014, 07:53:21 AM
Very nicely done sammi


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on May 31, 2014, 08:02:54 AM
Now that is sexy, cannot wait for the tool's newer updates!
also, what about ingame names? that is the only thing i have to do left for my clones to not feel so much like a clone.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 31, 2014, 10:27:08 AM
Okay the clone shows up but when selected and entering the match it never stops loading. My console doesn't freeze, but it never leaves the 'ready to fight' scree.


Title: Re: The BrawlEx Clone Engine
Post by: BB64 on May 31, 2014, 12:37:52 PM
This is probably a stupid question, but since I'm unable to find an answer...

As of now, you can't clone all the characters, right?
Because there aren't all the module files for everyone in the Brawl Ex Clone Engine, so...


Title: Re: The BrawlEx Clone Engine
Post by: zutox on May 31, 2014, 12:48:45 PM
This is probably a stupid question, but since I'm unable to find an answer...

As of now, you can't clone all the characters, right?
Because there aren't all the module files for everyone in the Brawl Ex Clone Engine, so...

Yes, that is indeed correct.


Title: Re: The BrawlEx Clone Engine
Post by: corpsra on May 31, 2014, 03:57:02 PM
im not sure if there's a way right now but is it possible the clones can have their own custom victory music?


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on May 31, 2014, 04:04:14 PM
they can but it is hard to do i personally don't know how but there are probably tutorials on youtube


and sammi when will it be released i am very exsited to use it good job :)


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on May 31, 2014, 04:31:37 PM
Ehh this is kinda off topic, but how do you set up hacks on dolphin? 'm like a total noob on that subject.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on May 31, 2014, 06:15:25 PM
Ehh this is kinda off topic, but how do you set up hacks on dolphin? 'm like a total noob on that subject.

Here (https://forums.dolphin-emu.org/Thread-updated-first-post-how-to-play-brawl-project-m-etc-unofficial) you go.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on May 31, 2014, 11:27:38 PM
im already making my mods for the clone engine lol the people i wanted as there own im making recolors for XD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 01, 2014, 05:45:33 PM
Well the tool is now up for download, however i had some irritating things to tend to regarding it. It seems that mediafire + chrome don't like each other. Long story short, i changed the DL link to MEGA and will update my sig with it as well. I also switched over a few things, so now this version should be compatible with xp and windows 8. No more xp version. Just one version for 7, 8, and xp

well onto the program~

The cosmetic form looks like this. The reduce filesize button will automatically compress all the children in char_bust_tex_LZ77. Freeing up quite a bit of filesize, not an amazingly huge amount, but enough to get a few slots in. The confirm button will be grayed out if you hit filesize. Everything else on the form is pretty self explanatory. The 'Small Name' image is the image that goes above the CSS icon in a vbrawl CSS. Add the cosmetic slot number, hit confirm, change your clone's cosmetic ID on the main window and BAM the icon will update to reflect the changes.

The only thing that i didn't finish in these feature is the HUD name. Reason being, that the HUD name is in the info2 stuff, and people seem to be under the impression that it causes crashes. So until i can confirm that, the HUD name won't do anything and will just be defaulted to crazy hand in game iirc.

 
(http://www.mediafire.com/convkey/8483/sdu01ygpnphpw3rfg.jpg)

The roster editor is also self explanatory and my image on the last page should suffice really. Aside from these two major features there were a whole crap ton of bug fixes and general improvements. I plan to update again very very soon to finish these features and polish them up.

The download is here (https://mega.co.nz/#!7ER00IYS!rfzMMvD3tPvYgGZnOB9l5UJyRlLXoBx9sQjO2dOhtOA)


P.S if your filesize for the sc_selcharacter goes over the maximum the tool will crash, i'll fix it soon. But you shouldn't go over anyways. Even a vbrawl one won't go over.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on June 01, 2014, 06:40:03 PM
Sammi, info2 doesn't cause crashes, at least with me. I've been using info2 since day one of using BrawlEx. The names appear and no crashes.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on June 01, 2014, 07:39:06 PM
here a small bug i found when you make someone over Meta Kinght you get a little extra lettering ght at the end of the name your using


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 01, 2014, 07:41:59 PM
here a small bug i found when you make someone over Meta Kinght you get a little extra lettering ght at the end of the name your using

You mean using the mass renamer? that thing..is buggy. I'll probably re-write it from scratch next update.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on June 01, 2014, 07:43:28 PM
yeah the mass renamer
also just a thought for next update as well maybe a name genator lol im just saying i doesnt have to exist lol i thought you would like a little challenge XD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 01, 2014, 07:45:24 PM
What are you trying to rename him to? that way i can reproduce your results. Just trying to rename Metaknight's stuff from the disc seems to rename him like normal


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on June 01, 2014, 07:48:30 PM
greyfox


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 01, 2014, 07:53:47 PM
Hmm. That name seems to be working normal for me..Your sure you have the fitMetaknight.pac file in the folder? If he doesn't have the PSA file named correctly the renamer won't work correctly because it uses that files name to get the length of the characters name.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 01, 2014, 08:20:23 PM
On an unrelated note, in-game names do work (if people didn't already know). The only issue is file size. You have to use Extended LZ77 Compression in order to get the file size low enough to use. Also, if a Clone doesn't have a texture in the info files, then it will take the last added name. Ex: I don't have Mewtwo's name added yet, so my Mewtwo clone slot would use the lastly added Waluigi name.

(http://i.imgur.com/JlFdVyy.png)


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on June 01, 2014, 08:52:40 PM
On an unrelated note, in-game names do work (if people didn't already know). The only issue is file size. You have to use Extended LZ77 Compression in order to get the file size low enough to use. Also, if a Clone doesn't have a texture in the info files, then it will take the last added name. Ex: I don't have Mewtwo's name added yet, so my Mewtwo clone slot would use the lastly added Waluigi name.


([url]http://i.imgur.com/JlFdVyy.png[/url])

Odd, cause when I try to use the info2 folder, I still get a black screen. No matter if it's a stock info.pac, or modded.
Some info.pac's work in other packs. Just not when I try to set it up :\


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on June 01, 2014, 08:56:54 PM
Odd, cause when I try to use the info2 folder, I still get a black screen. No matter if it's a stock info.pac, or modded.
Some info.pac's work in other packs. Just not when I try to set it up :\

You have a modded info.pac, info_training.pac, and info_training_mg.pac, right? You need all three for it to work.


Title: Re: The BrawlEx Clone Engine
Post by: Xero874 on June 01, 2014, 08:59:16 PM
You have a modded info.pac, info_training.pac, and info_training_mg.pac, right? You need all three for it to work.
Yup, got all of them. They're all ExtendedLZ777.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 01, 2014, 09:04:58 PM
On an unrelated note, in-game names do work (if people didn't already know). The only issue is file size. You have to use Extended LZ77 Compression in order to get the file size low enough to use. Also, if a Clone doesn't have a texture in the info files, then it will take the last added name. Ex: I don't have Mewtwo's name added yet, so my Mewtwo clone slot would use the lastly added Waluigi name.

([url]http://i.imgur.com/JlFdVyy.png[/url])


Yep, from my experience the in game names work just fine. I was hesitant on releasing something that added them if it wasn't proved that everything was fine.

Just to clarify for everyone, my tool automatically compresses everything it can (safely) compress to lz77 when adding them. It's up to you guys to choose your image format when they are imported. Generally CSP's, BP's, and RSP's can be cmpr, which cut's the size in half with minimal quality (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 01, 2014, 09:35:36 PM
I'm not sure if it's a glitch or what, but when I try to give the fighters their names, it shows up but it causes the dragoon parts icons to become % bar icons.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on June 01, 2014, 09:41:26 PM
Yup, got all of them. They're all ExtendedLZ777.


Try making it just LZ77. That's what mine are.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 02, 2014, 04:49:51 AM
I'm not sure if it's a glitch or what, but when I try to give the fighters their names, it shows up but it causes the dragoon parts icons to become % bar icons.

Are the dragoon parts images in CMPR? If so that might be your issue.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 02, 2014, 08:14:30 AM
Another thing to add to the info file stuff.

All the info files except info_homerun.pac (and likely info_homerun_mg.pac as well) can be edited and compressed to Extended LZ77. Doing anything to the info_homerun.pac will make Home Run Contest crash for all characters. At least on Dolphin.

Wii: Editing info_corps_mg.pac causes Break the Targets to crash for everyone. The strange thing is that this works on Dolphin just fine.

Dolphin: Editing info_homerun.pac (and likely info_homerun_mg.pac) causes Homerun Contest to crash for everyone. This is likely for the Wii as well.

Every other file works fine, so the following files are safe to edit.
info.pac
info_mg.pac
*info_corps.pac
info_boss_battles.pac
info_boss_battles_mg.pac
info_training.pac
info_training_mg.pac

*I still need a Wii tester for info_corps.pac, because the result for that file was unclear.


Title: Re: The BrawlEx Clone Engine
Post by: Makarew on June 02, 2014, 08:31:37 AM
KingOfChaos, if you send me a modified info_corps.pac, I'll test it for you.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 02, 2014, 09:24:38 AM
KingOfChaos, if you send me a modified info_corps.pac, I'll test it for you.
Sure.

Test the file I'll send you in Classic Mode with any vBrawl Character. This is only to confirm if there's any crashing or not.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on June 02, 2014, 01:12:55 PM
is there currently a way to import css into the other colors ex: fit "name" 02


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 02, 2014, 02:48:21 PM
You mean add multiple CSP's to a cosmetic slot? If so then Yes, just select more then 1 image for the CSP's in my tool.

If that's not what you meaan, then please elaborate. I'm having a hard time interpreting your question


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on June 02, 2014, 03:36:13 PM
yea sorry i think you ansered but as in for the second color you choose s let's say blue mario you change red marios the first time how would you change blue marios csp and would you do it in order of the colors that they select


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on June 02, 2014, 04:01:17 PM
Well the tool is now up for download, however i had some irritating things to tend to regarding it. It seems that mediafire + chrome don't like each other. Long story short, i changed the DL link to MEGA and will update my sig with it as well. I also switched over a few things, so now this version should be compatible with xp and windows 8. No more xp version. Just one version for 7, 8, and xp

well onto the program~

The cosmetic form looks like this. The reduce filesize button will automatically compress all the children in char_bust_tex_LZ77. Freeing up quite a bit of filesize, not an amazingly huge amount, but enough to get a few slots in. The confirm button will be grayed out if you hit filesize. Everything else on the form is pretty self explanatory. The 'Small Name' image is the image that goes above the CSS icon in a vbrawl CSS. Add the cosmetic slot number, hit confirm, change your clone's cosmetic ID on the main window and BAM the icon will update to reflect the changes.

The only thing that i didn't finish in these feature is the HUD name. Reason being, that the HUD name is in the info2 stuff, and people seem to be under the impression that it causes crashes. So until i can confirm that, the HUD name won't do anything and will just be defaulted to crazy hand in game iirc.

 
([url]http://www.mediafire.com/convkey/8483/sdu01ygpnphpw3rfg.jpg[/url])

The roster editor is also self explanatory and my image on the last page should suffice really. Aside from these two major features there were a whole crap ton of bug fixes and general improvements. I plan to update again very very soon to finish these features and polish them up.

The download is here ([url]https://mega.co.nz/#[/url]!7ER00IYS!rfzMMvD3tPvYgGZnOB9l5UJyRlLXoBx9sQjO2dOhtOA)


P.S if your filesize for the sc_selcharacter goes over the maximum the tool will crash, i'll fix it soon. But you shouldn't go over anyways. Even a vbrawl one won't go over.

u really should open a thread for this tool
it will go well with hamm, and brawlbox...
ill be first to subscribe ;)


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 02, 2014, 04:33:12 PM
http://forums.kc-mm.com/index.php?topic=68586.0 (http://forums.kc-mm.com/index.php?topic=68586.0)

I decided to make a Tutorial for those who want to get in-game names working for their BrawlEx Characters.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 02, 2014, 08:11:43 PM
How do you get Random to choose every clone it only chooses some for me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 02, 2014, 08:28:44 PM
Has to be added to the random roster. My tool automatically does it


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 02, 2014, 09:14:59 PM
Has to be added to the random roster. My tool automatically does it

Oh i don't use the tool i just rename the files and add them will it works for other slots like
boss unused empty ones?


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on June 02, 2014, 10:09:18 PM
yeah there should be a new thread for sammi's tool, or just another thread that has all the updates to brawlex available on the OP, just since this OP isn't getting any updates. then it could have easy to access tutorials and links for new tools, techniques, tutorials, and modules.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 02, 2014, 10:48:46 PM
yeah there should be a new thread for sammi's tool, or just another thread that has all the updates to brawlex available on the OP, just since this OP isn't getting any updates. then it could have easy to access tutorials and links for new tools, techniques, tutorials, and modules.

That, and how to change SFX IDs with Tabuu.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 03, 2014, 01:25:56 AM
Okay i have my clones set up in riivo with the minus xml, but shen clicking them and selecting stage, they never load.
The game hangs on the 'Ready to Fight' screen. I know the wii isn't froze, because i can still press the home button. Any suggestions?

If it's any help too know, i'm on wii mode on wii u.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on June 03, 2014, 10:48:15 AM
I'd support a new thread, as well. Just out of curiosity, have there been any new updates other than updates to Sammi's tools since the Captain Falcon module?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 03, 2014, 10:58:47 AM
I'd support a new thread, as well. Just out of curiosity, have there been any new updates other than updates to Sammi's tools since the Captain Falcon module?
PhantomWings is working on an update that fixes various crashes and bugs with Single Player Modes.

I also believe he said he has a BrawlEx-like system for SFX and Stages in the works.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on June 03, 2014, 11:08:46 AM
PhantomWings is working on an update that fixes various crashes and bugs with Single Player Modes.

I also believe he said he has a BrawlEx-like system for SFX and Stages in the works.

SFX?? No way... THAT I'm hyped for. ;)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 03, 2014, 11:12:15 AM
PhantomWings is working on an update that fixes various crashes and bugs with Single Player Modes.

I also believe he said he has a BrawlEx-like system for SFX and Stages in the works.

How do you know about that?

Has he told you?
I hope that's real. Specially for the SFX and Single Player modes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on June 03, 2014, 11:13:28 AM
Ah, I do remember him mentioning that the last time he was around. No word on it yet, though, hmm? Alright, guess I'll check back in in another month :P


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 03, 2014, 11:16:14 AM
How do you know about that?

Has he told you?
He told everyone.

Anyways, I may as well give you guys a heads up for what's to come in the next release. It might not be as grand as anyone may have been thinking, but I think it covers some of the most essential features.

-Expanding the number of character slots from 100 to 128:
For the most part, I want to avoid using the forbidden 7 slots and the boss slots all together as ExSlots are a lot more secure than regular slots (e.g. Kirby is unable to copy ExSlot characters whereas that's not the case for regular slots). Increasing the roster to 128 should allow us to properly have 100 characters in the roster despite the unused slots.

-Fixing All Star and Classic mode for ExCharacters:
I'd like to get BrawlEx to a state where there is a minimal chance of the game crashing providing everything is configured properly.

-Various config file updates:
-- Add Result Camera data to Slot Configs.
-- Add Victory Announcer Calls to Slot Configs.
-- Add ColorSet identifiers to Slot Configs. (allowing colors to show up properly in training mode)
-- Add per-color Final Smashes to Fighter Configs.

As of today, all of these features are up and running as standalone units. The main cause for delay has been implementing it all into the bx_fighter.rel file.


As for the other features,

I haven't taken the time to do sound effects, but I have a feeling that if I were to do them, I would implement them as a separate BrawlEx system similar to how the CSSRosterExpansion is separate from the Clone Engine.

Modules are always on my todo list, but right now they aren't really a primary focus.

The BrawlEx Stage Roster Expansion will probably be my next big project once I get the BrawlEx Clone Engine to a state where I want it to be. The old Stage Roster Expansion code has a lot of room for improvement which I think could be implemented better using custom modules.



Seeing as I have all the core features for the next release ready, I expect that I'll be able to make the next BrawlEx Clone Engine release reasonably soon. But as usual, I can't make any guarantees.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 03, 2014, 11:49:05 AM
He told everyone.


Ah yeah. He said that a while ago.
But I thought he had confirmed it.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on June 03, 2014, 11:50:28 AM
BrawlEX stage expansion will be sweet. Specially if we can manage to have multiple pages.

Hell, even if it was all fitting into both the avaliable pages. It'd be dope as [censored].


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on June 03, 2014, 11:50:45 AM
hopefully he also is fixing some of the bugged EX modules like Olimar's


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on June 03, 2014, 12:04:52 PM
BrawlEX stage expansion will be sweet. Specially if we can manage to have multiple pages.

Hell, even if it was all fitting into both the avaliable pages. It'd be dope as [censored].
BrawlEX stage expansion will be sweet. Specially if we can manage to have multiple pages.

Hell, even if it was all fitting into both the avaliable pages. It'd be dope as [censored].
BrawlEX stage expansion will be sweet. Specially if we can manage to have multiple pages.

Hell, even if it was all fitting into both the avaliable pages. It'd be dope as [censored].
I've been wanting this for ever...


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 01:13:32 PM
I've encountered a weird glitch in Sammi's tool, I had decided to remove the configs, and modules for the clones to try and fix a minor bug I have, Problem is while it recognized me adding the clones, it apparently doesn't add them to my new cssroster.dat thus leaving the css unchanged except for the original fighters.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 01:24:05 PM
I've encountered a weird glitch in Sammi's tool, I had decided to remove the configs, and modules for the clones to try and fix a minor bug I have, Problem is while it recognized me adding the clones, it apparently doesn't add them to my new cssroster.dat thus leaving the css unchanged except for the original fighters.
Do you mean you removed configs manually and added in a new clone by hand?

If you edit or remove anything from the folders then the tool has no way to know what you did to it. It will only add clones to the roster if you added those clones with the tool. Adding them by hand means you have to edit the CSSRoster.dat by hand. It only adds clones to the roster when the add button is clicked


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on June 03, 2014, 01:42:27 PM
Do you mean you removed configs manually and added in a new clone by hand?

If you edit or remove anything from the folders then the tool has no way to know what you did to it. It will only add clones to the roster if you added those clones with the tool. Adding them by hand means you have to edit the CSSRoster.dat by hand. It only adds clones to the roster when the add button is clicked
So is your tool able to identify clones that are already created by hand? Like I have my current build where I did most everything by hand, does the tool identify those previously added clones and works off that, and can you edit those previous clones as well? I would test it out, but I currently don't have a computer to work on them... I am actually using my computer at work right now to check in. :P


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 02:53:28 PM
If everything is setup correctly, the tool will read and recognize them yes. The only thing i don't ever recommend doing is editing configs, adding removing clones, or just in general messing with things while the tool is running. Thats where you will run into problems. In reality though, if everything is done correctly, and then you open it with the tool, it should recognize everything.

In other news~ The next thing im going to work on for the tool is a way to manage your costume slots, as well as a way to display and remove cosmetic slots easily. That way if you remove a clone you dont have to manually change over or replace his cosmetics.

The costume editor will be a little form (likely accessible from right click) that will allow you to specify how many costumes, what order the costumes are, what team color is what costume, etc etc.

I MAY also make a way to edit the CSS code graphically like the current Roster editor. maybe i can use the same form even.


Title: Re: The BrawlEx Clone Engine
Post by: tooterp on June 03, 2014, 03:29:59 PM
when i use the tool sometimes it says an error and says out of memory and after that all the boxes get screwed up what do you think that is


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 03:46:46 PM
Thats weird, i've never encountered that before. What version of windows are you using?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 03:56:51 PM
No I clicked delete to delete the clones, then added them back in with the tool


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 04:10:18 PM
Hmm. And throughout that process you were using the same CSSRoster.dat? If so, could you send me a copy of it so i can take a look? That, or open it in a hex editor and send me a screenshot


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 05:02:05 PM
Hmm. And throughout that process you were using the same CSSRoster.dat? If so, could you send me a copy of it so i can take a look? That, or open it in a hex editor and send me a screenshot
Well I already edited it to include the clones but it wasn't the first version I started with it was a clean copy of the cssroster.dat my old one works perfectly, I just wanted to start the config and module parts over with your tool.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 05:17:26 PM
Well if the CSSRoster.dat config's roster count isn't accounting for the clones, they won't show up. You should check the Roster editor to see if they show up. If nothing but the original roster shows up it means the the roster count isn't set. If they show up as mario's it means the roster count is right, but the clone id's arent there


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 05:42:01 PM
When I checked the roster all I saw in it was, "Clone40" Yet there was no clones when I opened it up in the config utility to add them to the roster myself.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 06:05:12 PM
hmmmm...that..might mean i messed something up. oh. actually i think i know what i did lol. Try adding a clone, then open the roster editor in my tool and hit save.....whoops. I may have forgot about the AddRoster() and DelRoster() methods using the temp path rather then the direct file. And the only thing that saves the file is that save button in the editor

I'll probably patch and fix that today. And make a thread for the tool probably


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 06:39:05 PM
I've noticed another glitch if you add your clones either manually or with the tool it'll make the last clone show up with the ID of the first clone and mess up the order that the clones were added.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 10:28:17 PM
That's strange. that shouldn't happen. I can add up to 100 clones with the tool and that doesn't happen for me. Make sure that you have everything setup correctly and that there are no .bak files in the folders. If they're are it will mess things up.

There used to be a bug where if you had more files in one folder then the other that it would do weird things like this as well, but i thought i fixed that. I'll have to test


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 10:42:56 PM
I don't have any .bak files in my folder, And I have another problem which is still with Mewtwo the files are named correctly, the module is perfect, and Everything's named properly but it still buzz freezes on me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 03, 2014, 10:51:15 PM
Buzz freezes when? that doesn't really sound like a problem with my tool though... I've tested my tool numerous times with all clones, so i know the tool sets them up right when it's working correctly.

Hmm. Would you possibly be able to send me a copy of your PF folder?


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 03, 2014, 11:09:16 PM
Okay I'll send it in a PM But as you know it'll take a while to get it onto Dropbox off of my SD Card


Title: Re: The BrawlEx Clone Engine
Post by: Dragoon Fighter on June 03, 2014, 11:44:01 PM
Hey quick question if I want to clone a character, but the texture of said character only comes in psc files on the brawlvault, how would I go about creating the pac files to make the clone work? If it is over link should I download fitlink0x.pac and import stuff from the psc, or do I do something else entirely?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on June 03, 2014, 11:51:10 PM
Hey quick question if I want to clone a character, but the texture of said character only comes in psc files on the brawlvault, how would I go about creating the pac files to make the clone work? If it is over link should I download fitlink0x.pac and import stuff from the psc, or do I do something else entirely?

Set the compression of the file to 'None' and save it as a .pac~
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/comp_zpsd0f891d1.jpg)


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 04, 2014, 12:01:17 AM
Set the compression of the file to 'None' and save it as a .pac~
([url]http://i41.photobucket.com/albums/e289/Kitsu-chan8/comp_zpsd0f891d1.jpg[/url])
Another thing you can do is when you use, "Save as" you can change the Extension to .pair which saves both a .pac and a .pcs file of the same thing.


Title: Re: The BrawlEx Clone Engine
Post by: Dragoon Fighter on June 04, 2014, 12:59:52 AM
Set the compression of the file to 'None' and save it as a .pac~
([url]http://i41.photobucket.com/albums/e289/Kitsu-chan8/comp_zpsd0f891d1.jpg[/url])


Nice, just got it working, thank you very much.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on June 04, 2014, 01:57:20 AM
So who's got the biggest, most organized pack right now? I've been using Nebulon's for a while.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 04, 2014, 02:10:20 AM
I don't think anyone's beaten Nebulon's number of fighters especially not me I'm just now close to 60 fighters but I will say my pack'll have one difference from the other packs and that's Dr. Mario he's now shares a slot with Mario rather than being his own character.


Title: Re: The BrawlEx Clone Engine
Post by: Riddler on June 04, 2014, 02:20:57 AM
Shares a slot?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on June 04, 2014, 02:34:17 AM
Shares a slot?
Similar to Doc in Project M I'd imagine.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 04, 2014, 02:36:27 AM
It's actually the moveset from PM just altered to fit Brawl it even gave the option if you have Brawlex to use Dr. Mario in the same slot.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 03:01:18 AM
My pack has 93 character in total I guess im the biggest number of fighters.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 04, 2014, 08:06:07 AM
My pack has 93 character in total I guess im the biggest number of fighters.
Quality > Quantity.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on June 04, 2014, 09:01:41 AM
So who's got the biggest, most organized pack right now? I've been using Nebulon's for a while.

Hmmm... Well I can't speak for everyone else, but I can speak for myself and explain what my pack includes, since my only has enough space to display the characters.

-Counting Sheik, Zss, and the Pokemon, but NOT the trainer, you can play as 88 in my current build.
-I'm using the stage expansion code, so I've got the current maximum amount of levels. All levels have their own music except for one which shares a placeholder song. The levels that had la were replaced with mewer versions and objects in levels that obstructed the view were removed.

-I have my own logo, and customized my menus with a background from the site to make it stand out from normal Smash bros.

-I went back and made sure all of the packaged characters have their red green and blue recolors, except for Peach, Mario, and Luigi, who have a special costume for a reason, and Link and Samus who have slight model modifications in their alternate (blue Samus is fusion Samus, Blue Link is Zora armor Link. It doesn't change gameplay, but I find them more interesting. I will probably eventually give Peach back her red costume and Link's blue and red tunics)). A lot of characters excede the standard costume amount. I tired to include not only more of their recolors for competitive play, but 64 styled models for fun.

-I've size modded a few characters and updated other custom character textures to give them new life. I also edited a lot of characters for competitive play, but that's an ongoing process. My Sora is a combinaion of different Sora's now. I should release it but I haven't. There are other exclusive things and PSA edits that feel good in my pack, but that's subjective so don't take my word for it.

-The CSS is organized and the SSS is organized by series.

-A lot of little thigs like the fact that all of my CSS icons have a glow around the character's picture to resemble the original character Icons, the names all being a similar font and size, the icon name font and size, etc just little things to give it an authentic look.

But after every match you must back out of the CSS before doing another battle. The process takes 2 seconds and doesn't affect anyting despite people's frustration with their stolen 2 seconds. But all packs need this if they want certain characters to have sword glows or use Boss slots. And since a lot of people used mine as a base, most packs hae this issue.

-oh and I have Turbo codes in place a long with no tripping. Turbo replaces Curry mode in special Brawl. Naruto has been known to soft freeze durin Turbo matches, Blaze and Vegeta will occasioally Tpose after certain combos, and Mickey won't load in Turbo.

-Random button is broken for now as I believe it can't properly load boss slots. That or I messed something up. That's what I'm going to look into before next release.

So that's my pack. For now. I won't be adding any more characters until a few of themare released or when more modules are released since I'm still banking on 2-3 characters who happen to use Rob and Falco. But by that time PW will probably update the CSS roster size so I can afford to put in other characters that I'm going to modify a bit.


Title: Re: The BrawlEx Clone Engine
Post by: MeleeMaster500 on June 04, 2014, 12:24:16 PM
yeah, KingImpris has the highest number of characters


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 12:55:04 PM
yeah, KingImpris has the highest number of characters

But his pack is not well done.

He has only one costume in the Sephiroth slot. And the character is not Sephiroth.


Title: Re: The BrawlEx Clone Engine
Post by: DoctorFlux(Mariodk) on June 04, 2014, 01:21:11 PM
Quality > Quantity.
many of these modpacks has basely no Quality at all
many of the CSPs: images taken from google images mainly
or other´s work

some of the movesets is only there cuz of the charater
not cuz of how good the moveset is
like my Geno&Shadow moveset is only there cuz of its Geno&Shadow and its not even that good

and they focusing on adding as many as possible instead of focus adding good stuff
i see modpacks on brawl with Charater models that got like Anime like texture that only fits to a Cel shadered game(as brawl is not) instead of adding like a Brawl styled Vegeta they adding a anime like texture of him instead while having some brawl styled charaters and alot of other styles in 1 modpack

minecraft modding doing it alot better with theys modpacks and mods
minecraft mainly making mods and still keep´s minecraft´s style blocks and cubes and 16/32bit like textures
(yeah i know minecraft modding is bigger then brawl modding but is just an example)


while brawl modding is a mix of so many texture styles so its annoying

making "good" modpacks for modding is the closest thing we can get to game development
and we dont see any games with a mix of Mario-ish/cel shadered/realistic graphics in 1 game
not even in big modpacks for other games but in  brawl´s modpack we see that sadly
if there is most celshadered charater then make the rest celshadered
if there is more mario/kirby/sonic/toon-ish like graphic then make the rest like that
and so on

instead of mix it all in 1 pack

kinda i was planing making a modpack(before it become so overrated and before clone engine too) but with all these bad modpacks there a user took basely anyone else´s work all that user did was put it all to 1 pack kinda killed my motion for make a modpack that follow brawl texture like style
with good made movesets/models

+ in my option the modpack makers should PM us about permission for use our mods in they´s modpack aswell since i kinda dont like see some of my work in a modpack without Quality


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 01:35:14 PM
So... why does the PM launcher keep taking me back to the wii menu


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 04, 2014, 01:59:32 PM
My brawlEx pack is in ALPHA and it has pretty decent quality, individual sfx for most of the chars, fixed gfx for some, will finish many gfx fixes in the next build, and decent CSP's instead of taking them from google.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 02:08:30 PM
My brawlEx pack is in ALPHA and it has pretty decent quality, individual sfx for most of the chars, fixed gfx for some, will finish many gfx fixes in the next build, and decent CSP's instead of taking them from google.

As far as I know, you have an excellent Sephiroth in your pack.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 02:14:11 PM
So... why does the PM launcher keep taking me back to the wii menu


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 04, 2014, 03:06:15 PM


Missing gameconfig.txt


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 03:57:17 PM
But his pack is not well done.

He has only one costume in the Sephiroth slot. And the character is not Sephiroth.

Sephiroth does have recolors You mean mickey he doesn't have any recolors
also i have sfx's for half of the characters.


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on June 04, 2014, 04:06:46 PM
How would i go about making my own PM BrawlEx thing? i know how to use BrawlEx but not with PM so yeah if anyone can help thatll be great :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 04:10:08 PM
Sephiroth does have recolors You mean mickey he doesn't have any recolors
also i have sfx's for half of the characters.

No, I didn't mean Mickey, I meant Sephiroth.
I downloaded your pack, there's Sephiroth.
The skin he has is Luffy, not Sephiroth.
And it is the ONLY one.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 04:13:46 PM
No, I didn't mean Mickey, I meant Sephiroth.
I downloaded your pack, there's Sephiroth.
The skin he has is Luffy, not Sephiroth.
And it is the ONLY one.
Fighter files are all out of place sephiroth file folder is on pichu the sephiroth file is unused.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 04, 2014, 04:19:07 PM
On the subject of making BrawlEx rels for transformation characters, maybe it would be possible to disable the Transformation node and in return, give a proper counterpart to the replaced Transformation data? At least until we can implement it properly with minimal file size issues.

Ex: In return for removing the Transformation data from Charizard, Squirtle, and Ivysaur's rels for a BrawlEx counterpart, give them true Down Specials and Final Smashes. People would obviously need to make PSA edits to prevent glitches and crashes though.

Sephiroth does have recolors You mean mickey he doesn't have any recolors
also i have sfx's for half of the characters.
Well if you want some actual criticism on your BrawlEx pack, then allow me.

-Your CSS is a mess.
-Your Title screen looks beyond noobish.
-Clashing announcer voices.
-Bad choices of music.
-Various Text formats clash badly (Basic Text, P:M Text, vBrawl Text, etc).
-The CSPs and Character Costumes are mix and match and clash with each other from varying styles and franchises.
-Various CSPs and BPs taken from Google Images.
-Overabundance of DBZ and other overrated Anime characters.
-Obviously cliched characters (not that it's a bad thing, but the majority of your BrawlEx characters are ones that everyone would expect to see in someone's pack).
-Sonic Fan Characters.
-Major lack of quality PSAs (but I can't blame you, since there's only so few quality PSAs out there).


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 04:24:08 PM
On the subject of making BrawlEx rels for transformation characters, maybe it would be possible to disable the Transformation node and in return, give a proper counterpart to the replaced Transformation data? At least until we can implement it properly with minimal file size issues.

Ex: In return for removing the Transformation data from Charizard, Squirtle, and Ivysaur's rels for a BrawlEx counterpart, give them true Down Specials and Final Smashes. People would obviously need to make PSA edits to prevent glitches and crashes though.
Well if you want some actual criticism on your BrawlEx pack, then allow me.

-Your CSS is a mess.
-Your Title screen looks beyond noobish.
-Clashing announcer voices.
-Bad choices of music.
-Various Text formats clash badly (Basic Text, P:M Text, vBrawl Text, etc).
-The CSPs and Character Costumes are mix and match and clash with each other from varying styles and franchises.
-Various CSPs and BPs taken from Google Images.
-Overabundance of DBZ and other overrated Anime characters.
-Obviously cliched characters (not that it's a bad thing, but the majority of your BrawlEx characters are ones that everyone would expect to see in someone's pack).
-Sonic Fan Characters.
-Major lack of quality PSAs (but I can't blame you, since there's only so few quality PSAs out there).
Yeah lol its not finished in quality etc. but what's wrong with sonic fan characters.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 04, 2014, 04:26:27 PM
Yeah lol its not finished in quality etc. but what's wrong with sonic fan characters.
I just have a bit of a bias against them.

But don't let that stop you from adding them.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 04:28:45 PM
Fighter files are all out of place sephiroth file folder is on pichu the sephiroth file is unused.

Thinks do not work like that man.
Sephiroth files in a Pichu folder?
You better fix them.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 04:30:00 PM
I just have a bit of a bias against them.

But don't let that stop you from adding them.

Oh i understand actually im trying to make a fan character but i never done Psa before seems Damn hard.

Post Merge: June 04, 2014, 04:30:50 PM
Thinks do not work like that man.
Sephiroth files in a Pichu folder?
You better fix them.
Yep will fix it next update.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on June 04, 2014, 05:24:05 PM
I haven't worked on BrawlExpanded v0.9 in so long. I may revisit it now that my wifi is working.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on June 04, 2014, 05:33:51 PM
-Major lack of quality PSAs (but I can't blame you, since there's only so few quality PSAs out there).

I just want to add an addendum to this. I think the REAL problem is that there are almost no PSAs that are up to the standards of today. There were decent PSAs back then considering our limitations, but many don't age well(thanks mostly to BB animation and the old inefficient importer we had to use) and barely(or not at all in some cases) hold up to today's standards.

Not only are almost all of the model import based PSAs STILL using old models that haven't been tristripped(Ryu/Wolverine), which will result in lag that shouldn't be there, there are also PSAs using old vertexes still (My old Sora/VJoe) that use size mods which are a nono in today's standards. Not to mention that they all need the Maya touch....

I think it would be lovely if many of the older PSAs got an update, even if it's just for tristripping the model/giving animations the Maya touch/bug fixes. I mean, I updated Gray Fox about 2 months ago, and it was a rather large one that improved the overall quality and also made him play better. It's not hard, just a little time consuming.

If anyone cares, I have a copy of the Ryu PSA where I reimported the provided model (no more lag), and added recolors mostly based on his MVC3 colors. I'm not putting it on the vault, but I'll share the Ryu folder if anyone wants it.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on June 04, 2014, 05:38:35 PM
but what's wrong with sonic fan characters.
Everything


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on June 04, 2014, 05:53:06 PM
Everything

^This. There's too many badly done ones, and it got old real fast.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 06:10:57 PM
Missing gameconfig.txt

Still takes me too wii menu


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on June 04, 2014, 06:12:42 PM
@kiimpris
fix the css man
move bones in the sc_selcharacter to align your character slots better
also, that rainbow background needs something better


Title: Re: The BrawlEx Clone Engine
Post by: KarefyrmSix on June 04, 2014, 06:33:43 PM
Could someone take the time to explain how to apply BrawlEx with PM please?

What do I do I need and so forth please


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 06:44:58 PM
Still takes me too wii menu


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 04, 2014, 07:09:42 PM
I think it would be lovely if many of the older PSAs got an update, even if it's just for tristripping the model/giving animations the Maya touch/bug fixes.
Well I am planning on giving Eldiran's Wisp a bit of an update.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 04, 2014, 07:36:01 PM
Would anyone want to try out a pre release version of my pack after the two minor bugs are fixed So I can have some opinions on it?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 07:40:17 PM
If anyone could help, why does P:M launcher take me back to wii menu?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 07:58:01 PM
If anyone could help, why does P:M launcher take me back to wii menu?

You're just like me, being ignored all the time.

Check all your files to see what's missing. Or PM someone who knows about this.
I can say "Look for a tutorial", but there isn't any.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 04, 2014, 08:01:31 PM
You're just like me, being ignored all the time.

Check all your files to see what's missing. Or PM someone who knows about this.
I can say "Look for a tutorial", but there isn't any.

Thx man for the answer.
I'm using the hackless method and gameconfig is on my SD root. But it never works.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 08:04:20 PM
Thx man for the answer.
I'm using the hackless method and gameconfig is on my SD root. But it never works.

IDK if the P:M launcher works with the hackless method.
Works for Project M, but not for BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on June 04, 2014, 08:07:17 PM
You're just like me, being ignored all the time.
Or maybe people just don't know the answer.


Title: Re: The BrawlEx Clone Engine
Post by: Allbait on June 04, 2014, 08:31:59 PM
This has probably been asked before but searching didn't pop anything up so: The brawlex config utility has an area of the resources called Kirby in which you can select single or multiple. Does that mean we can make a character allow Kirby to copy between two hats? So then for example Kirby swallowing Donkey Kong can either get Donkey Kong's punch hat or Diddy's Peanut gun hat?


Title: Re: The BrawlEx Clone Engine
Post by: Lillith on June 04, 2014, 08:41:48 PM
This has probably been asked before but searching didn't pop anything up so: The brawlex config utility has an area of the resources called Kirby in which you can select single or multiple. Does that mean we can make a character allow Kirby to copy between two hats? So then for example Kirby swallowing Donkey Kong can either get Donkey Kong's punch hat or Diddy's Peanut gun hat?
I think the multiple Kirby files are just there as alternate Kirby hats for that particular character... I don't even know if it's actually used, though.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 09:01:15 PM
Everything
Lol well that is true alot of them fan character make their character look straight out like shadow or sonic some come out weird i use art and make it look more original looking just like example Nazo that looks great.

Post Merge: June 04, 2014, 09:02:31 PM
@kiimpris
fix the css man
move bones in the sc_selcharacter to align your character slots better
also, that rainbow background needs something better
How do i do that specifically?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on June 04, 2014, 09:44:39 PM
Lol well that is true alot of them fan character make their character look straight out like shadow or sonic some come out weird i use art and make it look more original looking just like example Nazo that looks great.

Post Merge: June 04, 2014, 09:02:31 PM
How do i do that specifically?
i dont know
but it can be done


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 09:56:07 PM
i dont know
but it can be done

Yeah like Nebulons pack guess ill mess with sc_selechar.pac


Title: Re: The BrawlEx Clone Engine
Post by: Doq on June 04, 2014, 10:19:16 PM
Thx man for the answer.
I'm using the hackless method and gameconfig is on my SD root. But it never works.

Use the Minimalauncher (http://forums.brawlminus.net/threads/release-%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9-minimalauncher-v1-0.354/). No messing with GUI crap!


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 10:38:20 PM
Does somebody know how to change all of the SFX IDs?
(PSA cannot change ALL of them)

A Shadow with Sonic's dead sounds just doesn't fit well.


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 10:44:41 PM
Does somebody know how to change all of the SFX IDs?
(PSA cannot change ALL of them)

A Shadow with Sonic's dead sounds just doesn't fit well.
daniel741852 he know's how to change those sfx's.


Title: Re: The BrawlEx Clone Engine
Post by: Nebulon on June 04, 2014, 10:45:09 PM
My Random button causes a freeze. I don't know if that's because the CSSROSTER file is corrupt in some way, or if I messed something up. Could it be the boss slots I put in causing issues? It freezes when trying to load a stage. Silently. Any ideas?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 04, 2014, 10:51:01 PM
daniel741852 he know's how to change those sfx's.

I'll ask him. Thanks.

Are you sure he knows?


Title: Re: The BrawlEx Clone Engine
Post by: KingImpris on June 04, 2014, 11:06:55 PM
I'll ask him. Thanks.

Are you sure he knows?
yes he does he ported silver and has a death sfx's heres a video https://www.youtube.com/watch?v=ocHYt4JHJI8 (https://www.youtube.com/watch?v=ocHYt4JHJI8)

Post Merge: June 04, 2014, 11:10:14 PM
My Random button causes a freeze. I don't know if that's because the CSSROSTER file is corrupt in some way, or if I messed something up. Could it be the boss slots I put in causing issues? It freezes when trying to load a stage. Silently. Any ideas?

It  happend to me too and im using the boss unused  forbidden 7 slots it never happend before.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on June 04, 2014, 11:23:16 PM
My Random button causes a freeze. I don&#039;t know if that&#039;s because the CSSROSTER file is corrupt in some way, or if I messed something up. Could it be the boss slots I put in causing issues? It freezes when trying to load a stage. Silently. Any ideas?

i don't think you messed anything up because my random freezes all the time too it's usually after every 4th or 5th match i have using random, also this was happening to me even before i added the boss slots.

so that's why i went ahead and took the random slot out of my cssroster.dat my game still works fine even with no random slot.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 04, 2014, 11:27:40 PM
Guise the thread about changing clone sound effects explains how to do it, me and dant both commented on it actually. You can find the hex offsets in tabuu and change the infoindex that way

Find the sound in tabuu, get the offset, add 0x80 to that number. That's the offset for that sound. Open it in a hex editor and go to that address, then convert the sfx info index you want to be there to hex and just type it in


Title: Re: The BrawlEx Clone Engine
Post by: secretchaos1 on June 05, 2014, 08:48:04 AM
This has probably been asked before but searching didn't pop anything up so: The brawlex config utility has an area of the resources called Kirby in which you can select single or multiple. Does that mean we can make a character allow Kirby to copy between two hats? So then for example Kirby swallowing Donkey Kong can either get Donkey Kong's punch hat or Diddy's Peanut gun hat?
I think that's for characters that use multiple .pac files for their kirby powers (falco, donkey kong, Snake, anyone that has their costume return to one of the default colours after gaining a power)


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 05, 2014, 09:45:36 AM
Okay so when i load BrawlEX(Pikezer's pack.) through riivo My wii goes to a black screen and my wiimote disconnects. I'm concluding that this thing just doesn't like me.


Title: Re: The BrawlEx Clone Engine
Post by: Pikezer1337 on June 05, 2014, 12:53:24 PM
Okay so when i load BrawlEX(Pikezer's pack.) through riivo My wii goes to a black screen and my wiimote disconnects. I'm concluding that this thing just doesn't like me.
Ive tried riivo too and I've yet to get it to work but oh well


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 05, 2014, 01:04:33 PM
Ive tried riivo too and I've yet to get it to work but oh well

Yeah I used the brawl minus xml like they said but it never works.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 05, 2014, 02:49:05 PM
If anyone needs a tutorial on death SFX, attack SFX(pit for example, he would play random attack clips on some of his attacks), Crowd Cheer, and hurt sfx when you slam on the screen PM me.

I may make a thread about it actually.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on June 05, 2014, 03:12:06 PM
If anyone needs a tutorial on death SFX, attack SFX(pit for example, he would play random attack clips on some of his attacks), Crowd Cheer, and hurt sfx when you slam on the screen PM me.

I may make a thread about it actually.

Do it. :srs:


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on June 05, 2014, 03:47:24 PM
Do it. :srs:
Edit the following values in the Misc Sound List folder. Here's an image with corresponding colors on what to change.
([url]http://i.imgur.com/YcCG00f.png[/url])
Damage Cries.
Attack Grunts.
Ottotto Grunt (teetering off a ledge).
Crowd Cheer.
Unused. Likely leftover data from Melee's Damage cries.
Death Cries.
Star KO Cry.
Do not edit.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 05, 2014, 03:47:57 PM


What he said.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on June 05, 2014, 04:13:07 PM

What he said.

In Tabuu, not BB. :P


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 05, 2014, 04:24:51 PM
In Tabuu, not BB. :P

So you wanna avoid crashes in BB huh, btw reason I say that is cause when you try to edit one little thing on custom psa's BB tends to freeze upon saving. Well then I'll make a tabuu version thead soon. Just not now cause I am currently doing something lol.


Title: Re: The BrawlEx Clone Engine
Post by: AutumnVen on June 05, 2014, 04:47:31 PM
I'm having a problem with my CSS. On one of my clones, and Lucario, the game crashes when you cycle past their final costume slot. Idk why this is happening. I did nothing different to their MiscData in sc_selcharacter as compared to all the other characters. Any help would be awesome! Thanks!


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 05, 2014, 04:49:12 PM
WOO!

Air Dodging works on all chars, fixed clouds, and sephiroths infinite recovery with the air dodge, and goku no longer freezes when he does it as all was needed was a simple animation change.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 05, 2014, 06:52:40 PM
WOO!

Air Dodging works on all chars, fixed clouds, and sephiroths infinite recovery with the air dodge, and goku no longer freezes when he does it as all was needed was a simple animation change.

Uh, just one thing regarding your version of Goku:

He's WAAAAY too heavy.


Title: Re: The BrawlEx Clone Engine
Post by: leondanny56 on June 05, 2014, 08:28:48 PM
Yeah I used the brawl minus xml like they said but it never works.

i know you said you weren't able to get rivo workin and that you said it gets stuck at the ready to fight screen, tell my is that when you select a stage or at the character select screen.

because if it's at the stage select screen when you select a stage than tell me how long you waited before turning your wii u off.

Post Merge: June 05, 2014, 08:46:46 PM
because i know one time i had to wait a whole minute and a few seconds before it whould start so please try starting it up set to axnextframe with the brawlmius.xml with the file patch code on choose a clone character and a stage and then wait till about 2 minutes just to be safe if nothing happens after waiting that long than that probably means you set up your clone wroung
i have had my wii freeze with no annoying beeping a number of times just because a clone was set up wroung.


Title: Re: The BrawlEx Clone Engine
Post by: daniel741852 on June 06, 2014, 01:05:44 PM
Uh, just one thing regarding your version of Goku:

He's WAAAAY too heavy.

Ik lol, I fixed that in the next upcoming release, I may also voice crowd cheers myself for the added characters.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 06, 2014, 11:28:55 PM
Brstmguy:

Alrighty, i've downloaded and assessed the problems with the tool and somewhat with your setup. You see, there is actually 1 backup file inside the cosmeticConfig folder of that download. Then, asides from that, there was a bug in the tool that i mentioned a bit ago.

I had thought that i fixed it before, but i guess i hadn't squashed it yet. You'll notice that if you open the setup with my tool that if you click on the sheik there at the beginning the tool will crash. This is caused by it thinking it's a clone, when really it is a config for a vBrawl character. Simple fix, i already patched the problem and will probably upload BXtool 0.75a with a few other fixes and improvements by tomorrow (hopefully)

I haven't had time to test if it fixed anything in game, however everything seems to check out from here.


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 06, 2014, 11:31:07 PM
But what about my issues with Roy and Mewtwo not wanting to load?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on June 06, 2014, 11:53:54 PM
I'll try booting it up dolphin and see whats up, so i'll have to get back to you on that


Title: Re: The BrawlEx Clone Engine
Post by: Steam/SSBB Guy on June 06, 2014, 11:55:09 PM
Okay maybe you'll have better luck than I did on checking


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 07, 2014, 10:04:15 AM
i know you said you weren't able to get rivo workin and that you said it gets stuck at the ready to fight screen, tell my is that when you select a stage or at the character select screen.

because if it's at the stage select screen when you select a stage than tell me how long you waited before turning your wii u off.

Post Merge: June 05, 2014, 08:46:46 PM
because i know one time i had to wait a whole minute and a few seconds before it whould start so please try starting it up set to axnextframe with the brawlmius.xml with the file patch code on choose a clone character and a stage and then wait till about 2 minutes just to be safe if nothing happens after waiting that long than that probably means you set up your clone wroung
i have had my wii freeze with no annoying beeping a number of times just because a clone was set up wroung.

okay as soon as I launch the game through riivo it goes to black screen and hangs. Also my wiistick disconnects


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on June 07, 2014, 11:39:12 AM
okay as soon as I launch the game through riivo it goes to black screen and hangs. Also my wiistick disconnects

Why do you want it to work on Riivolution?


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 07, 2014, 11:56:21 AM
Why do you want it to work on Riivolution?

Because the hack less method of PM launcher won't work for me and I don't wanna install HBC on My Wii u. Also I have newer wiimotes so that rules out gecko.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on June 07, 2014, 12:25:29 PM
Because the hack less method of PM launcher won't work for me and I don't wanna install HBC on My Wii u. Also I have newer wiimotes so that rules out gecko.
Minimalauncher is completely automatic, no user interaction required.


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on June 07, 2014, 01:00:27 PM
i had a issue come up for some od reason my character select screen was blank


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 07, 2014, 01:32:25 PM
Just tried the MinimaLauncher, I get a strap screen freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on June 07, 2014, 02:24:54 PM
Just tried the MinimaLauncher, I get a strap screen freeze.
Try it again. Everyone gets those.


Title: Re: The BrawlEx Clone Engine
Post by: 24tee on June 07, 2014, 05:30:44 PM
Try it again. Everyone gets those.
I've tried both Minima and PM launchers.... same results everytime.


Title: Re: The Brawl Expansion Project
Post by: Doq on June 07, 2014, 10:48:39 PM
op title renamed. wat?


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 07, 2014, 10:52:14 PM
Phantom is gonna tease something.
I feel it :ninja'd:


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 07, 2014, 10:57:04 PM
Phantom is gonna tease something.
I feel it :ninja'd:
I think so as well. The change in the title made me somewhat suspicious.


Title: Re: The Brawl Expansion Project
Post by: Allbait on June 07, 2014, 11:05:32 PM
Oh boy, here comes the clone engine for SFX or articles being added/ported/removed/everything you can edit on them being changed

 :>.>:

Or maybe just the full name for BrawlEx just cause he can ;P


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 07, 2014, 11:29:30 PM
Possibly changed to "The Brawl Expansion Project" to more appropriately fit stages under the title as well? Just a thought. Man, i wish i knew more about modules and ASM so i could somehow offer help. I suppose i'll just be here making tools and tutorials for people.

(oh by the way, i plan on making the tool able to selectively open individual configs like the config editor can)

EDIT: Oh by the way, the OP was edited as well. Nebulong, your pack made it into the downloads section  :kdance:

Speaking of Downloads section, PhantomWings if you end up reading this, i changed the Download link for the Clone Tool. The new one is in my sig.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 07, 2014, 11:33:23 PM
Just curious Sammi have you managed to figure out the freezing issue with Mewtwo and Roy in my pack?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 07:48:39 AM
I am flattered. I was going to update the pack today with some more house keeping so hopefully he picked the DropBox link :) I don't THINK you can reuse Mediafire links....


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 08:24:54 AM
PW must be ready to blow some minds. #hype #OfficialRiivoSupport


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 08, 2014, 09:19:01 AM
Maybe a Brawl File Siz Expanded. making the Sc_Selcharacter/Mp_ files have 1mb more data they can handle.


Title: Re: The Brawl Expansion Project
Post by: Armored dragon on June 08, 2014, 09:44:18 AM
I know the clone engine can't be used with PM normally, but will people be able to use the brawlex stage tool with PM?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 09:51:01 AM
Since it went from Clone Engine to Expanded, I'm thinking something else is getting a bump. Possibly an early build of the Stage Expansion, like what Sammi is suggesting.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 08, 2014, 10:02:36 AM
i noticed the op was cleaned out some.  cant wait to see whats happening next!


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 08, 2014, 10:03:41 AM
My body is ready.

I bet PW is reading these, laughing at how wrong or right our productions are.


Title: Re: The Brawl Expansion Project
Post by: Eternal Yoshi on June 08, 2014, 11:11:40 AM
Yeah as you may have noticed, I'm too busy with PM Stuff/IRL Stuff/Marvel to make a Toon Link EX module at this time.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 08, 2014, 11:46:34 AM
Yeah as you may have noticed, I'm too busy with PM Stuff/IRL Stuff/Marvel to make a Toon Link EX module at this time.

i may give it a try then


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 08, 2014, 12:13:53 PM
PW.... the suspense is killing me! D:


Title: Re: The Brawl Expansion Project
Post by: Doq on June 08, 2014, 12:20:04 PM
"The Brawl Expansion Project"

Does that mean I have to rename my pack now? :no:


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 08, 2014, 12:22:46 PM
My mewtwo t-poses on the third jab, should i limit his jabs to 2?


Title: Re: The Brawl Expansion Project
Post by: Eternal Yoshi on June 08, 2014, 12:44:17 PM
Wut

Mewtwo doesn't have a 3 hit jab combo, just 2 jabs and a rapid one.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 01:20:24 PM
I just found out my code byte size causes the strap screen freeze from an earlier post by ASF1nk in the topic.

What should be the correct byte size?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 08, 2014, 01:21:16 PM
My mewtwo t-poses on the third jab, should i limit his jabs to 2?

Try to give him Multi-Jab.
I believe you can.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 08, 2014, 02:46:29 PM
 He doesn't go to Rapid Job. he just T-poses.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 08, 2014, 02:53:57 PM
He doesn't go to Rapid Job. he just T-poses.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203252 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203252)

Use my Mewtwo edits.

But take note I'll be updating with Cosmetics soon.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 08, 2014, 03:11:00 PM
I've got two ideas on what PW is gonna show off, 1. The Ability to give the brawlex fighters their own soundbank without occupying another fighter or boss' soundbank, or 2. Some way to
let clones occupy the same slot like Link/Skyward Link/Oot Link/Dark Link sharing the same slot yet have their own moveset.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 03:19:51 PM
I'm guessing either sound expansion or stage extension.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 04:40:06 PM
I just found out my code byte size causes the strap screen freeze from an earlier post by ASF1nk in the topic.

What should be the correct byte size?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 05:16:15 PM
Well... Maybe nothing's happening today?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 08, 2014, 05:20:03 PM
Maybe he's waiting for E3.
*Shrug*


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 08, 2014, 05:43:30 PM
I've got two ideas on what PW is gonna show off, 1. The Ability to give the brawlex fighters their own soundbank without occupying another fighter or boss' soundbank, or 2. Some way to
let clones occupy the same slot like Link/Skyward Link/Oot Link/Dark Link sharing the same slot yet have their own moveset.

That, and/or to make every clone has their OWN GFX so there are no GFX glitches.


Title: Re: The Brawl Expansion Project
Post by: DoctorFlux(Mariodk) on June 08, 2014, 05:54:10 PM
or he just changed the thread´s title and now people think its something really big now


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 05:55:33 PM
Well, the thread was called "BrawlEx Clone Engine," meaning that it was for "BrawlEx" only, but seeing the word "project" makes me believe that we'll be able to add more resources without replacing any soon.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 06:16:35 PM
You guys... :D All I did was just change the title and do a bit of housecleaning.

I suppose there is one small feature that I've added that wasn't mentioned when I was last here. Here's a hint:

(http://oi59.tinypic.com/287d5x2.jpg)

Besides the 100 character roster, there's one other thing. It's pretty subtle. Can you spot it?

Anyways, I'm sure you guys are all getting tired of waiting for version 2. For the most part, it's complete, I just haven't had a chance to test it on console yet. If you guys are alright with an unstable build, I'll go ahead and upload it in a few minutes here.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 06:20:28 PM
...I don't notice anything. Did you make new REL's for characters?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 08, 2014, 06:23:45 PM
More rels is the only thing I can think of, so yeap.

Edit: waitasecond
I don't see franchise icons, is that related somehow?


Title: Re: The Brawl Expansion Project
Post by: chocodino on June 08, 2014, 06:25:08 PM
You guys... :D All I did was just change the title and do a bit of housecleaning.

I suppose there is one small feature that I've added that wasn't mentioned when I was last here. Here's a hint:

([url]http://oi59.tinypic.com/287d5x2.jpg[/url])

Besides the 100 character roster, there's one other thing. It's pretty subtle. Can you spot it?

Anyways, I'm sure you guys are all getting tired of waiting for version 2. For the most part, it's complete, I just haven't had a chance to test it on console yet. If you guys are alright with an unstable build, I'll go ahead and upload it in a few minutes here.

the icons are changed, the separation and they have some sort of layer thing on them [some of them are "on top" of others],,,,,,,,,??


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 08, 2014, 06:28:15 PM
I see a second Zelda.
Transforming clones? You got the two characters sharing the same icon working?


Title: Re: The Brawl Expansion Project
Post by: Eternal Yoshi on June 08, 2014, 06:28:17 PM
I noticed that everyone has icons and names.... did you find a workaround to the CSS file size/memory limits?

Cause unless you have some trick or used Extendedlz77, I don't see a way all those icons would fit within memory limits.

Also noticed the franchise icons being gone/ not there for the Ex characters.

Anyway, I'd recommend uploading the update ONLY if you have no console testers.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 08, 2014, 06:34:09 PM
I see Skull Kid, therefore is there now a Toon Link module?!

Edit: Morrigan, Bowser Jr., Greninja, I would say there is a lot of new rels.  :)


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 08, 2014, 06:38:12 PM
I notice megaman X, Is there a rob module aswell now?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 08, 2014, 06:38:55 PM
gotta say that css looks pretty sexy


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 06:39:32 PM
I noticed that everyone has icons and names.... did you find a workaround to the CSS file size/memory limits?

Anyway, I'd recommend uploading the update ONLY if you have no console testers.

BINGO! The grand prize goes to Eternal Yoshi! As I said before, I still haven't tested it on console, so there's no guarantee that it'll work as I expect it to, but it works for Dolphin, albeit a little slowly.

Anyways, I really don't have a means of testing for console right now, so I'm going to upload the unstable builds, but I'll also keep the old stable builds out until we know that the new ones are working. For the time being, I recommend that only the BrawlEx pack developers try using the newer builds and see if it breaks anything in their pack. From there we can evaluate and see if it needs any tweaking.

Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.

"The Brawl Expansion Project"

Does that mean I have to rename my pack now? :no:

Don't worry too much about it. You had the name first after all. :)


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 06:40:28 PM
I see Megaman X. So ROB module. I see Greninja. So... Possibly Sheik? I see Skyloft Zelda and bowser jr. So Zelda and Bowser... I see Skull kid so Toon Link...

:) seems like some new RELs to me :)


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 06:41:55 PM
No memory limits on the sc_selcharacter AND some possible new REL files?
I highly approve.


Title: Re: The Brawl Expansion Project
Post by: Allbait on June 08, 2014, 06:42:14 PM
Eternal already stated the icons and names and others have stated the new .rels but let's go crazy and say that they all have their own new soundbank that isn't over anything, memory taken from the old wifi to expand the menu's possibilities and maybe perfect articles on clones? xD Those aren't things from that picture... Just wishful thinking; anyway looks awesome to have some new cloning options! =D


Ninja'd by everyone xD


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 06:42:42 PM
BINGO! The grand prize goes to Eternal Yoshi! As I said before, I still haven't tested it on console, so there's no guarantee that it'll work as I expect it to, but it works for Dolphin, albeit a little slowly.

Anyways, I really don't have a means of testing for console right now, so I'm going to upload the unstable builds, but I'll also keep the old stable builds out until we know that the new ones are working. For the time being, I recommend that only the BrawlEx pack developers try using the newer builds and see if it breaks anything in their pack. From there we can evaluate and see if it needs any tweaking.

Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.

Don't worry too much about it. You had the name first after all. :)
BINGO! The grand prize goes to Eternal Yoshi! As I said before, I still haven't tested it on console, so there's no guarantee that it'll work as I expect it to, but it works for Dolphin, albeit a little slowly.

Anyways, I really don't have a means of testing for console right now, so I'm going to upload the unstable builds, but I'll also keep the old stable builds out until we know that the new ones are working. For the time being, I recommend that only the BrawlEx pack developers try using the newer builds and see if it breaks anything in their pack. From there we can evaluate and see if it needs any tweaking.

Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.

Don't worry too much about it. You had the name first after all. :)
BINGO! The grand prize goes to Eternal Yoshi! As I said before, I still haven't tested it on console, so there's no guarantee that it'll work as I expect it to, but it works for Dolphin, albeit a little slowly.

Anyways, I really don't have a means of testing for console right now, so I'm going to upload the unstable builds, but I'll also keep the old stable builds out until we know that the new ones are working. For the time being, I recommend that only the BrawlEx pack developers try using the newer builds and see if it breaks anything in their pack. From there we can evaluate and see if it needs any tweaking.

Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.

Don't worry too much about it. You had the name first after all. :)

I'd be honored to test. I'll have 4 free hours soon :)


Title: Re: The Brawl Expansion Project
Post by: DSX8 on June 08, 2014, 06:52:23 PM
Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.
now stages i dont mind helping u out with!! would also teach me more about how the SSS is all set up and if there could be anything else that could be added to it!


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 08, 2014, 06:53:24 PM
I really hope there are a bunch of new .rels. Then I will have my dream roster.


Title: Re: The Brawl Expansion Project
Post by: Allbait on June 08, 2014, 07:00:21 PM
I really hope there are a bunch of new .rels. Then I will have my dream roster.

It's already on the OP, there's Captain Falcon but the final smash crashes if the clone doesn't have a different one (in other words blue falcon crashes), pikmin but apparently causes random crashing, Toon Link, Zelda alone and the Zelda/Sheik duo. All untested in console.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 07:05:04 PM
As some of you have already noticed, version 2.0.0.x is up. It's in the Additional BrawlEx Versions category of the Downloads section. Be sure to check out the version history for a list of changes. I'd recommend first testing it out with nothing but the mod on - no configuration files or character patches, and then working incrementally up from there. Remember, this is an unstable build, so don't expect it to work for even the simplest of things.

As for character selection portraits, the number of portraits that would be needed for 100 characters would be impossible to fit into memory without making some serious changes to the memory landscape. Instead, I've opted for a dynamic loading system that loads the files off of your SD card when they're needed. I'm not sure about how well this will perform at runtime, or even if it will work at all. Give me a few more minutes and I'll have version 2 of the BrawlEx CSS up as well.

One final note: the config templates included in the download are all version 2 config files. Version 2 config files are backwards compatible meaning that they can be used with BrawlEx version 1. Similarly, BrawlEx version 2 can use version 1 config files. However, the version 1 BrawlEx Config Utility will refuse to open a version 2 config file. So the only way you can edit them right now is by using a hex editor.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 07:09:07 PM
Oooh my.
In the download's beta module folder, I spy:
-ROB
-Zelda (Alone)
-Zelda (with Sheik)
-Toon Link.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 07:11:43 PM
Oooh my.
In the download's beta module folder, I spy:
-ROB
-Zelda (Alone)
-Zelda (with Sheik)
-Toon Link.

I'm chomping at the gate :)!!!

But I'm curious... How is Bowser Jr present if there isn't a Bowser module?


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 08, 2014, 07:15:27 PM
I'm chomping at the gate :)!!!

But I'm curious... How is Bowser Jr present if there isn't a Bowser module?
That's got me confused as well. I know SonicBrawler was working on B Jr. and Shadow Mario over Zelda/Sheik...


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 07:17:32 PM
I'm chomping at the gate :)!!!

But I'm curious... How is Bowser Jr present if there isn't a Bowser module?

Haha, you got me. Bowser Jr. doesn't actually work yet. I meant to have his module done before doing this release, but I thought I'd get the newest version released sooner rather than later.

now stages i dont mind helping u out with!! would also teach me more about how the SSS is all set up and if there could be anything else that could be added to it!

Fortunately the Stage Roster Expansion system is pretty much already complete in the form of the Stage Roster Expansion Code. The only issue I can foresee is adding the extra icons to the Stage Select Screen. Of course, I've already done that once before for the CSS Roster, so I don't think it should be too hard to do a second time. If you'd like, I can see about giving you a rundown on how the Stage Roster Expansion code works, but I'd first need to revisit it myself to reacquaint myself with it.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 07:22:05 PM
So PW are there any plans of riivo support?


Title: Re: The Brawl Expansion Project
Post by: KidCraft24 on June 08, 2014, 07:25:28 PM
Is the pikmin module fixed so that the pikmin don't freeze when the player dies? Also i understand that wario is difficult but i was hoping wario would've been included as a stand alone without final smash warioman.

Though i'm happy this update is up. Though does this update include all the fixes you mentioned previously like victory screen announcer calls for the clones?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 07:26:39 PM
Haha, you got me. Bowser Jr. doesn't actually work yet. I meant to have his module done before doing this release, but I thought I'd get the newest version released sooner rather than later.

Fortunately the Stage Roster Expansion system is pretty much already complete in the form of the Stage Roster Expansion Code. The only issue I can foresee is adding the extra icons to the Stage Select Screen. Of course, I've already done that once before for the CSS Roster, so I don't think it should be too hard to do a second time. If you'd like, I can see about giving you a rundown on how the Stage Roster Expansion code works, but I'd first need to revisit it myself to reacquaint myself with it.

I'm down to test the code myself :)


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 08, 2014, 07:26:59 PM
Haha, you got me. Bowser Jr. doesn't actually work yet. I meant to have his module done before doing this release, but I thought I'd get the newest version released sooner rather than later.

I'm glad we got it sooner ,these new config tweaks are great and literally all the modules you just made were the ones I was dying for, Toon Link especially. Thank you so much for all of this. Going to test it out now.

Also PW how is your stage expansion going to differ from the old stage expansion codes, is it going to be more controllable?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 07:27:28 PM
it already works with rivo you just have to use the brawlminus.xml and the file patch code.

i know it works because i always play brawl with the brawlex after booting up riivo.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 07:29:43 PM
So PW are there any plans of riivo support?

The hardest part about Riivolution support is that I don't have a means of testing the releases for it (Mind you, right now, I don't have a means for testing any of my releases. XD). However, making a version of the mod that loads files using Riivolution isn't that difficult. It just requires changing a few function calls here and there to load from the disc instead of the SD card.

If someone can confirm that they've found a way to get Riivolution to load bx_fighter.rel, then I can throw together a quick release for both the current stable and unstable versions.



Is the pikmin module fixed so that the pikmin don't freeze when the player dies? Also i understand that wario is difficult but i was hoping wario would've been included as a stand alone without final smash warioman.

Though i'm happy this update is up. Though does this update include all the fixes you mentioned previously like victory screen announcer calls for the clones?

Transforming characters still take a lot of time to develop - much more than regular modules require. I can put Wario on my todo list now though that we know that they're possible. As for the other fixes, all the information on them is in the version release notes. :)


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 08, 2014, 07:29:56 PM
On the subject of features, do you think you could try a BrawlEx-like system for Stage Music, Victory Themes, and Character SFX?


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 07:34:38 PM
The hardest part about Riivolution support is that I don't have a means of testing the releases for it (Mind you, right now, I don't have a means for testing any of my releases. XD). However, making a version of the mod that loads files using Riivolution isn't that difficult. It just requires changing a few function calls here and there to load from the disc instead of the SD card.

If someone can confirm that they've found a way to get Riivolution to load bx_fighter.rel, then I can throw together a quick release for both the current stable and unstable versions.



Transforming characters still take a lot of time to develop - much more than regular modules require. I can put Wario on my todo list now though that we know that they're possible. As for the other fixes, all the information on them is in the version release notes. :)
it already works with rivo you just have to use the brawlminus.xml and the file patch code.

i know it works because i always play brawl with the brawlex after booting up riivo.

Yeah....that ain't working for me. And i know it ain't the clones cuz i'm using pikezer's pack. After pressing launch i get a black screen.

And i'll try to see if i can whip up a quick xml.

There's a brawlminus xml that people say gets it working on riivo, but it hasn't helped me at all.


Title: Re: The Brawl Expansion Project
Post by: DSX8 on June 08, 2014, 07:36:23 PM
Fortunately the Stage Roster Expansion system is pretty much already complete in the form of the Stage Roster Expansion Code. The only issue I can foresee is adding the extra icons to the Stage Select Screen. Of course, I've already done that once before for the CSS Roster, so I don't think it should be too hard to do a second time. If you'd like, I can see about giving you a rundown on how the Stage Roster Expansion code works, but I'd first need to revisit it myself to reacquaint myself with it.
ah it is? well hmm alright.. well i do know about its filesize limit which might be a threat for us.. but i don't mind helping much, even tho i dont know any coding :v


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 07:37:26 PM
On the subject of features, do you think you could try a BrawlEx-like system for Stage Music, Victory Themes, and Character SFX?
The Custom Sound Engine can do stage and victory themes. However, it's better for victory themes right now, as custom stages added can only have one song at the time using this code. Maybe, in the future, either we can have something as a successor to BrawlDJ or a newly updated BrawlDJ to give us more music slots to use.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 08, 2014, 07:39:11 PM
The Custom Sound Engine can do stage and victory themes. However, it's better for victory themes right now, as custom stages added can only have one song at the time using this code. Maybe, in the future, either we can have something as a successor to BrawlDJ or a newly updated BrawlDJ to give us more music slots to use.
I heard the Custom Sound Engine was very buggy.


Title: Re: The Brawl Expansion Project
Post by: KidCraft24 on June 08, 2014, 07:42:14 PM
so how exactly would we go about setting the victory camera and announcer calls do we have to hex in everything?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 07:45:31 PM
Yeah....that ain&#039;t working for me. And i know it ain&#039;t the clones cuz i&#039;m using pikezer&#039;s pack. After pressing launch i get a black screen.

And i&#039;ll try to see if i can whip up a quick xml.

There&#039;s a brawlminus xml that people say gets it working on riivo, but it hasn&#039;t helped me at all.

have you made sure your sd card isn't in the locked position, because i know one time i had mine locked everything started up but once i choose a stage the whole thing just froze so i tried removing the sd card swiched from eaither locked or unlocked and after that i started it up and no freeze when i selected a stage.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 08, 2014, 07:51:41 PM
That limitless css is something I won't mind testing out later. I'll probably get around to changing all my css pics to not be limited by the 256 limit of cmpr, but for now I'd just be happy putting them back to default resolution instead of the 100 x 125 thing I've got going on.
It looks like you spaced the icons out to avoid them fighting with each other for layer priority too. That's going to save me a few headaches to look at now, awesome stuff.
Really looking forward to that future stage expansion too, I've got an old folder with a bunch of stages I had on the ASL engine that'll be neat to throw in.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 08:08:10 PM
have you made sure your sd card isn't in the locked position, because i know one time i had mine locked everything started up but once i choose a stage the whole thing just froze so i tried removing the sd card swiched from eaither locked or unlocked and after that i started it up and no freeze when i selected a stage.

Its unlocked, and,.. i never make it too that part. After i launch riivo, i press the launch button and get a black screen freeze.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 08, 2014, 08:21:47 PM
Here's a thought of what could be done to reduce the filesize by a bit, when you go to add individual pokemon you could delete the Pokemon Trainer's CSPs it shouldn't cause any problems atleast I don't think it will


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 08, 2014, 08:23:36 PM
Here's a thought of what could be done to reduce the filesize by a bit, when you go to add individual pokemon you could delete the Pokemon Trainer's CSPs it shouldn't cause any problems atleast I don't think it will
Or you could just use those CSPs for another character.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 08, 2014, 08:26:17 PM
I guess so along with MiscData[40]


Title: Re: The Brawl Expansion Project
Post by: frozenfire on June 08, 2014, 08:42:24 PM
So Nebulon, since your pack uses boss slots and the newest version doesn't(I believe) are you just going to keep those extras slots or make the characters that are over bosses fill up the new space?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 08, 2014, 08:44:13 PM
So, random question. Do the new IDs start from 64?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 08, 2014, 08:49:09 PM
So Nebulon, since your pack uses boss slots and the newest version doesn't(I believe) are you just going to keep those extras slots or make the characters that are over bosses fill up the new space?

Well... I haven't decided. There's no disadvantage to having them as of yet, so there's no reason to fix it just yet. That being said, if someone figures out Single player modes, or Kirby hats and that would require me to change them, then I would do so.

BTW it allows up to 128. I believe that's with the boss slots. But in terms of 3F-63, how many more were added?


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 08, 2014, 08:51:39 PM
BrawlEx CSS Expansion 2 is up. The only feature added for it is loading up portraits from the SD card. See the notes section in the readme for information on naming and placing the portrait BRRES files.

Also, remember that the BRRES files on the SD card must be uncompressed.

That limitless css is something I won't mind testing out later. I'll probably get around to changing all my css pics to not be limited by the 256 limit of cmpr, but for now I'd just be happy putting them back to default resolution instead of the 100 x 125 thing I've got going on.
It looks like you spaced the icons out to avoid them fighting with each other for layer priority too. That's going to save me a few headaches to look at now, awesome stuff.
Really looking forward to that future stage expansion too, I've got an old folder with a bunch of stages I had on the ASL engine that'll be neat to throw in.

I didn't make any other changes to the CSS Expansion besides the added functionality. So the Z-Fighting bug and the Subspace Emissary Character Select bug are both still there. Incidentally, all the icons are mapped to the same Z-Index when using the CSS Expansion because adding 100 characters causes their Z-Indices to map all the way up to where other menu elements are mapped. This caused a bunch of weird bugs where icons would appear ontop of things such as the settings screen.

As for file sizes, in addition to the .pac size limit, the portrait BRRES files themselves have a maximum uncompressed size limit of 256 Kb. So as long as you don't go over that, you're fine. For comparison, Wario's regular BRRES file takes up almost all of that.

So Nebulon, since your pack uses boss slots and the newest version doesn't(I believe) are you just going to keep those extras slots or make the characters that are over bosses fill up the new space?

Even with a 128 cap, having a full roster of characters uses up all of the ExSlots but one. That means that any character that uses two or more characters will need a couple of extra slots (The Zelda's in the roster I showed you use just one slot...). Those slots exist after the regular alloys, so it's alright to keep them on hand for if they're ever required for cases like these.

So, random question. Do the new IDs start from 64?

ExSlots still start at ID 0x3F. They now end at 0x7F


I'm glad we got it sooner ,these new config tweaks are great and literally all the modules you just made were the ones I was dying for, Toon Link especially. Thank you so much for all of this. Going to test it out now.

Also PW how is your stage expansion going to differ from the old stage expansion codes, is it going to be more controllable?

It's mainly going to increase the number of additional stages to more than just 10. It'll also have support to allow you to configure the stage file names similar to how the BX Clone Engine allows you to configure character file names. I may also add the ability to configure stages with their own tracklists as well. That's about it for now.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 08, 2014, 09:02:29 PM
Ah, okay. Well no big deal, it's only a minor thing anyway. The functionality of it all is way more important than the icons fighting over each other.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 08, 2014, 09:33:17 PM
@Nebulon, can you modify your pack so it has Stock icons please?

That way we'll be able to test Classic Mode.


Title: Re: The Brawl Expansion Project
Post by: Eternal Yoshi on June 08, 2014, 10:05:17 PM
So I'm trying the new build with a build with 51 CSS icons and I don't see any big issues....
The Toon Link EX module is working great with Simon so far too.
except for 1.

Is there a way to customize how the CSS icons are arranged when using the CSS Expansion thing? This big waste of screen real estate makes me really sad, as there's no reason to have them so small and arranged to have 100 icons, when I only have 51.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 08, 2014, 10:21:45 PM
It would be cool to have a visual tool to arrange the CSS.

Doesn't Sammi's tool do that?


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 08, 2014, 10:26:33 PM
It would be cool to have a visual tool to arrange the CSS.

Doesn't Sammi's tool do that?
The only thing that Sammi's tool does, is help adding in clones easier, naming them. and adding in new cosmetic data, and other things. it's decent for now and saves me 45 minutes of pure headache. but it does not have a visual representation of the CSS, sort of rearrange what comes first really.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 10:37:03 PM
i have noticed a slight glitch with the latest brawlex version if you sycal through the css to fast there is a slight hang up but than it goes back to normal.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 08, 2014, 10:39:44 PM
Has anybody tested css expansion v2 on console yet? I'd like to know if it works before I dig deep into the files and start revamping my build again.

i have noticed a slight glitch with the latest brawlex version if you sycal through the css to fast there is a slight hang up but than it goes back to normal.

Was that with the new CSS expansion v2 CSP loader?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 10:44:09 PM
yes it was but no frezeeing or anything just a slight lag but only happens when cycling through fast but if slow cycle through each color no lag.

Post Merge: June 08, 2014, 10:46:43 PM
but it could be because im using riivolution and yes it does work with riivolution.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 08, 2014, 10:49:22 PM
yes it was but no frezeeing or anything just a slight lag but only happens when cycling through fast but if slow cycle through each color no lag.

Post Merge: June 08, 2014, 10:46:43 PM
but it could be because im using riivolution and yes it does work with riivolution.

Well if it works with Riivo it should work with the Project-M launcher/Gecko, going to give it a spin soon.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 08, 2014, 10:53:07 PM
I'm in the midst of extracting all my csp brres files from my sc_selchar.pac, once I get em all out I'm gonna give it a whirl as is, then try with less compressed css portraits.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 10:56:30 PM
Well if it works with Riivo it should work with the Project-M launcher/Gecko, going to give it a spin soon.

it should i don't see why it wouldn't.

i just use riivo because when ever i was using the project m lancher the damage and knouckback seamed inconsistent.

but with riivo the damage and knouckback seem to stay consistent.

so that's why i use riivo instead.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 11:14:15 PM
So when using riivo now i get to the CSS. My codes all work fine but instead of brawlex i get the regular old roster. Any help?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 11:21:42 PM
So when using riivo now i get to the CSS. My codes all work fine but instead of brawlex i get the regular old roster. Any help?

i think you forgot to set the hook to axnextframe also make sure code set is minus3.3 test.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 08, 2014, 11:23:43 PM
has anyone tested it on the console?


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 11:24:16 PM
Both of those are at the right settings. Same result


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 08, 2014, 11:29:07 PM
Both of those are at the right settings. Same result

are you using it with the file patch code 3.1.5b or the older one? it needs to be the 3.1.5b file patch to work.

also if your useing a sd card that's bigger than 2gig than you also have to use the sdhc extension code.

Post Merge: June 08, 2014, 11:31:44 PM
the riivolution way won't work if your trying to use a jump drive with it, it has to be an sd card.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 08, 2014, 11:40:40 PM
are you using it with the file patch code 3.1.5b or the older one? it needs to be the 3.1.5b file patch to work.

also if your useing a sd card that's bigger than 2gig than you also have to use the sdhc extension code.

Post Merge: June 08, 2014, 11:31:44 PM
the riivolution way won't work if your trying to use a jump drive with it, it has to be an sd card.

Oh okay, i'll try with my SD tomorrow.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on June 09, 2014, 12:12:44 AM
So I'm trying the new build with a build with 51 CSS icons and I don't see any big issues....
The Toon Link EX module is working great with Simon so far too.
except for 1.

Is there a way to customize how the CSS icons are arranged when using the CSS Expansion thing? This big waste of screen real estate makes me really sad, as there's no reason to have them so small and arranged to have 100 icons, when I only have 51.

Right now, the only way to rearrange the icons is to manually move the bones around in the last frame of the MenSelChrPos_TopN model in scselcharacter.pac. Each frame of the animation corresponds to the number of icons on the CSS. However, if there isn't a frame for a number, it'll just use the last frame.


yes it was but no frezeeing or anything just a slight lag but only happens when cycling through fast but if slow cycle through each color no lag.

Post Merge: June 08, 2014, 10:46:43 PM
but it could be because im using riivolution and yes it does work with riivolution.

If it's just a slight lag, I might actually be able to fix it. For some reason, the game loads every icon once when highlighting it, and then once more when leaving it. This means that every time you change icons, the game is loading from the SD card twice. Likewise for when switching colors. I'm not sure why it exhibits this behavior, but if it's possible to remove it, it should make things run a lot smoother.



Concerning the Riivolution issue: from what I understand, the main technique is to load the Gecko hook patch into the game using Riivolution and then add the File Patch Code 3.1.5b ontop of that. This allows the BrawlEx Components to be loaded via the File Patch Code from the SD card while the actual game files can be loaded through Riivolution from the USB or SD device. I don't really see any problem with this, but I'd like to see if it's possible to get the BrawlEx components to be loaded via Riivolution as well.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 12:30:29 AM
Right now, the only way to rearrange the icons is to manually move the bones around in the last frame of the MenSelChrPos_TopN model in scselcharacter.pac. Each frame of the animation corresponds to the number of icons on the CSS. However, if there isn&#039;t a frame for a number, it&#039;ll just use the last frame.


If it&#039;s just a slight lag, I might actually be able to fix it. For some reason, the game loads every icon once when highlighting it, and then once more when leaving it. This means that every time you change icons, the game is loading from the SD card twice. Likewise for when switching colors. I&#039;m not sure why it exhibits this behavior, but if it&#039;s possible to remove it, it should make things run a lot smoother.





Concerning the Riivolution issue: from what I understand, the main technique is to load the Gecko hook patch into the game using Riivolution and then add the File Patch Code 3.1.5b ontop of that. This allows the BrawlEx Components to be loaded via the File Patch Code from the SD card while the actual game files can be loaded through Riivolution from the USB or SD device. I don&#039;t really see any problem with this, but I&#039;d like to see if it&#039;s possible to get the BrawlEx components to be loaded via Riivolution as well.

yeah it's just a slight lag nothing major also about the brawlex components it seems that they all work same as geco when im using riivo, what i mean is i am able to select any of the clone i have made so far and use it in battle seems to work just fine and that even using your most recent brawlex version 2 seems fine so far.

Post Merge: June 09, 2014, 12:36:32 AM
also your right about the main technique to load brawlex with riivo.

it's exactly as you said you use the file patch 3.1.5b with the brawl minus.xml and it works perfectly.

and if you add the sdhc extension code on top of that your able to use sd cards that are bigger than 2gig.

you can also save custom stages to sd cards that are 4gig and up this way.


Title: Re: The Brawl Expansion Project
Post by: shadowXtreme on June 09, 2014, 01:14:47 AM
Haha, you got me. Bowser Jr. doesn't actually work yet. I meant to have his module done before doing this release, but I thought I'd get the newest version released sooner rather than later.

Fortunately the Stage Roster Expansion system is pretty much already complete in the form of the Stage Roster Expansion Code. The only issue I can foresee is adding the extra icons to the Stage Select Screen. Of course, I've already done that once before for the CSS Roster, so I don't think it should be too hard to do a second time. If you'd like, I can see about giving you a rundown on how the Stage Roster Expansion code works, but I'd first need to revisit it myself to reacquaint myself with it.

Pw, It could be good If you something on your BX stage loader, to make it work in a similar way as Dants stage loader, in order to have a hellish amount of stages, without having trouble with stage icons on the stage select screen..


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 01:17:50 AM
Well, it works but that lag time is something awful. The entire game freezes up for a moment whenever you so much as highlight a character icon, and when you take that into a practical scenario of 4 people trying to select their character, then a costume afterwards and the freeze up happening every time any one of them selects or deselects or changes a costume it just becomes impractical.
So if that slowdown keeps happening I think it's still better off having heavily compressed images that fit into sc_selchar.pac opposed to the slowness. But I mean if you can get rid of that lag, the game does access and read the files fine from my 4GB SDHC.
But as it stands now the slowdown is just too much for me.

EDIT: I put up a vid as an example so you can see what I mean by the lag time.
https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)
I figured seeing it in action would give you an idea of how much you might be able to reduce the lag by, and also give others an idea of what to expect from it, or at least from what I'm getting.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 09, 2014, 01:49:27 AM
oh boy oh boy! gonna test the crap out of this now lol. Great work as always. The one day im not watching this thread, something crazy happens xD

Oh, PW i'll probably end up PM'ing you about ness' module when i get the chance. i Don't mean to bother ya, im just so close to understanding how to finish him lol.

it's exactly as you said you use the file patch 3.1.5b with the brawl minus.xml and it works perfectly.

When i first told people about the .xml i mentioned that you needed to add the fpc 3.5.1b :P Suppose i just assumed people remembered that bit.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 09, 2014, 02:40:33 AM
Hey guys I have just started messing around with the clone engine and its great. However, I have come across two problems I can't fix.

1. Slot 58 crashes, no matter who I put there. I have put the exact same files in a different slots, before and after, and they work fine. I have used the clone tool and installed them manually. Both have failed. As soon as I select the character it hard crashes.

2. Kirby seems to have an issue with clone characters at slot numbers 5B and up. When I, or the computer, select Kirby and a character from 5B and up the game soft crashes. This only happens with Kirby(that I've noticed). These charaters work fine when Kirby is not selected.

I am using vBrawl with minimal hacks: FPC 351b, sdhc ext., no trippping, cpus don't ignore other cpus, input lag, disable custom stages, unrestricted pause, replay, an control editing, infinite replays, and save tags in replays.

Using Brawlex v1.2.0.0


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 09:27:13 AM
Hey guys I have just started messing around with the clone engine and its great. However, I have come across two problems I can't fix.

1. Slot 58 crashes, no matter who I put there. I have put the exact same files in a different slots, before and after, and they work fine. I have used the clone tool and installed them manually. Both have failed. As soon as I select the character it hard crashes.

2. Kirby seems to have an issue with clone characters at slot numbers 5B and up. When I, or the computer, select Kirby and a character from 5B and up the game soft crashes. This only happens with Kirby(that I've noticed). These charaters work fine when Kirby is not selected.

I am using vBrawl with minimal hacks: FPC 351b, sdhc ext., no trippping, cpus don't ignore other cpus, input lag, disable custom stages, unrestricted pause, replay, an control editing, infinite replays, and save tags in replays.

Using Brawlex v1.2.0.0
Pretty sure 58 is bugged in that version, and make sure you have kirby's abilities set to none in each of your fighter's fighterconfigs.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on June 09, 2014, 09:44:22 AM
Okay I'm very confused right now as i just now looked at this page. Is brawlEX compatible with rivolution?


Title: Re: The Brawl Expansion Project
Post by: Juken on June 09, 2014, 09:57:32 AM
Can someone post the download link for Nebulon's ppack?  The one in the OP just links to a text file instead of the actual download, and I don't know if the one in Nebulon's signature is the latest version.  If the latter is the latest version of his build, I'll just point out that as far as I've played through it, Lynda and Sephiroth both crash the game.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 10:01:21 AM
Can someone post the download link for Nebulon's ppack?  The one in the OP just links to a text file instead of the actual download, and I don't know if the one in Nebulon's signature is the latest version.  If the latter is the latest version of his build, I'll just point out that as far as I've played through it, Lynda and Sephiroth both crash the game.

I'm updating tonight :)


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 10:21:02 AM
Okay I&#039;m very confused right now as i just now looked at this page. Is brawlEX compatible with rivolution?

yes it is in order to get it to work you just have to use the file patch code 3.1.5b with the brawlminus.xml.

but if you have a 4gig or higher sd card than you have to add the sdhc extension code as well.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 10:26:06 AM
Was there a new BrawlEx Conifg Utility released to support the costume specific final smashes? I think it'd be cool to play around with that a bit with stuff like Giga Bowsers and Super Sonics.
The OP still has the previous version, and that can't open the new Fighter configs.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 10:36:31 AM
Was there a new BrawlEx Conifg Utility released to support the costume specific final smashes? I think it&#039;d be cool to play around with that a bit with stuff like Giga Bowsers and Super Sonics.
The OP still has the previous version, and that can&#039;t open the new Fighter configs.

i remember phantom wings saying that you could open the new fighter configs with hex editor.

so if you want to edit those new figther configs i think you have to do it that way.


Title: Re: The Brawl Expansion Project
Post by: Armored dragon on June 09, 2014, 10:58:40 AM
Is the clone engine tool not supposed to show robot and the other new modules when you try to add a new clone?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 11:07:14 AM
Is the clone engine tool not supposed to show robot and the other new modules when you try to add a new clone?

the clone tool probably won't show rob or a few other newest beta modules because brawlex version 2 just came out yesterday
so the clone tool probably needs to be updated to support them.


Title: Re: The Brawl Expansion Project
Post by: Armored dragon on June 09, 2014, 11:11:26 AM
I see


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 12:04:14 PM
i remember phantom wings saying that you could open the new fighter configs with hex editor.

so if you want to edit those new figther configs i think you have to do it that way.
Ah alright, that's fine. I'll probably mess with that later tonight then.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 09, 2014, 12:50:21 PM
Pretty sure 58 is bugged in that version, and make sure you have kirby's abilities set to none in each of your fighter's fighterconfigs.
That did it! Thanks alot.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 09, 2014, 01:22:08 PM
I'm updating tonight :)

Does it have Stock Icons now?

So we can test Classic Mode.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 09, 2014, 02:40:24 PM
ATTENTION! Those of you uploading packs be aware that although the latest version of brawlex fixes the slot 58 bug it cause some characters to crash the game when using there final smash(their final smash works fine in the 1.2 build). So far Piccolo(Ganon) and MetalSonic(Sonic) have done this. Also When Ammy(Peach) uses her final smash the screen stays dim and she keeps the aura preventing another smash ball from spawning(The FINAL final smash :af: )


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 03:09:23 PM
Does it have Stock Icons now?

So we can test Classic Mode.

Actually, I was goin to ask about that. I heard there was a way to make all of the ex characters load other stock icons, or like a generic one. Is this possible? If so then I'll do it. If not the. i'll need a tutorial on how to give the PSAs stocks... But that will be an ongoing project, and not something plausible for tonight.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 03:12:18 PM
Actually, I was goin to ask about that. I heard there was a way to make all of the ex characters load other stock icons, or like a generic one. Is this possible? If so then I'll do it. If not the. i'll need a tutorial on how to give the PSAs stocks... But that will be an ongoing project, and not something plausible for tonight.
I'm pretty sure you'd just need to name the stock icons in sc_selchar.pac appropriately. I remember Cbliss came with a bunch of generic stock icons to cover the extra costumes, you could always look at the sc_selchar that comes with that to see how it's set up.
Personally I'd rather reroute them to a single generic icon to save on space. You only see them on the classic menu and the stage select screen anyway.

edit: whoops, called cbliss brawlex by mistake.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 09, 2014, 03:16:12 PM
Actually, I was goin to ask about that. I heard there was a way to make all of the ex characters load other stock icons, or like a generic one. Is this possible? If so then I'll do it. If not the. i'll need a tutorial on how to give the PSAs stocks... But that will be an ongoing project, and not something plausible for tonight.
Stock Icons for Classic Mode work.

(http://i.imgur.com/lVsypcy.png)

I just added the needed Stock icons to the sc_selcharacter.pac from the BrawlEx Cosmetic template.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 09, 2014, 03:19:28 PM
So I tested CSS Expansion v2 and it works but it lags some. Keep in mind my csps are 128 x 160, i only tested it with mario and dk's portraits it will obviously lag a lot more when I have all of the characters portraits present. (this was with 3 controllers) :P


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 03:45:02 PM
So I tested CSS Expansion v2 and it works but it lags some. Keep in mind my csps are 128 x 160, i only tested it with mario and dk's portraits it will obviously lag a lot more when I have all of the characters portraits present. (this was with 3 controllers) :P
Did you get the same kind of lag that I got in my video? Or would a higher class SDHC perhaps help reduce that too?
I had all my pics in, the defaults are 128 x 160 but the extras were all 100 x 125 (the average file sizes for them was like 70kb per brres) and it just didn't work well for me at all.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 03:56:31 PM
I'm pretty sure you'd just need to name the stock icons in sc_selchar.pac appropriately. I remember Cbliss came with a bunch of generic stock icons to cover the extra costumes, you could always look at the sc_selchar that comes with that to see how it's set up.
Personally I'd rather reroute them to a single generic icon to save on space. You only see them on the classic menu and the stage select screen anyway.

edit: whoops, called cbliss brawlex by mistake.

What dictates a stock icon? Is it the same as the cosmetic ID? And do I just add the stock pngs in the menselchar files in the menu2


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 09, 2014, 03:57:07 PM
Did you get the same kind of lag that I got in my video? Or would a higher class SDHC perhaps help reduce that too?
I had all my pics in, the defaults are 128 x 160 but the extras were all 100 x 125 (the average file sizes for them was like 70kb per brres) and it just didn't work well for me at all.

I have a nice 32 gb sdhc card, i was using 128 x 160 (CMPR) I only had Dk & Mario though, I still need to experiment with it more.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 04:19:41 PM
What dictates a stock icon? Is it the same as the cosmetic ID? And do I just add the stock pngs in the menselchar files in the menu2
I'm pretty sure the numbered files match the numbers of your bps.
Like Mario's defaults are InfStc.001 - 010.
I'd assume your first Ex character would be InfStc.1101 - 1110 and so on and so forth.

Edit: Shadowsnake, was it like the same kind of lag I was getting here though? (https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)) or not as bad as that? I figured having more characters in wouldn't make it lag any worse since it seems to load on a character by character basis, hence the lag every time I highlight a different icon.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 09, 2014, 04:38:56 PM
Okay using riivo, i get freezes on either the loading screen(soft freeze) or on SSS(Hard freeze)


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 04:43:54 PM
Stock Icons for Classic Mode work.

([url]http://i.imgur.com/lVsypcy.png[/url])

I just added the needed Stock icons to the sc_selcharacter.pac from the BrawlEx Cosmetic template.
Stock Icons for Classic Mode work.

([url]http://i.imgur.com/lVsypcy.png[/url])

I just added the needed Stock icons to the sc_selcharacter.pac from the BrawlEx Cosmetic template.
Stock Icons for Classic Mode work.

([url]http://i.imgur.com/lVsypcy.png[/url])

I just added the needed Stock icons to the sc_selcharacter.pac from the BrawlEx Cosmetic template.


Where do I add stocks for Classic mode?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 09, 2014, 04:48:44 PM
Where do I add stocks for Classic mode?
MiscData[90] in the sc_selcharacter.pac


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 04:49:55 PM
MiscData[90] in the sc_selcharacter.pac
MiscData[90] in the sc_selcharacter.pac
MiscData[90] in the sc_selcharacter.pac
Roger that. I'll expirament with it tonight. Do they need to be added for the cbliss skins as well?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 09, 2014, 04:54:18 PM
Roger that. I'll expirament with it tonight. Do they need to be added for the cbliss skins as well?
Yes.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 05:45:56 PM
Okay using riivo, i get freezes on either the loading screen(soft freeze) or on SSS(Hard freeze)

are you using it with an sd card? it has to be an sd card. a jump drive or a converter where you put the sd card in the jump drive won't work it has to be a regular sd card.

the reason it has to be a sd card is because axnextframe won't load from the usb port even if riivo gives you the option to choose axnextframe that won't work unless your using a sd card.


Title: Re: The Brawl Expansion Project
Post by: shadowXtreme on June 09, 2014, 05:47:11 PM
- Updated common2.pac's sora_melee hook...

this means that I now can use Dantarion alternate stage loader? D:


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 09, 2014, 05:49:52 PM
- Updated common2.pac's sora_melee hook... this means that I now can use Dantarion alternate stage loader? D:
I think it's related to the new clone ID's.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 09, 2014, 06:01:48 PM
I'm pretty sure the numbered files match the numbers of your bps.
Like Mario's defaults are InfStc.001 - 010.
I'd assume your first Ex character would be InfStc.1101 - 1110 and so on and so forth.

Edit: Shadowsnake, was it like the same kind of lag I was getting here though? (https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)) or not as bad as that? I figured having more characters in wouldn't make it lag any worse since it seems to load on a character by character basis, hence the lag every time I highlight a different icon.

About as bad now that I have added more csps, PW said he might be able to fix it though, if he doesn't it's back to 100 x 128 csps again. :P


Title: Re: The Brawl Expansion Project
Post by: Doq on June 09, 2014, 06:11:51 PM
I see a new BrawlEx. Revisiting Expanded v0.9, expect something soon ;)
Okay using riivo, i get freezes on either the loading screen(soft freeze) or on SSS(Hard freeze)
Use the Disable Custom Stages code

PW are you aware that on results screen Purin's name is "Jiggly Puff" when it should be "Jigglypuff"?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 06:22:05 PM
About as bad now that I have added more csps, PW said he might be able to fix it though, if he doesn't it's back to 100 x 128 csps again. :P
Ah okay, just wanted to confirm it wasn't just me.
I honestly don't mind the 100 x 128 pics if I have to use em, but I fear that with more characters I'm gonna eventually hit my limit.
Even if we can have a delay in the CSP loading with about the same load time that doesn't freeze up the entire game for everyone, that would be fine with me. Like where the image just takes a second or two to appear.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 09, 2014, 06:26:07 PM
are you using it with an sd card? it has to be an sd card. a jump drive or a converter where you put the sd card in the jump drive won't work it has to be a regular sd card.


the reason it has to be a sd card is because axnextframe won't load from the usb port even if riivo gives you the option to choose axnextframe that won't work unless your using a sd card.

Yeah I'm using a 2gb sd


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 06:47:31 PM
Yeah I&#039;m using a 2gb sd

humm i'm sarting to run out of ideas but i do know one other thing that helped me get it working but i'm not sure if you feel like
taking the time to do it.

here's what i did: first i backed up my sd card to my computer next i formated my sd card but i made sure to format it a certain way i formated it to 32fat with alocution size of 8192 bytes after that things started working.

Post Merge: June 09, 2014, 07:04:31 PM
if that dosen't work than the only other thing i can think of is maybe nebelon's pack dosen't work with riivo.
because i thought i read a long ways back on the brawlex forums that nebelon's pack had to use the project m lancher
to work but i could be wroung about that.

if after everything else dosen't work i'm sorry but i can only think of one other thing and that is if you want i could upload my current build of brawlex working with riivo to mediafire and so you can download it and put it on the root of your sd card so you can adjust the clones however you want after that.

but for my build you will need a sd card that is at least 4gigs big.
and my build has some interesting things like no random slot but none of my clones cause freeze mine also has cbliss as part of my build because i used shinf's pack to set mine up also my common3 has unusual items but no freeze.

and one other thing i have not yet set up my csp's or battle portrites for any of my clones yet for instance all the different link clones will have the same css and battle portrites but no freezeing.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 09, 2014, 07:14:22 PM
I've tested Toon Link's Module with Skull Kid and he works excellently great no freezes all of his attacks also work, I'm actually thinking untill my issues are fixed with Mewtwo and another Fighter Skull Kid and another Fighter so I could release my pack so I can have opinions on what to change before I actually release it on the vault.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:35:04 PM
How do you add a new clone in the newest Brawl Expanison v2.00?


Title: Re: The Brawl Expansion Project
Post by: Mariohuge on June 09, 2014, 07:35:37 PM
So is the final smash music for certain characters still borked?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 09, 2014, 07:36:32 PM
How do you add a new clone in the newest Brawl Expanison v2.00?
It's the same as it's always been... Or do you mean new slots?
New slots are 64-7F, 58 is fixed as well.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:38:44 PM
It's the same as it's always been... Or do you mean new slots?
New slots are 64-7F, 58 is fixed as well.
Yeah sorry i meant new slots 64 - 7F i tried slot 64 and it freezes when hovering to it.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 09, 2014, 07:39:47 PM
Can't comment on that then, only been able to test 'em in Dolphin.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:41:00 PM
Can't comment on that then, only been able to test 'em in Dolphin.
Im using dolphin to test it out too :).


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 09, 2014, 07:43:01 PM
I'll start from scratch and see if I notice anything, then.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:43:34 PM
Sounds cool :).


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 07:45:08 PM
Im using dolphin to test it out too :).

i have alread tryied it on the wii using riivolution and slot 64 works fine for me.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:48:26 PM
i have alread tryied it on the wii using riivolution and slot 64 works fine for me.
I added on the cssroster id 64 is it normal if it doesn't show as "fighter64ex""?
and i did hex edit the fighter64 to recongize the clone character Geno


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 09, 2014, 07:49:57 PM
Ah, you should use the fighter config from an earlier version and it should still work.

Also, it's normal for fighter64ex and over not to show.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 07:52:20 PM
Ah, you should use the fighter config from an earlier version and it should still work.

Also, it's normal for fighter64ex and over not to show.
Thank you i will try it out :).

Post Merge: June 09, 2014, 08:06:20 PM
Well it still freezes and i edited the Cosmetic64 to A2 to load 162 but it doesn,t read it I get a random Menselechrface picture from goku do i need any new codes or anything?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 09, 2014, 08:11:50 PM
Thank you i will try it out :).

Post Merge: June 09, 2014, 08:06:20 PM
Well it still freezes and i get a random Menselechrface picture from goku do i need any new codes or anything?

what i think you need to do is get the cssroster.dat form version 2 of brawlex and then open it with the config editor from the previous version of brawlex that worked for me.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 08:14:16 PM
what i think you need to do is get the cssroster.dat form version 2 of brawlex and then open it with the config editor from the previous version of brawlex that worked for me.
Yeah im using the newest cssroster version 2 and i edited just right now and still get that error.
and im using configultily 1.3.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 08:20:21 PM
Before I make stocks is it possible to coege classic mode with clones? Is the only thin I need the new bxfighter and common 2?


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 09, 2014, 08:22:04 PM
Before I make stocks is it possible to coege classic mode with clones? Is the only thin I need the new bxfighter and common 2?
Well i got it to work now :).
But one problem now Nebulon some of the brawlex Unused boss forbidden slots show me a mario Menselechrface.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 08:58:30 PM
Before I make stocks is it possible to coege classic mode with clones? Is the only thin I need the new bxfighter and common 2?
Gonna guess by coege you meant clear or something, but yeah I'm pretty sure one of the changes in the new BrawlEx was to make it compatible or something. From the new readme "- Completing Classic or AllStar for
  characters with Slot Id 2C and up will
  simply return the player to the CSS
  instead of crashing."


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 10:16:14 PM
Gonna guess by coege you meant clear or something, but yeah I'm pretty sure one of the changes in the new BrawlEx was to make it compatible or something. From the new readme "- Completing Classic or AllStar for
  characters with Slot Id 2C and up will
  simply return the player to the CSS
  instead of crashing."

Then thus begins my stock crusade.

Well i got it to work now :).
But one problem now Nebulon some of the brawlex Unused boss forbidden slots show me a mario Menselechrface.

Is there an issue with that other than it's just weird? Does it ruin any functionality?

I'll still upload my pack before bed, but I'll throw in SOME stocks for the time being. Unfortunately, not all. If someone wants to help me with stocks, that be cool. PM me if you're interested. A lot of people use my pack, and PW posted it up in the OP. If you wanna help it out, then shoot me a pm. Especially if you can do announcer calls.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 10:18:57 PM
I was planning just to setup generic stock icons for my pack to keep classic mode functional and hopefully save on space. It just takes so long to import and rename them for every single character and costume, especially when I've got 10 costumes going per character, so I've been lazy about it.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 10:22:03 PM
I was planning just to setup generic stock icons for my pack to keep classic mode functional and hopefully save on space. It just takes so long to import and rename them for every single character and costume, especially when I've got 10 costumes going per character, so I've been lazy about it.

That's what I SHOULD do... but we'll see... :/ This is gonna be Hell...


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 10:25:59 PM
That's what I SHOULD do... but we'll see... :/ This is gonna be Hell...
From a practical end of it, the stock icons are going to be seen so little that I don't think it's necessary to have them be unique. I mean if they were still on the HUD with the BPs and such I'd want them done up right, but all I care to have right are my CSPs, BPs, and names.
I'd say I'd do half of em for you or something but I don't think there's really a quick way to combine the 2 MiscData files or anything like that, and it'd still be a monotonous task of importing every one.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 10:39:05 PM
From a practical end of it, the stock icons are going to be seen so little that I don't think it's necessary to have them be unique. I mean if they were still on the HUD with the BPs and such I'd want them done up right, but all I care to have right are my CSPs, BPs, and names.
I'd say I'd do half of em for you or something but I don't think there's really a quick way to combine the 2 MiscData files or anything like that, and it'd still be a monotonous task of importing every one.

I made a generic icon. It's to distinguish ex characters from normal characters. I've done it for two fighters so far. I'll probably do this for another 80 minutes. After I do EX characters I'll do my Cbliss characters. If I get close to completion tonight, in that I can finish it tomorrow, I will postpone uploading it tonight with the intention of finishing this side project by tomorrow.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 10:50:40 PM
I made a generic icon. It's to distinguish ex characters from normal characters. I've done it for two fighters so far. I'll probably do this for another 80 minutes. After I do EX characters I'll do my Cbliss characters. If I get close to completion tonight, in that I can finish it tomorrow, I will postpone uploading it tonight with the intention of finishing this side project by tomorrow.
Just looking in BB, MiscData 90 has a replace all option. So if I'm getting that right it'd probably be faster just to copy/ paste the icon as many times as you need and then use another program to rename them all quickly and just insert them all at once. I'm looking up programs and there's a free one that might get the job done for that.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 09, 2014, 10:55:14 PM
Just looking in BB, MiscData 90 has a replace all option. So if I'm getting that right it'd probably be faster just to copy/ paste the icon as many times as you need and then use another program to rename them all quickly and just insert them all at once. I'm looking up programs and there's a free one that might get the job done for that.

As of right now I've done 8 characters. I've exported a stock icon (The EX one I made) in C14. I scroll up, import texture, put it in, name it, repeat. It's pretty tedious lol what exactly are you proposing though? I'm not sure I follow.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 09, 2014, 10:58:19 PM
As of right now I've done 8 characters. I've exported a stock icon (The EX one I made) in C14. I scroll up, import texture, put it in, name it, repeat. It's pretty tedious lol what exactly are you proposing though? I'm not sure I follow.
I'm just sort of experimenting with an idea of my own for a moment, if it works I might just get you to send me the icon and I'll setup a generic base MiscData90 to cover all of the Ex Characters and CBliss slots.

Edit: Okay, so I just did all of the brawl ex characters in a way shorter time using a batch renaming program and just inserting the entire folder of them. My only issue is with the pic I used the filesize went up by about 100kb, so I'm thinking I might just redo it again with something simpler, and compressed. Also it default on CL4 not CMPR so if you want to really get the most out of the file space you'd need to individually set the compression on each texture.
The default, transparent 4x4 square in my stock icons takes up less than a third of the size of the one I used to test this with, so I'm thinking it might just be better to go with that, or something that's only 1x1 pixel in size in order to still see the icons, but save the most file space.


Title: Re: The Brawl Expansion Project
Post by: robintjuh on June 10, 2014, 12:09:02 AM
Did i heard something about stockicons heres my tutorial http://forums.kc-mm.com/index.php?topic=66888.0 (http://forums.kc-mm.com/index.php?topic=66888.0)


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 12:42:37 AM
With the help of secretchaos, I've got all of the stock icons for all costumes and cbliss slots put in. :)

The filesize was reduced. I haven't switched to CSS2 since apparently there's lag. I am using EX Engine 2 however. I've got 2 new characters in, did some heavy balancing on a few, most notably, Bomberman and Sora, among many other little things that urked me.

With stocks though, we can go into the single player modes. I'm not uploading tonight, as I should've been to bed 2 hours ago since I've got work early, but I'll survive. After I'm finished with the tweaks I'll upload tomorrow. Sorry, for the delay, but it'll be worth it.

On topic: Has anyone tried the Zelda/Sheik module? They share a module correct? I always thought they did anyway...


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 12:50:37 AM
With the help of secretchaos, I've got all of the stock icons for all costumes and cbliss slots put in. :)

....

On topic: Has anyone tried the Zelda/Sheik module? They share a module correct? I always thought they did anyway...


It was no trouble, an here's the file I did up for the stock icons in case anyone else wants them for their own pack (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204395 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204395))

Also I believe there's a combined and a zelda alone module. I've not tested either though, so I can't tell you how well, if at all, they work. I believe there's a spot in one of the config files for directing what a transforming character transforms into though. I remember seeing that somewhere but I've never needed to look into it.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 10, 2014, 01:16:16 AM
You know with the ability to transform, A certain Anime Fighter with his chestnut fist can actually be brought into Brawl thanks to the clone engine, I'll be amazed if anyone knows what Character I'm talking about.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 10, 2014, 04:58:56 AM
If anyone wants, I can help with fixing sword traces GFX, which is not too hard then just PM. me.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 10, 2014, 07:57:57 AM
Okay thx to docqor kirbys suggestion i got brawlex successfully running on riivo. Thx for the help hough @leo


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 09:00:11 AM
Metal Sonic or Any sonic clone now freezes when using final smash.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 10:59:03 AM
Metal Sonic or Any sonic clone now freezes when using final smash.

With the new module?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 10, 2014, 12:03:42 PM
If anyone wants, I can help with fixing sword traces GFX, which is not too hard then just PM. me.

Well, I just took your Sephiroth out of your pack and put him in Nebulon's.
Sephiroth only has sword traces when facing Marth.
If Marth isn't there, Sephiroth's sword trace will be white.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 10, 2014, 12:20:13 PM
Well, I just took your Sephiroth out of your pack and put him in Nebulon's.
Sephiroth only has sword traces when facing Marth.
If Marth isn't there, Sephiroth's sword trace will be white.

I have that fixed funny thing in the classified pack as of now, his sword trails are blue once again. It will be released later do not worry.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 01:29:13 PM
So My misc90, which contains the icons I added in, as well as the secret chaos Cbliss extra stocks, is causing the a freeze. :/

My new questions are: Is there a value I have to change when I add stocks, the same way I have to do this for other pictures? What format do they need to be in?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 01:34:34 PM
So My misc90, which contains the icons I added in, as well as the secret chaos Cbliss extra stocks, is causing the a freeze. :/

My new questions are: Is there a value I have to change when I add stocks, the same way I have to do this for other pictures? What format do they need to be in?
I did them as the default format brawlbox gave me, so I could just hold enter and have them all go in. Maybe try using the prebuilt MiscData90 I put up and see if it changes anything?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 01:56:46 PM
I did them as the default format brawlbox gave me, so I could just hold enter and have them all go in. Maybe try using the prebuilt MiscData90 I put up and see if it changes anything?

Does it cover ex characters too?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 02:10:21 PM
Does it cover ex characters too?
I believe it /SHOULD/ cover all of them, but I wasn't entirely sure what number the ex character stock go up to. I tried to go a bit over what I assumed there was to be safe, but my roster isn't filled so I don't know the exact number. I can add in what's missing real easy though if anything.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 02:44:42 PM
I believe it /SHOULD/ cover all of them, but I wasn't entirely sure what number the ex character stock go up to. I tried to go a bit over what I assumed there was to be safe, but my roster isn't filled so I don't know the exact number. I can add in what's missing real easy though if anything.

My last one is 1596. If you go up to that then I'll be good.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 10, 2014, 02:58:30 PM
This is way off topic, but which cloneable character, at the moment has the highest file size limit? need to know for a PSA i intend to make.


Title: Re: The Brawl Expansion Project
Post by: jrush64 on June 10, 2014, 03:02:40 PM
This is way off topic, but which cloneable character, at the moment has the highest file size limit? need to know for a PSA i intend to make.

Honestly, I'll say Ike. He's the easiest character to make a PSA over. Plus he has a very large filesize limit.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 10, 2014, 03:07:50 PM
Honestly, I'll say Ike. He's the easiest character to make a PSA over. Plus he has a very large filesize limit.
I know you! you make those awesome PSAs. hm, Ike huh? thanks!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 03:43:55 PM
My last one is 1596. If you go up to that then I'll be good.
Yes I go up to 1820, so I'm probably well over the needed amount. I'll have to delete some out later just to maximize the available space.
Is your current pack at Brawl Ex's character limit? Cause if that's the case then I only need to have it go to 1600 to cover any extra costumes the last character would have.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 04:12:57 PM
Yes I go up to 1820, so I'm probably well over the needed amount. I'll have to delete some out later just to maximize the available space.
Is your current pack at Brawl Ex's character limit? Cause if that's the case then I only need to have it go to 1600 to cover any extra costumes the last character would have.

No, i can fit 12 or 13 more so long as tey don't transform. So since I'm at 1580 I'd be safe at 1720 for just in case. Unless the roster is bumped up, or PW successfully makes PKMN Trainer. But yeah, you did great i it's at 1800z


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 04:54:26 PM
No, i can fit 12 or 13 more so long as tey don't transform. So since I'm at 1580 I'd be safe at 1720 for just in case. Unless the roster is bumped up, or PW successfully makes PKMN Trainer. But yeah, you did great i it's at 1800z
Alright, considering those numbers I'll leave it as is. The little extra padding will be left there as a "just in case" kinda measure.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 05:04:00 PM
With the new module?
Well almost half of the characters final smash now doesn't work i didn't change their modules or anything.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 06:12:32 PM
Well almost half of the characters final smash now doesn't work i didn't change their modules or anything.

Almost half? In my pack? Who hasn't worked? This is a nightmare, what happened!?


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 06:21:20 PM
Almost half? In my pack? Who hasn't worked? This is a nightmare, what happened!?
I just installed the new brawlex v2.00 i was testing the old characters of mine their final smash freezes i didn't change anything did you install the new brawlex in your pack? if you did try some the clones final smash.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 06:24:01 PM
I just installed the new brawlex v2.00 i was testing the old characters of mine their final smash freezes i didn't change anything did you install the new brawlex in your pack? if you did try some the clones final smash.

AHA, okay, yes I did put in BrawlEX V2. Some clones aren't loading graphics for their FS. In the case of Sonic characters, they aren't working.

Phantom Wings needs to know about this.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 06:26:36 PM
AHA, okay, yes I did put in BrawlEX V2. Some clones aren't loading graphics for their FS. In the case of Sonic characters, they aren't working.

Phantom Wings needs to know about this.
Indeed some of the gfx you fixed are now  broken in this new pack.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 06:36:31 PM
Indeed some of the gfx you fixed are now  broken in this new pack.

The FS graphics for clones don't work. Young Link and Mewtwo are prime examples. They normally load the original character's FS gfx. But it appears they don't have access to them... and Sonic characters freeze, possibly because they don't have access to the model to switch (even though 2 of them don't use it but still). As far as I can tell the originals work.

:/ I sent PW a pm.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 06:39:51 PM
The FS graphics for clones don't work. Young Link and Mewtwo are prime examples. They normally load the original character's FS gfx. But it appears they don't have access to them... and Sonic characters freeze, possibly because they don't have access to the model to switch (even though 2 of them don't use it but still). As far as I can tell the originals work.

:/ I sent PW a pm.
true final smash gfx load like normal FS Yeah all orignals work which is good Luigi,Deddee,and etc music still don't work
Ganon clone has a problem when final smash as well.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 06:44:02 PM
true final smash gfx load like normal FS Yeah all orignals work which is good Luigi,Deddee,and etc music still don't work
Ganon clone has a problem when final smash as well.

Well I think it goes without saying I won't be able to upload the new build tonight... I really hate saying I'll do it and then I don't do it but... yeah. Unless I make Megaman X load a boss slot, but I wanted to avoid those now... I'll review everything and make a decision.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 06:47:31 PM
Well I think it goes without saying I won't be able to upload the new build tonight... I really hate saying I'll do it and then I don't do it but... yeah. Unless I make Megaman X load a boss slot, but I wanted to avoid those now... I'll review everything and make a decision.
Same here Megaman X works perfectlly as well which is good the boss slot forbidden 7 work but the unused slot shows you a css of mario it loads the clone character but in the character select it shows a mario .


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 10, 2014, 07:03:28 PM
Same here Megaman X works perfectlly as well which is good the boss slot forbidden 7 work but the unused slot shows you a css of mario it loads the clone character but in the character select it shows a mario .

I seriously just discovered that... so then, if I don't want to replace Alloys, then... I guess I can't put him in. So MegamanX can only be in my pack if ?i use the Brawl Expansion Engine 2. And that as of right now causes issues with the FS.

Well that's why we do this; to test things and find glitches, and that we did.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 10, 2014, 07:39:37 PM
Could this be related to needing to set whether or not fighters have multiple final smashes in hex? Perhaps the value needs to be there, otherwise it doesn't think it has to load graphics for them at all?


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 10, 2014, 08:15:16 PM
I seriously just discovered that... so then, if I don't want to replace Alloys, then... I guess I can't put him in. So MegamanX can only be in my pack if ?i use the Brawl Expansion Engine 2. And that as of right now causes issues with the FS.

Well that's why we do this; to test things and find glitches, and that we did.
Yeah thats the biggest problem for now.
And does it still freeze when finishing a match then going back to the character select or did he fix that?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 11, 2014, 12:33:42 AM
After working with Nebulon to get his stock icons working, it seems like sc_selcharacter.pac has not only a filesize limit but a limit to how many individual files can be stored within it. We kept getting crashes on the CSS (even though we were under the size limit) until I removed a certain amount of stock icons, only then would it load up.

I've reduced my placeholder icon pack to BrawlEx's current limit of icons (I could be off by 1 or 2 characters though, if someone wants to check that for me it'd be appreciated. I don't have near the limit in my own setup right now.) in order to help prevent other people from hitting this limit.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 11, 2014, 03:10:50 AM
So i found another bug which is worst now 4 players doesn't work only 3 players does work tested it on wii/dolphin.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 08:41:48 AM
Alright, I finally tried Classic mode, and I can't get past the Break the Target screen. It can't load the level.

I am using the break the Target's cosmetic information on a character, however I tested it before and Break the Targets still worked despite using that. So this may be an issue with Brawl EX V2. I'm going to play around with the 4 player freezing and see what I get.

Post Merge: June 11, 2014, 08:59:53 AM
KingImpres is correct. 4 players freezes mid match.

So, so far:

- clones do not load their FS.
- 4 player multiplayer doesn't work.
- Break the Targets doesn't work in Classic or in Stadium.



Title: Re: The Brawl Expansion Project
Post by: AutumnVen on June 11, 2014, 09:22:23 AM
So, so far:

- clones do not load their FS.
- 4 player multiplayer doesn't work.
- Break the Targets doesn't work in Classic or in Stadium.
So your saying I shouldn't use v2 just yet with my new build that I am starting? :P lol

Would the new modules work with v1, or were they specifiacly made for v2?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 09:36:28 AM
So your saying I shouldn't use v2 just yet with my new build that I am starting? :P lol

Would the new modules work with v1, or were they specifiacly made for v2?

Well, I'm going to keep V2, and make a separate V1 pack for now. Given the functionality, I'll keep V1, but I will continue to test V2 when not playing recreationally. That's my plan. As for modules, I mean, I'm sure they work in V1. I could have sworn I read that.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 11, 2014, 09:49:23 AM
Alright, I finally tried Classic mode, and I can't get past the Break the Target screen. It can't load the level.

I am using the break the Target's cosmetic information on a character, however I tested it before and Break the Targets still worked despite using that. So this may be an issue with Brawl EX V2. I'm going to play around with the 4 player freezing and see what I get.

Post Merge: June 11, 2014, 08:59:53 AM
KingImpres is correct. 4 players freezes mid match.

So, so far:

- clones do not load their FS.
- 4 player multiplayer doesn't work.
- Break the Targets doesn't work in Classic or in Stadium.



Yikes, I think I will switch back to v1 until PhantomWings fixes these issues.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 10:04:48 AM
Without anyone admitting that they have a personal way of contacting PW, if anyone does have such a means I suggest you message him the glitch list we've got going here. Obviously, don't admit you have such a means, I just recommend you message him to ensure he sees this since he's bee offline as of late.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 11, 2014, 10:18:47 AM
He tends to come and go, I think he's got a busy life schedule of his own. When he has time I'm sure he'll come here and skim through this and see the glitches.

Regardless, I think I'm going to revert back to the last stable version too. I'm not at my character limit yet, and I can always quit the game at the end of classic mode if I want to avoid a crash there for now.
I will look forward to messing with alternate final smashes per costume when it gets more stablized though.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 10:20:09 AM
He tends to come and go, I think he's got a busy life schedule of his own. When he has time I'm sure he'll come here and skim through this and see the glitches.

Regardless, I think I'm going to revert back to the last stable version too. I'm not at my character limit yet, and I can always quit the game at the end of classic mode if I want to avoid a crash there for now.
I will look forward to messing with alternate final smashes per costume when it gets more stablized though.

WAIT alternate FSes per costume? I must've missed that announcement... what's that about?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 11, 2014, 10:22:29 AM
WAIT alternate FSes per costume? I must've missed that announcement... what's that about?
Similarly to the Pokemon Trainer's FS, just alternate colors possible.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 11, 2014, 10:24:41 AM
It was part of the new update. You had to edit the value in hex for now in the new fighter configs because it wasn't supported by the BrawlEx config utility. I suggested earlier that it might be related to the final smash graphical issues.
I never got around to testing it yet though.
From the readme:
"- Added support for enabling per-color
  final smash resource files from
  the Fighter config file."


Title: Re: The Brawl Expansion Project
Post by: Itaiboh on June 11, 2014, 01:07:23 PM
hello
when i enter the game it shows up in the new css random
and i do have the files that showld be how can i fix that?


Title: Re: The Brawl Expansion Project
Post by: Doq on June 11, 2014, 01:32:40 PM
hello
when i enter the game it shows up in the new css random
and i do have the files that showld be how can i fix that?
Gecko should be AXNextFrame (Hooktype in Options menu)
Or use Minimalauncher


Title: Re: The Brawl Expansion Project
Post by: Large Leader on June 11, 2014, 06:40:53 PM
Alright, I'm using Sammi's updated tool and I tried to add a new Link clone (on slot 49) and for some reason he won't show up on the CSS. Anyone know why?

All my other clones show up and won't freeze, but the new Link clone isnt' showing up.


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 11, 2014, 07:14:32 PM
Alright, I'm using Sammi's updated tool and I tried to add a new Link clone (on slot 49) and for some reason he won't show up on the CSS. Anyone know why?

All my other clones show up and won't freeze, but the new Link clone isnt' showing up.

Did you add it to your CSSRoster.dat?


Title: Re: The Brawl Expansion Project
Post by: Large Leader on June 11, 2014, 07:15:30 PM
Did you add it to your CSSRoster.dat?

The clone tool should do it for me, shouldn't it?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 11, 2014, 07:29:42 PM
The clone tool should do it for me, shouldn't it?
Last I checked it didn't.


Title: Re: The Brawl Expansion Project
Post by: Large Leader on June 11, 2014, 07:41:19 PM
Last I checked it didn't.

I just checked his video and it says it does.

Post Merge: June 11, 2014, 08:19:21 PM
Alright, so I just checked and it seems like the Newest version of the Clone Tool doesn't add to the CSSRoster.dat

The older version does add to the CSSRoster.dat, although it keeps crashing for me.



Alright, so I was able to add it to the CSSRoster.dat (it shows up in the Roster Editor), but now they don't show up in the CSS at all. My other hacks are working and the hook is set to AXNextFrame.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 11, 2014, 08:38:32 PM
Alright, I finally tried Classic mode, and I can't get past the Break the Target screen. It can't load the level.

I am using the break the Target's cosmetic information on a character, however I tested it before and Break the Targets still worked despite using that. So this may be an issue with Brawl EX V2. I'm going to play around with the 4 player freezing and see what I get.

Post Merge: June 11, 2014, 08:59:53 AM
KingImpres is correct. 4 players freezes mid match.

So, so far:

- clones do not load their FS.
- 4 player multiplayer doesn't work.
- Break the Targets doesn't work in Classic or in Stadium.


Random freeze is still alive when returning from a match.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 09:35:34 PM
Random freeze is still alive when returning from a match.

What do you mean? The whole, "not backing out of the CSS after each match will possible cause a freeze" freeze?


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on June 11, 2014, 09:39:58 PM
i been having troubles making a Zelda/Shiek clone do i have to put both the ids into the cssroster.dat ?


Title: Re: The Brawl Expansion Project
Post by: chaos447 on June 11, 2014, 09:56:38 PM
How many new EX modules are there? I'd really love to add characters like Greninja to SSBB but I can't because there's no Sheik EX module.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 11, 2014, 10:00:53 PM
How many new EX modules are there? I'd really love to add characters like Greninja to SSBB but I can't because there's no Sheik EX module.
Sheik doesn't have a module, use Zelda's or Zelda/Shiek duo.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 11, 2014, 10:01:56 PM
How many new EX modules are there? I'd really love to add characters like Greninja to SSBB but I can't because there's no Sheik EX module.

Sheik and Zelda share a module. So there technically is. You just need to pick the Zelda module with the Sheik version built in, since the other one is just for Zelda. Is there even a Greninja PSA available? I was under the impression there wasn't a Greninja out yet aside from the one with the animation changes.


Title: Re: The Brawl Expansion Project
Post by: Large Leader on June 11, 2014, 10:04:08 PM
Alright, so I was able to add it to the CSSRoster.dat (it shows up in the Roster Editor), but now they don't show up in the CSS at all. My other hacks are working and the hook is set to AXNextFrame.


Jeez, the thread moves fast.
Anyone know what's up?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 11, 2014, 10:58:12 PM
Lemme elaborate. When i added the Roster editor i implemented a save function, which i then changed the RosterAdd() function to use as well, then forgot it doesn't call a function that saves the roster after adding to it. I already patched it, it's really simple.

Im updating the tool with a BrawlLib's section editor to patch the section[8] without needing to open another program. Here's the changelog so far

 - v0.75a- (6/5/2014)
   . Fixed bug loading clones when the number of configs differ between folder
   . Fixed bug Where adding clones to the roster doesn't save CSSRoster.dat
   . Tool will no longer display characters whose configs are below 3F to prevent errors
   . Roster editor now has option to create new roster file.
   . Roster editor can now add and delete slots
   . Added "Patch Module" to Tools menu. open module file, edit slot, then close and save
   . Added new and experimental modules

I'd like to add or fix a few more things before updating though


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on June 11, 2014, 11:42:20 PM
will the tool be able to make Zelda/Sheik clones?


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 12, 2014, 03:13:49 AM
PLEASE READ/PASS ALONG. All caps do to me posting the FS bug and nobody noticing until way later(Fast Thread).

According to the beta module readme a Captain Falcon clone will crash when when blue falcon uses his final smash. This apparently does not apply to psa's though. I just tested out V. Joe over falcon and none of the costumes crash. All files came frome the 1.2 build withe exception of the model.


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on June 12, 2014, 10:43:48 AM
PLEASE READ/PASS ALONG. All caps do to me posting the FS bug and nobody noticing until way later(Fast Thread).

According to the beta module readme a Captain Falcon clone will crash when when blue falcon uses his final smash. This apparently does not apply to psa's though. I just tested out V. Joe over falcon and none of the costumes crash. All files came frome the 1.2 build withe exception of the model.

The Blue Falcon is the name of his fs, not himself. So any clone that uses the final smash with the vehicle and the runway freezes. Ex. Blaziken freezes when he uses his final smash because he uses the runway. (Which i hope is changed soon cuz i luv blazkien.) The reason V. Joe doesnt freeze is because he does not use the runway, he has an entirely different fs.


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on June 12, 2014, 10:52:02 AM
Two quick questions. since this thread is pretty hard to find information in:

Has anyone figured out how to get the Melee airdodge code to work with clone characters?

Has anyone been able to get Dantarion's Alternate Stage Loader to work with BrawlEx? I'm pretty sure that it's impossible, but I was wondering if someone found a workaround.

Well currently PWs is working on a stage expansion mod that will work similarly to brawlex. Don't take my word what im about to say but i heard that it will be able to have a ton more stages than his stage expansion. Sorry if i am wrong.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 12, 2014, 11:13:20 AM
Erf... Guys, I'm still using the CSS code for BrawlEX, and I think the basic config files from the second release. I cant get 4P matches to work. 3P just fine. It started recently, and I haven't been able to fix it. I know the recently released BrawlEx doesn't allow 4P matches, but the one I am currently using does. Any ideas?


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 12, 2014, 02:01:31 PM
Erf... Guys, I'm still using the CSS code for BrawlEX, and I think the basic config files from the second release. I cant get 4P matches to work. 3P just fine. It started recently, and I haven't been able to fix it. I know the recently released BrawlEx doesn't allow 4P matches, but the one I am currently using does. Any ideas?


Are you only using files from the 1.2 release? What happens when you try to load a 4p match(soft crash or hard crash)? What characters have you tried?

Post Merge: June 12, 2014, 02:04:46 PM
The Blue Falcon is the name of his fs, not himself. So any clone that uses the final smash with the vehicle and the runway freezes. Ex. Blaziken freezes when he uses his final smash because he uses the runway. (Which i hope is changed soon cuz i luv blazkien.) The reason V. Joe doesnt freeze is because he does not use the runway, he has an entirely different fs.

Oh OK. Good to Know. Any experience with the other beta modules? specifically Zelda and Sheik.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 12, 2014, 02:42:20 PM


Are you only using files from the 1.2 release? What happens when you try to load a 4p match(soft crash or hard crash)? What characters have you tried?
I'm using the files that were released right after the first release. And all charaters freeze in 4P battles. All characters have their vBrawl movesets, and I'm using a custom Rosalina and Kienamaru's Midna.


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on June 12, 2014, 02:55:22 PM


Are you only using files from the 1.2 release? What happens when you try to load a 4p match(soft crash or hard crash)? What characters have you tried?

Post Merge: June 12, 2014, 02:04:46 PM
Oh OK. Good to Know. Any experience with the other beta modules? specifically Zelda and Sheik.

I havent tested them yet sorry.


Title: Re: The Brawl Expansion Project
Post by: mario642007 on June 12, 2014, 04:13:43 PM
I have found a bug:

Ganondorf's EX module has a bug that cause Ganondorf's clones to become invincible when they pick up the Franklin Badge or when they have activated the defensive collision 0-3, 0-0, 0-2 with PSA. I've recorded a video to show it:

http://youtu.be/IwB51rFcuVw (http://youtu.be/IwB51rFcuVw)


Title: Re: The Brawl Expansion Project
Post by: Eternal Yoshi on June 12, 2014, 04:58:07 PM
What's wrong with your audio? Might wanna check your dolphin settings sir.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 12, 2014, 05:01:21 PM
I'm using the files that were released right after the first release. And all charaters freeze in 4P battles. All characters have their vBrawl movesets, and I'm using a custom Rosalina and Kienamaru's Midna.
Wait so the game doesn't actually freeze? its just the characters? Very strange if so. I would suggest bitting the bullet and replacing all the brawlex files with the 1.2 build. I've had no such issues at all and thats what I am using. Sorry I can't be of more help I'm still very new to this.  


Title: Re: The Brawl Expansion Project
Post by: mario642007 on June 12, 2014, 05:09:31 PM
What's wrong with your audio? Might wanna check your dolphin settings sir.

Off-topic: Actually the problem isn't the audio itself. The problem is that my computer can't run FRAPS very well and the game was too slow so I decided to double the speed using Windows Movie Maker. But thank you for your advice!  :)

On-topic: Another bug related to this one is that certain special offensive collisions that should only damage breakable parts of the stages or items (I mean, special offensive collisions that have the bit 26 deactivated) hit Ganondorf too.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 12, 2014, 05:33:58 PM
Well to play 4 players in the new brawlex 2.00
1st,2nd and 3rd player could choose any character
But player 4 must be random all time.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 12, 2014, 05:56:17 PM
Wait so the game doesn't actually freeze? its just the characters? Very strange if so. I would suggest bitting the bullet and replacing all the brawlex files with the 1.2 build. I've had no such issues at all and thats what I am using. Sorry I can't be of more help I'm still very new to this.  
No it freezes with the annoying BEEEEEEEEEEEEPPPPP. I thought telling the movesets of clones and characters would help identify the probelm.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 12, 2014, 07:58:14 PM
No it freezes with the annoying BEEEEEEEEEEEEPPPPP. I thought telling the movesets of clones and characters would help identify the probelm.
Ah the sound we have all become familiar with(hate it with a passion). The cloned characters and their movesets could have helped identify the problem but from what I understand no matter who you pick you get a hard crash. If it happens with EVERY cloned character I can only guess at what might be wrong.


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 12, 2014, 08:03:25 PM
I tried to replace a cloned Peach with a clone of Olimar, but that froze before the opening cutscene plays (it's silent). I tried to replace it with the backup I made, but it still freezes :\


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 12, 2014, 10:19:28 PM
I tried to replace a cloned Peach with a clone of Olimar, but that froze before the opening cutscene plays (it's silent). I tried to replace it with the backup I made, but it still freezes :\

Did you replace the module and all the .dat files?


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 13, 2014, 04:54:06 AM
Did you replace the module and all the .dat files?

yes, and all of the files in the clone's folder.


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 13, 2014, 09:44:54 AM
yes, and all of the files in the clone's folder.

Where does it freeze? Is it at the strap loader, ESRB screen, or the loading screen?


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 13, 2014, 11:29:58 AM
Where does it freeze? Is it at the strap loader, ESRB screen, or the loading screen?

It's after the loading screen. When it should load the opening cutscene, it never loads it. It stays a black screen.


Title: Re: The Brawl Expansion Project
Post by: tooterp on June 13, 2014, 12:49:44 PM
wow it's been a week since i took a brakeon my laptop and now there are 20 more pages


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on June 13, 2014, 02:02:19 PM
It's after the loading screen. When it should load the opening cutscene, it never loads it. It stays a black screen.

Your info.pac might be too big.


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 13, 2014, 02:21:44 PM
How big should it be? It's 391 kb. I did replace some names and css pictures (I don't remember what they're called), so I guess anything could be too big.


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 13, 2014, 04:20:48 PM
How big should it be? It's 391 kb. I did replace some names and css pictures (I don't remember what they're called), so I guess anything could be too big.
Do you have a sc_title.pac? If it has the beep, then there's something wrong with it.


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 13, 2014, 04:50:39 PM
There's no beep. And I don't have a sc_title.pac, but it worked before even though I didn't have it then.


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 13, 2014, 05:29:58 PM
There's no beep. And I don't have a sc_title.pac, but it worked before even though I didn't have it then.

Try putting an original sc_title.pac in /RSB?/pf/menu2 and RSB?/pfmenu2


Title: Re: The Brawl Expansion Project
Post by: FQuintanilla14 on June 13, 2014, 05:48:52 PM
The problem was that the info.pac was too large. I found an earlier copy of my SD card, and that one was only 1kb smaller. I used that, replaced the name that I wanted, and it worked!


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on June 13, 2014, 06:00:00 PM
......Soon I might have to invest in a larger SD card and use it with SDHC lol

So many cool features planned!


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 13, 2014, 07:08:35 PM
......Soon I might have to invest in a larger SD card and use it with SDHC lol

So many cool features planned!

I know what you mean. As a pack builder, I'm trying NOT to do that, since 2GB has been the standard... I have plans for it, but... we'll see.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 13, 2014, 07:25:31 PM
So far... how many glitches does BrawlEx v2 have?

And which?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 13, 2014, 07:34:30 PM
So far... how many glitches does BrawlEx v2 have?

And which?

-4 player battles freeze.
-Break the Targets freezes.
-Clones do not load Final Smash files. In most cases, if the clone uses something from the original's FS then the GFX simply don't load. IF the clone only uses things in it's .pac then it's fine. Sonic clones all freeze.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 13, 2014, 07:39:19 PM
-4 player battles freeze.
-Break the Targets freezes.
-Clones do not load Final Smash files. In most cases, if the clone uses something from the original's FS then the GFX simply don't load. IF the clone only uses things in it's .pac then it's fine. Sonic clones all freeze.

You can play 4 players but player 4 must be random all time.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 13, 2014, 07:41:39 PM
You can play 4 players but player 4 must be random all time.

Gotcha:

-4 player battles freeze. This can be avoided if the 4th player selects "random".
-Break the Targets freezes in both Stadium an Classic mode.
-Clones do not load Final Smash files. In most cases, if the clone uses something from the original's FS then the GFX simply don't load. IF the clone only uses things in it's .pac then it's fine. Sonic clones all freeze.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 13, 2014, 07:42:38 PM
So far... how many glitches does BrawlEx v2 have?

And which?

Also CSS Expansion V2 has massive lag when using lot's of alt costumes.

On the topic of SD vs SDHC I upgraded to a 4gb SDHC when my 2gb SD I've been using since the start of brawl modding began to die. I've got an 8gb too in reserve, I actually bought the 8gb and swapped it with my 3DS card since I figured the space would go to better use there, but really I can't see my space limitations needing such vast amounts unless an expansion for bgm slots comes along to go with the stage expansion.


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 13, 2014, 07:44:24 PM
Gotcha:

-4 player battles freeze. This can be avoided if the 4th player selects "random".
-Break the Targets freezes in both Stadium an Classic mode.
-Clones do not load Final Smash files. In most cases, if the clone uses something from the original's FS then the GFX simply don't load. IF the clone only uses things in it's .pac then it's fine. Sonic clones all freeze.
Oh one more thing Some ganon clones freeze.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 13, 2014, 07:46:21 PM
Oh one more thing Some ganon clones freeze.

?? During FS or... just at random? There isn't a certain move or something?


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 13, 2014, 07:48:00 PM
?? During FS or... just at random? There isn't a certain move or something?
During FS Like if they have Ganon's Normal final smash it will freeze Roy also froze for me :/.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 13, 2014, 07:49:54 PM
Hmm... Well Sonic freezes so that makes sense since they both "transform" so to speak. Which Roy? My Roy has a combo of sorts and loads the Fire Emblem Life bar that decreases... which might count?


Title: Re: The Brawl Expansion Project
Post by: KingImpris on June 13, 2014, 07:52:20 PM
Hmm... Well Sonic freezes so that makes sense since they both "transform" so to speak. Which Roy? My Roy has a combo of sorts and loads the Fire Emblem Life bar that decreases... which might count?
Yeah that's why i keep All items off Im using Offical Project M 3.02 Roy.


Title: Re: The Brawl Expansion Project
Post by: ShadowSnake on June 14, 2014, 11:38:17 AM
Do you guys think if we just use the old version's fighter configs that all the freezes can be avoided? (still using the bx module and core files so we can get to 100 characters)


Title: Re: The Brawl Expansion Project
Post by: Pikezer1337 on June 14, 2014, 11:57:25 AM
Do you guys think if we just use the old version's fighter configs that all the freezes can be avoided? (still using the bx module and core files so we can get to 100 characters)
Ill try it out but I'm not so sure if it will.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 14, 2014, 12:11:26 PM
Well, v2 is unstable. And there are the reasons.

Until PW updates it, we are unable to use it properly and forced to keep using v1.
At least the modules work.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 14, 2014, 12:40:12 PM
Do you guys think if we just use the old version's fighter configs that all the freezes can be avoided? (still using the bx module and core files so we can get to 100 characters)

I'm using the older fighter configs. Doesn't stop the freezes :/

PW mentioned that he hadn't tested it via console, so these types of things are expected. Also did he ever followup with you about the stage code?


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on June 14, 2014, 01:31:43 PM
use the old bx fighter rel it should stop the crashing for final smashes


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 14, 2014, 02:26:41 PM
use the old bx fighter rel it should stop the crashing for final smashes

Right, but then we can't have IDs 64 to 7F.

I reverted myself for the time being.


Title: Re: The Brawl Expansion Project
Post by: Kylanna on June 14, 2014, 02:57:16 PM
Hi there, i just registered to ask this question, excuse my bad english its not my first language, so anyway does that work with pal? because i downloaded nebulons pack, put it in the root of my SD then started gecko, and press the launch game button, it takes like 10-15 seconds then brawl launches and nothing changed, could it be because of pal? Best Regards


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on June 14, 2014, 03:18:35 PM
what is the actual character limit of brawl not to the clone engine, is there more slots after 3F-7F?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 14, 2014, 03:30:31 PM
Hi there, i just registered to ask this question, excuse my bad english its not my first language, so anyway does that work with pal? because i downloaded nebulons pack, put it in the root of my SD then started gecko, and press the launch game button, it takes like 10-15 seconds then brawl launches and nothing changed, could it be because of pal? Best Regards

Sadly, this doesn't work for PAL users.
Only at NTSC (U and J).



Title: Re: The Brawl Expansion Project
Post by: Kylanna on June 14, 2014, 03:39:25 PM
Sad story ;( there are no [censored]ing pal hacks on that planet, and nowhere a ntsc disc is in sight for me -.-


Title: Re: The Brawl Expansion Project
Post by: BlueBrain on June 14, 2014, 03:43:16 PM
Sad story ;( there are no [censored]ing pal hacks on that planet, and nowhere a ntsc disc is in sight for me -.-

i'll only say that google and USB loading are your friends...


Title: Re: The Brawl Expansion Project
Post by: Kylanna on June 14, 2014, 03:46:14 PM
i honestly dont want download that stuff cuz i dont wanna get in danger for anything ...


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 14, 2014, 03:54:00 PM
i honestly dont want download that stuff cuz i dont wanna get in danger for anything ...
Another option would be to make your Wii Region free and buy a U.S Copy of Brawl off of Amazon or Ebay and do it that way


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 14, 2014, 04:02:33 PM
Hi there, i just registered to ask this question, excuse my bad english its not my first language, so anyway does that work with pal? because i downloaded nebulons pack, put it in the root of my SD then started gecko, and press the launch game button, it takes like 10-15 seconds then brawl launches and nothing changed, could it be because of pal? Best Regards

Ya know, I don't know for myself... I think Doqtor Kirby was looking into it a while ago... Try him. :)

what is the actual character limit of brawl not to the clone engine, is there more slots after 3F-7F?

I mean, I believe adding characters beyond 63 requires compensation of some kind... So the game's limit is based on whatever work arounds are available.

If you're askin how many potential characters can be added then... Counting the originals and transforms as 40 altogether... Plus 3F to 7F which equates to a total of... 40-4F=16 so... 16x4+1=65... So 105, but the default css has 35 characters and random, so while it'd be 105 characters, it'd be 100 if you only counted icons.

But technically 105 characters, PLUS the forbidden 7 slots, 10 boss slots... 3 work around slots... So 20+105=125. Plus Random, it's 126, and if you count Giga and Warioman (which I don't) then 128. If you replace alloys then 130-132.

So in my book, since I don't want to replace alloys or add in Giga and Warioman, it's 126... Though I know there is a way to trick the game with 2 more based on the work around method... So in my book, altogether,
126-8 possible characters.

But PW is going to keep CSS at 100 icons. If you don't separate the Pokemon, Zero suit, or Sheik, then you'd have those 5-1 to count as the trainer icon... -1 for random... 103...

It really depends on what you want to make though.


Title: Re: The Brawl Expansion Project
Post by: Doq on June 14, 2014, 04:17:57 PM
Ya know, I don't know for myself... I think Doqtor Kirby was looking into it a while ago... Try him. :)
Nah. I was doing Riivolution, not PAL. Although that may be something to look in to, maybe. Would have to make PAL ExModules alongside porting the common2, bx_fighter, FPC, and anything else that needs porting.

So yeah your best bet is to get a region changing homebrew application (Google "AnyRegion Changer"), and an NTSC disc. Or load via a USB loader.


Title: Re: The Brawl Expansion Project
Post by: Kylanna on June 15, 2014, 03:25:23 AM
Nah. I was doing Riivolution, not PAL. Although that may be something to look in to, maybe. Would have to make PAL ExModules alongside porting the common2, bx_fighter, FPC, and anything else that needs porting.

So yeah your best bet is to get a region changing homebrew application (Google "AnyRegion Changer"), and an NTSC disc. Or load via a USB loader.
Nah. I was doing Riivolution, not PAL. Although that may be something to look in to, maybe. Would have to make PAL ExModules alongside porting the common2, bx_fighter, FPC, and anything else that needs porting.

So yeah your best bet is to get a region changing homebrew application (Google "AnyRegion Changer"), and an NTSC disc. Or load via a USB loader.



So i found something

http://www.play-asia.com/super-smash-bros-brawl-paOS-13-49-de-70-1vf9.html (http://www.play-asia.com/super-smash-bros-brawl-paOS-13-49-de-70-1vf9.html)

im gonna order that one it should be an ntsc version and i hope i can get it working with that


Title: Re: The Brawl Expansion Project
Post by: kanjaroo on June 15, 2014, 09:50:07 AM
Thinking about updating my BrawlE (this key isn't working on my keyboard). Besides the modules and b_fighter.rel, are there any worthy changes to be made? Which files eactly are worth implementing?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 15, 2014, 09:59:32 AM
Thinking about updating my BrawlE (this key isn't working on my keyboard). Besides the modules and b_fighter.rel, are there any worthy changes to be made? Which files eactly are worth implementing?

The modules all work with The previous versions of clone engine and CSS. But the New CSS and Clone Engine were put out to be tested, and it was found that the CSS had major lag issues while cycling through costumes, and the Engine froz during Break the Targets, 4 player battles, unless the 4th player uses random, and messes up clone final smashes.

So the most functiontal is still the previous CSS and Engine. But PW is a wizard, so I'm sure fixes will come along relatively soon.

For now, use the new modules. Aside from that, unless you want to test out the new stuff for more bug findings, just use th previous CSS and Engine.


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on June 15, 2014, 12:43:30 PM
I don't know what's wrong with the codes for sfx. I'm using the project M launcher and when I add the SDHC code to my 8GB SD card it works fine but when I add the SFX codes the codes don't load and it reverts back to normal brawl.. Do u think its just my SD card?


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on June 15, 2014, 05:17:06 PM
The modules all work with The previous versions of clone engine and CSS. But the New CSS and Clone Engine were put out to be tested, and it was found that the CSS had major lag issues while cycling through costumes, and the Engine froz during Break the Targets, 4 player battles, unless the 4th player uses random, and messes up clone final smashes.

So the most functiontal is still the previous CSS and Engine. But PW is a wizard, so I'm sure fixes will come along relatively soon.

For now, use the new modules. Aside from that, unless you want to test out the new stuff for more bug findings, just use th previous CSS and Engine.
Hey nebulon im having a problem.... i cant open toonlinks fighter config. file


Title: Re: The Brawl Expansion Project
Post by: Drjack6 on June 15, 2014, 05:53:31 PM
CSS shows up properly but crashes when selected.
The common issues section says corrupt modules, redownload. I already did.
Help?


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 16, 2014, 03:29:26 AM
Does anybody know how to fix clashing graphics? For example whenever caliking01's Zero(Link) fight Saber(also Link) Saber's tornado will change to lightning.


Title: Re: The Brawl Expansion Project
Post by: Mariohuge on June 16, 2014, 07:53:13 PM
-4 player battles freeze.
-Break the Targets freezes.
-Clones do not load Final Smash files. In most cases, if the clone uses something from the original's FS then the GFX simply don't load. IF the clone only uses things in it's .pac then it's fine. Sonic clones all freeze.
From all these problems the only one that actually affected me was the final smash file freeze. It happened with most, if not all, of my Mario clones, and for other clones like mewtwo or gray fox there was no GFX for certain attributes, such as the slashes gray fox usually makes or the beam that mewtwo reuses from lucario's final smash.

I also noticed that Lucas doesn't shout "PK starstorm" when he uses his final smash. Not sure about other characters.

Has any word been made on whether or not a workaround has been made to the character final smash music? Dedede, Luigi, and so forth are all silent as they use their final smash...


Title: Re: The Brawl Expansion Project
Post by: Drjack6 on June 16, 2014, 07:57:50 PM
Figured it out. Brawlbox was corrupting the modules.
Switched to module editor and it worked.


Title: Re: The Brawl Expansion Project
Post by: TehCupcakes on June 16, 2014, 08:49:11 PM
Any ideas what could cause a blank roster besides a missing CSSRoster.dat? I have that file in the right location and it lists all the characters I have, so I know that's not it. I'm trying to add a custom character to Brawl DX using BrawlEx. I followed the CSS expansion instructions, then added all the config files for another character in their folders, and portraits in sc_selcharacter.pac. Yet when I load up, I get a blank roster; no error or crash, just empty.

I tried backing up and deleting to files to troubleshoot what might be the problem, and I found that deleting common3.pac restores my roster... But it defaults to Brawl DX's list, so no custom character that I added. :/ Any ideas?


Title: Re: The Brawl Expansion Project
Post by: Allbait on June 16, 2014, 09:49:53 PM
Any ideas what could cause a blank roster besides a missing CSSRoster.dat? I have that file in the right location and it lists all the characters I have, so I know that's not it. I'm trying to add a custom character to Brawl DX using BrawlEx. I followed the CSS expansion instructions, then added all the config files for another character in their folders, and portraits in sc_selcharacter.pac. Yet when I load up, I get a blank roster; no error or crash, just empty.

I tried backing up and deleting to files to troubleshoot what might be the problem, and I found that deleting common3.pac restores my roster... But it defaults to Brawl DX's list, so no custom character that I added. :/ Any ideas?
Are you placing all the files in the correct place/named the brawlex folder properly? It sounds like a file name/placement issue if it's all there.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on June 16, 2014, 10:19:41 PM
Can anyone else prove/disprove this problem?

Zelda clones can't fight Zelda. I've tried several times to get chun li to fight Zelda but everytime the battle is about start chun-li loads but Zelda will freeze the game. Is it just me?

(I am using the Zelda stand alone module)


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 16, 2014, 10:35:37 PM
Can anyone else prove/disprove this problem?

Zelda clones can't fight Zelda. I've tried several times to get chun li to fight Zelda but everytime the battle is about start chun-li loads but Zelda will freeze the game. Is it just me?

(I am using the Zelda stand alone module)
ur not using all the zela clone files needed
ex. fitclonezeldaentry
fitclonzeldafinal
etc


Title: Re: The Brawl Expansion Project
Post by: Doq on June 16, 2014, 10:41:41 PM
ur not using all the zela clone files needed
ex. fitclonezeldaentry
fitclonzeldafinal
etc
I think he means vZelda is not loading.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on June 16, 2014, 10:55:27 PM
ur not using all the zela clone files needed
ex. fitclonezeldaentry
fitclonzeldafinal
etc
I think he means vZelda is not loading.

Yes chun-li works fine its vZelda. she works just fine against any other player except chun-li


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on June 16, 2014, 11:04:38 PM
Any ideas what could cause a blank roster besides a missing CSSRoster.dat? I have that file in the right location and it lists all the characters I have, so I know that's not it. I'm trying to add a custom character to Brawl DX using BrawlEx. I followed the CSS expansion instructions, then added all the config files for another character in their folders, and portraits in sc_selcharacter.pac. Yet when I load up, I get a blank roster; no error or crash, just empty.

I tried backing up and deleting to files to troubleshoot what might be the problem, and I found that deleting common3.pac restores my roster... But it defaults to Brawl DX's list, so no custom character that I added. :/ Any ideas?

Make sure you don't have the custom CSS code or the giga and company fix code in your gct.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 16, 2014, 11:27:25 PM
Make sure you don't have the custom CSS code or the giga and company fix code in your gct.

The Custom CSS code doesn't affect Zelda.
The Giga and Company code loads Mario instead of a clone.


Title: Re: The Brawl Expansion Project
Post by: MeleeMaster500 on June 16, 2014, 11:43:21 PM
So, i was told that my pack, despite not messing with custom gfx, also may require backing out of the css after each match. sooo, that might be something fundamentally wrong with brawlex


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 17, 2014, 12:39:08 AM
So, i was told that my pack, despite not messing with custom gfx, also may require backing out of the css after each match. sooo, that might be something fundamentally wrong with brawlex

i don't think so because so far with my custom build of brawlex i haven't had to do that even once so far.

the reason why you might be experienceing that freeze is because you still have a random slot that's chooseable.

i know i use to experience the same freeze you are but as soon as i removed my random slot i didn't experience any more freezes from not exiting the css after every match, so maybe you should try the same thing.

Post Merge: June 17, 2014, 12:42:37 AM
the random slot isn't something you have to keep you know unless you really want it.

if you or anyone else wants to know how to select computers without a random slot just ask me and i will tell you how.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on June 17, 2014, 03:24:52 AM
The Custom CSS code doesn't affect Zelda.
The Giga and Company code loads Mario instead of a clone.
Having the custom CSS code on while you are using the CSSRoster.DAT will cause a blank CSS.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 17, 2014, 03:29:17 AM
Just adding to the Zelda module bug list. Zelda clones are straight up weird. They are like that Vegeta psa with random crashes. I created a Phoenix Zelda clone and she worked fine against Zelda, 3p, and 4p matches(all including Zelda). But when I switched the color of a different clone(Link) it crashed just at the beginning of the match.


Title: Re: The Brawl Expansion Project
Post by: TehCupcakes on June 17, 2014, 08:30:04 AM
Make sure you don't have the custom CSS code or the giga and company fix code in your gct.
Thank you! It took me a while to find the right utilities to edit the gct, but I was able to remove the custom css from the brawldx gct and now it works. :)


Title: Re: The Brawl Expansion Project
Post by: MeleeMaster500 on June 17, 2014, 10:52:28 AM
i don't think so because so far with my custom build of brawlex i haven't had to do that even once so far.

the reason why you might be experienceing that freeze is because you still have a random slot that's chooseable.

i know i use to experience the same freeze you are but as soon as i removed my random slot i didn't experience any more freezes from not exiting the css after every match, so maybe you should try the same thing.

Post Merge: June 17, 2014, 12:42:37 AM
the random slot isn't something you have to keep you know unless you really want it.

if you or anyone else wants to know how to select computers without a random slot just ask me and i will tell you how.

well it's not me setting up the random selection incorrectly. it's set to avoid broken slots. If random still has something to do with it despite it being set up right, then idk.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 17, 2014, 05:03:54 PM
Make sure you don't have the random ID in the random roster or it runs the risk of random selecting random. Which is bad.


Title: Re: The Brawl Expansion Project
Post by: RedMan911 on June 17, 2014, 05:14:24 PM
Has any one had problems getting a peach EX to work? :peach:


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on June 17, 2014, 05:21:05 PM
Has any one had problems getting a peach EX to work? :peach:
Not really, i have a Daisy and a Rosalina working.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 17, 2014, 05:23:46 PM
Make sure you don't have the random ID in the random roster or it runs the risk of random selecting random. Which is bad.

i imagine that puts it into an infinite loop

Has any one had problems getting a peach EX to work? :peach:
i have had no problems


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on June 17, 2014, 05:29:07 PM
I too cloned a Rosalina in the past. No issues.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 17, 2014, 08:16:24 PM
I have Rosalina, Daisy, and Shadow Queen as seperate clones. But I was told the entry.pac for clones freezes, so change it to none in the fighter config.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on June 17, 2014, 10:03:31 PM
Can someone link me to a tutorial on how to change the announcer calls for clones? I know what I need to change in the config files, but I don't know how to find the right IDs.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on June 17, 2014, 10:26:40 PM
I have Rosalina, Daisy, and Shadow Queen as seperate clones. But I was told the entry.pac for clones freezes, so change it to none in the fighter config.
I believe you need a copy for every slot. "FitPeachEntry01" "Fit PeachEntry02" etc.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 17, 2014, 10:56:33 PM
I believe you need a copy for every slot. "FitPeachEntry01" "Fit PeachEntry02" etc.
Only if you set the entry as multiple.


Title: Re: The Brawl Expansion Project
Post by: RedMan911 on June 18, 2014, 01:24:04 AM
I found the problem, It was indeed the multiple entry. Thanks.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 18, 2014, 11:10:35 AM
Sammi could you plz upload a different link to the new clan to. mega acts funny on my laptop


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 18, 2014, 11:22:11 AM
Hey guys, I decided to update my BrawlEX with the latest version. I added my clones and all required files, but when I loaded the game up, the CSS was blank. I have the CSSRoster.dat in my BrawlEx folder, so that's not it. Any ideas?


Title: Re: The Brawl Expansion Project
Post by: MeleeMaster500 on June 18, 2014, 02:17:08 PM
Make sure you don't have the random ID in the random roster or it runs the risk of random selecting random. Which is bad.

again, I have random set up entirely correctly. that's why im confused why i received the report that exiting the css is required for my pack to prevent freezing over time. random wont select any incorrect slots so that's out of the question, and I haven't added anything for gfx or the like. this points to a problem that could be plaguing all brawlEX packs.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 18, 2014, 02:22:14 PM
again, I have random set up entirely correctly. that's why im confused why i received the report that exiting the css is required for my pack to prevent freezing over time. random wont select any incorrect slots so that's out of the question, and I haven't added anything for gfx or the like. this points to a problem that could be plaguing all brawlEX packs.

This is ACTUALLY good news... for pack builders anyway. For the longest time I thought I did something wrong.

QUESTION THOUGH FOR EVERYONE:

Does "replay" show up as an option at the end of a match for anyone? Its varies for me. It doesn't happen in special Brawl whatsoever.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 18, 2014, 02:44:58 PM
i cant figure out why my sonic clone crashes. it uses slot 44, i have the psa, costume files, motion, final, final spy, result, and spy files. I have a rel and edited that, and the brawlex files which i am pretty sure i set up fine. shows css icon and csps, then when i go to load the stage, it silent freezes. i followed teh stuff in the tutorial if it freezes there, like, to check the rel and what not, but it still freezes.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 18, 2014, 02:53:53 PM
i cant figure out why my sonic clone crashes. it uses slot 44, i have the psa, costume files, motion, final, final spy, result, and spy files. I have a rel and edited that, and the brawlex files which i am pretty sure i set up fine. shows css icon and csps, then when i go to load the stage, it silent freezes. i followed teh stuff in the tutorial if it freezes there, like, to check the rel and what not, but it still freezes.

Using Brawl Engine V2 or the previous iteration?

Whenever I run into issues like this it's normally something face palmingly obvious that I wasted an hour or so on. I normally start over altogether when this happens. Or I could try it out for you.

Also, are you using Sammi's tool? I personally don't use it since I've had a knack for using it before certain rels were recognized or before certain issues were ironed out, so I just decided not to altogether to avoid confusion. I recommend doing it the unassisted way if you haven't already. And remember, I'm more than happy to try it out myself.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 18, 2014, 03:00:06 PM
prievious one. and i used his tool but my 4th and 5th try i didnt use it. if you could try, i used the hyper sonic psa and cloen slot 44


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 18, 2014, 03:06:26 PM
prievious one. and i used his tool but my 4th and 5th try i didnt use it. if you could try, i used the hyper sonic psa and cloen slot 44
.

Okay, and you haven't tried it on another slot correct?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 18, 2014, 03:07:45 PM
.

Okay, and you haven't tried it on another slot correct?

i tried it on 44 and 43


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 18, 2014, 03:16:58 PM
i tried it on 44 and 43

Do you have the entry file or have it turned off?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 18, 2014, 03:18:50 PM
Do you have the entry file or have it turned off?

sonic doesnt have an entry file. plus it froze in training mode


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 18, 2014, 04:07:45 PM
Hey guys, I decided to update my BrawlEX with the latest version. I added my clones and all required files, but when I loaded the game up, the CSS was blank. I have the CSSRoster.dat in my BrawlEx folder, so that's not it. Any ideas?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 18, 2014, 05:12:41 PM


While I didn't encounter that glitch, the new engine is unstable and has some undesirable drawbacks. Most people that have tried it have switched back very quickly, so there probably isn't a lot of data on why the new engine would cause this unfortunately.

But that shouldn't stop people from providing ideas.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 18, 2014, 05:56:02 PM
QUESTION THOUGH FOR EVERYONE:

Does "replay" show up as an option at the end of a match for anyone? Its varies for me. It doesn't happen in special Brawl whatsoever.
Works well enough for me... Do you have that code that allows replays longer them 3 minutes?


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 18, 2014, 06:02:34 PM
While I didn't encounter that glitch, the new engine is unstable and has some undesirable drawbacks. Most people that have tried it have switched back very quickly, so there probably isn't a lot of data on why the new engine would cause this unfortunately.

But that shouldn't stop people from providing ideas.
Whoops shoulda clarified. I'm using the latest stable build the PW has released. I'm too scared to use the unstable one lol. My fault on the confusion.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 18, 2014, 06:07:19 PM
Whoops shoulda clarified. I'm using the latest stable build the PW has released. I'm too scared to use the unstable one lol. My fault on the confusion.
Do you have any CSS related codes?


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on June 18, 2014, 06:10:19 PM
No, I made sure to remove them before I did this. Let me see if anything is corrupted on my SD card.

EDIT:  :>.>palm: I am such an idiot. All files in the module, brawlex, and common folders were corrupted. Excuse me while I go jump off a cliff.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 18, 2014, 06:14:43 PM
...Well that sucks.
No need for the cliff jumping though D:


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 18, 2014, 06:15:46 PM
Works well enough for me... Do you have that code that allows replays longer them 3 minutes?

Oh jeez... may I please have the code lol I ALWAYS forget how useful codes are :)

Post Merge: June 18, 2014, 06:17:26 PM
prievious one. and i used his tool but my 4th and 5th try i didnt use it. if you could try, i used the hyper sonic psa and cloen slot 44

Trying it out now.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 18, 2014, 06:17:46 PM
Allow Replays Longer Than Three Minutes
040EB804 60000000


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 18, 2014, 06:47:34 PM
I think I've had the biggest goof up with a clone, I had got a Mewtwo Clone set up yet he was freezing for no reason I checked everything but didn't find the issue, Guess what the issue was, Mewtwo's Freaking BP for his first costume somehow became 1kb over from the 4kb size his other BPs were at because I changed the format for the BP to c18, then imported a new BP which caused two sets of palettes to appear.


Title: Re: The Brawl Expansion Project
Post by: 95Shade on June 19, 2014, 09:02:25 AM
Mine works fine and all, but after playing a while on it It freezes on the Character Selection Screen when I hover over one of the clones, or if I go to a stage with one of the clones, ect.
I also noticed after I turn the Wii off and I take out the SD Card it is very warm. I was wondering if you guys knows what's happening?
It's not a big issue but it would help if I could not make it do that.
Also Thanks for the tutorial and the clones, IT IS AWESOME!  :af2:


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 19, 2014, 11:45:11 AM
I also noticed after I turn the Wii off and I take out the SD Card it is very warm. I was wondering if you guys knows what's happening?
It's not a big issue but it would help if I could not make it do that.

Not an issue. The Wii is like that for me too.
And it is normal with all consoles. Even turned off, they are warm. But not as much as when they are turned on.


Title: Re: The Brawl Expansion Project
Post by: 95Shade on June 19, 2014, 12:35:27 PM
Not an issue. The Wii is like that for me too.
And it is normal with all consoles. Even turned off, they are warm. But not as much as when they are turned on.
Alright, thanks for replying


Title: Re: The Brawl Expansion Project
Post by: Drjack6 on June 19, 2014, 02:03:55 PM
I just tried to add character 64 and the slot showed up as random and crashes when highlighted. I just noticed on the original post that IDs 3F-63 are supported but that is not 100 characters. Can we only add up to 63 for now? Or should I use other IDs? If so, what IDs? Cuz right now, its only at 70something charcters. I am using CloneTool.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 19, 2014, 02:22:35 PM
The  term 100 characters was refering to having a total of 100 characters (including the originals) on the CSS screen. not 100 clones. In any case, the unstable build adds more slots but as the name suggests is unstable.

Also, My clone tool isn't updated to support the new and unstable modules. There are also a few bugs, like not adding clones to the CSSRoster.dat without going in the the roster editor and hitting save


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 19, 2014, 07:13:17 PM
A little off topic, but has anyone noticed that inside the .REL files, if you look in section 3 or 4 I dont remember, the code looks very similar to C++.... Could it be possible to reverse engineer this and port it to C++ or probably java? So maybe .rel editing for kirby could be possible to make kirby hats for EX Clones.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 19, 2014, 07:30:23 PM
i have found a way to get the css from brawlex v.2 to stop lagging from cycleing through the colors of each character but it's really lame how you get it to stop lagging and i don't think anyone will want to do it but here it is anyway a way to stop the lagging at the css for brawlex v.2:

first off you cannot have any game cube controllers plugged into your wii next you have to make sure you use a wii mote on it's
side and last you have to make sure all the rest of the players are computers.

i know it's strange and not really useful in any way but i thought i would mention it anyway.

and i know it works because i just had it happen a couple of hours ago today.

so in other words it will only not lag if player one is using the wii mote and all the other players are computers. but no
game cube controllers can be plugged in during this because as soon as you plug in a game cube controller the lag will start happening again.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 20, 2014, 12:07:58 AM
Hey guys I have run into a strange and irratating issue. I am nearing completion on my build and to save myself sometime i decided to use a sc_selcharacter and stgresult files from premade packs and modify from there. All ex characters work fine but when i enter the results screen with a normal characterthe game crashes(black screen no beep).


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 20, 2014, 12:18:35 AM
Sounds like a problem with Results screen portraits, that is if your using custom cosmetics for the clones. If not, your stgresult must be corrupted for one reason or another


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 20, 2014, 12:30:17 AM
Yea something was up with my custom portraits just tried stock portraits and everything is good. Thanks


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 20, 2014, 07:07:50 AM
A little off topic, but has anyone noticed that inside the .REL files, if you look in section 3 or 4 I dont remember, the code looks very similar to C++.... Could it be possible to reverse engineer this and port it to C++ or probably java? So maybe .rel editing for kirby could be possible to make kirby hats for EX Clones.

Unfortunately, I don't know anything about that, but I hope that's the case :) Try messaging ShadowSnake or EternalYoshi.


Title: Re: The Brawl Expansion Project
Post by: corpsra on June 21, 2014, 09:52:34 AM
So is the update of the modules still unstable or has PhantomWings updated it?


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 21, 2014, 11:24:24 AM
The Toon Link Module is functional as long as you set the results to none, Cause I have Skull Kid in my pack and he works perfectly I've never noticed any glitches. now as for the Zelda and ZeldaSheik Modules I'm not sure cause I haven't had any clones that used those modules.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 21, 2014, 01:57:59 PM
Zelda modules are buggy. They work in some matches but crash in others. Not sure why. I have played 4p matches that include Zelda and a Zelda clone with no crash. Then I change something mild, like a color on a different clone(not Zelda), and it crashes at the start of the match.

Captain Falcon clones wil work perfectly so long as they have an ENTIRELY differrent final smash. If they use the car or the runway it will crash. I have Viewtiful Joe and never had any issues.


Title: Re: The Brawl Expansion Project
Post by: corpsra on June 21, 2014, 03:33:59 PM
thank you Brstmguy & Ajthag for the help i appreciate it!!!


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 22, 2014, 01:03:27 AM
thank you Brstmguy & Ajthag for the help i appreciate it!!!
no prob.

Post Merge: June 22, 2014, 01:05:57 AM
So what are the chances some wizard or warlock will make a tool that does gfx porting for you? I just looked at Nebulon's guide and that could be a serious pain to do 30+ times.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on June 22, 2014, 01:25:47 AM
A gfx porting tool might be difficult to make, though I don't know how to make programs but with configs tool like sammi's, it simply copies the current configs to the respective folders and changes the files through hex gfx porting might be harder to make a tool for. But like I said I have no knowledge on programs


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 22, 2014, 04:02:38 AM
no prob.

Post Merge: June 22, 2014, 01:05:57 AM
So what are the chances some wizard or warlock will make a tool that does gfx porting for you? I just looked at Nebulon's guide and that could be a serious pain to do 30+ times.

There's a much easier way to do it now, but I thought it was common knowledge.

Basically... well... I've been up for 25 hours, so I'll post it after this sleep cycle. But yeah, it's really simple. Maybe someone could just explain it while I snooze.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 22, 2014, 11:43:32 AM
you can literally just rename the ef_ file in the fighter.pac to another one, then change the gfx calls in PSA to use the ID of the ef file you renamed it to. easy peasy


Title: Re: The Brawl Expansion Project
Post by: Pikezer1337 on June 22, 2014, 12:18:35 PM
Would this then allow you to not have to exit the CSS after each match if you did it to every clone?


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 22, 2014, 01:04:42 PM
Would this then allow you to not have to exit the CSS after each match if you did it to every clone?
I haven't done this yet and I already play matches back to back with no problem.

So let me get this straight I open Sephiroth's .pac then rename the "ef_marth" on the root of the psa to "ef_deathpod" or something. Then I find subactin scripts and rename all external gfx to deathpods id? Do the EFLS Entry index still need to be changed?

Post Merge: June 22, 2014, 01:12:21 PM
Also I've found that not all of Seph's external gfx say Marth. A couple say "common?". Do I rename those to deathpods ID(162) as well?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on June 22, 2014, 01:24:59 PM
128 characters now!

My reaction: https://www.youtube.com/watch?v=1pbvX5Y3ZJ8 (https://www.youtube.com/watch?v=1pbvX5Y3ZJ8)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 22, 2014, 01:29:20 PM
Also I've found that not all of Seph's external gfx say Marth. A couple say "common?". Do I rename those to deathpods ID(162) as well?

No.
If they say common, don't change them since every single character can have them without conflicting with others.

For example: Sephiroth has an explosion, but Marth cannot do that.
Why? Because it is common and there's another thing that loads that explosion. Probably an Assist Trophy, a Pokemon or a Stage.

Or simply because there are 2 or more different characters (not clones) who share this.

EDIT: Unless you want a different GFX, don't change them. But if you want darkness instead of fire, then do whatever you want.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 22, 2014, 01:34:27 PM
128 characters now!

My reaction: https://www.youtube.com/watch?v=1pbvX5Y3ZJ8 (https://www.youtube.com/watch?v=1pbvX5Y3ZJ8)

Well not quite.

CSS is only going to go up to 100 unless configured otherwise.

I'm actually wondering when PW's next iteration will be. No doubt he's seen the feedback and issues we've all posted.


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 22, 2014, 01:37:07 PM
What about EFLS Entry indexes do I still need modifies those?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 22, 2014, 01:41:27 PM
What about EFLS Entry indexes do I still need modifies those?

I have no idea of what is that, sorry. :/


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 22, 2014, 01:50:56 PM
I have no idea of what is that, sorry. :/
Right below where you change the ID from Marth to 162 there is another number. Thats the EFLS Entry index. In Nebulon's guide some modifications were made to that number. Is that still necessary or will simply changing the ID's be sufficient to fix graphical glitches?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 22, 2014, 02:41:34 PM
you shouldn't need to change anything other then the file ID in the external gfx call. Don't change anything else. Also, this is whole different story with sword traces, i was going to do a video tutorial on it but ended up being too busy


Title: Re: The Brawl Expansion Project
Post by: ajthag on June 22, 2014, 03:29:27 PM
Ok Thanks. But now I have run into another issue I made the changes to the psa but when I save and re-open it I can no longer expand the moveset to get to the subaction scripts folder. The plus sign just disappears. I am using brawlbox v0.68b and trying to edit This Sephiroth: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571)


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 05:28:19 PM
So is one allowed to use custom CSP's, BP's, etc for cloned characters using PSA's?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 22, 2014, 05:32:25 PM
So is one allowed to use custom CSP's, BP's, etc for cloned characters using PSA's?

look in the OP. there are literally tutorials for it, so yes


Title: Re: The Brawl Expansion Project
Post by: Ashley and Red on June 22, 2014, 05:33:57 PM
Why do I got 2 random buttons that frezes the game?


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 05:41:25 PM
look in the OP. there are literally tutorials for it, so yes
Foolish of me, thank you.
One more question, say I wanted to clone two characters, one would have the id 3F and how would I know what to put for other characters? I got the 3F from the video and example given in the OP. Thanks in advance!


Title: Re: The Brawl Expansion Project
Post by: Ashley and Red on June 22, 2014, 05:48:50 PM
Why do I got 2 random buttons that frezes the game?

And do that weird sound >.<


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 22, 2014, 05:49:28 PM
Foolish of me, thank you.
One more question, say I wanted to clone two characters, one would have the id 3F and how would I know what to put for other characters? I got the 3F from the video and example given in the OP. Thanks in advance!

anything that isnt 3F and before


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 05:53:15 PM
anything that isnt 3F and before
A quick example for a confirmation of my perception on what you've said: 4F,5F,9F,2G?
Anything after 3F and any letter after F?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 22, 2014, 06:18:59 PM
Foolish of me, thank you. One more question, say I wanted to clone two characters, one would have the id 3F and how would I know what to put for other characters? I got the 3F from the video and example given in the OP. Thanks in advance!
Increase by one, in this case it would be 40.
From there it's 41 - 49, then 4A - 4F, and go from there.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 22, 2014, 06:29:46 PM
A quick example for a confirmation of my perception on what you've said: 4F,5F,9F,2G?
Anything after 3F and any letter after F?

numbers 4-6 for teh first didgit, and for the second digit, numvers 0-9 or A-F


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 06:36:58 PM
Increase by one, in this case it would be 40.
From there it's 41 - 49, then 4A - 4F, and go from there.
numbers 4-6 for teh first didgit, and for the second digit, numvers 0-9 or A-F

Thanks guys, but after having seen every tutorial video entirely, I have come to the conclusion that it is way too time consuming for simply one character to have all CSP's, PSA's, etc.
Thanks anyways, I'm sure someone else reading through these posts will find the information given helpful!


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 22, 2014, 06:47:20 PM
Thanks guys, but after having seen every tutorial video entirely, I have come to the conclusion that it is way too time consuming for simply one character to have all CSP's, PSA's, etc.
Thanks anyways, I'm sure someone else reading through these posts will find the information given helpful!

thats why you use a tempalte that someone released


Title: Re: The Brawl Expansion Project
Post by: frostymm on June 22, 2014, 09:01:20 PM
thats why you use a tempalte that someone released

<--- This Guy


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on June 22, 2014, 09:09:15 PM
<--- This Guy

thought it was you. wasnt 100% sure. more like, 95.

i use it and that was the only thing keeping me from using brawl ex was all the work. saves time


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 09:15:20 PM
thought it was you. wasnt 100% sure. more like, 95.

i use it and that was the only thing keeping me from using brawl ex was all the work. saves time
Link me? (:
Edit: So what exactly does the template do? I'm a bit confused. If I put that on my SD and load brawl what will happen?


Title: Re: The Brawl Expansion Project
Post by: frostymm on June 22, 2014, 09:49:47 PM
Link me? (:
Edit: So what exactly does the template do? I'm a bit confused. If I put that on my SD and load brawl what will happen?

Absolutely nothing. It basically just sets up all the cosmetic files for you. So all you have to do is set the correct ID and put whatever selection portrait files n whatnot you want over the temporary ones that are already in place. So realistically if you wanna just have the selection icon and are too lazy for the portraits, you can just put in an icon and make all the portraits solid colors or something and at the very least your character will have cosmetics that are seperate from the main characters.

It's really just because setting it up is a pain in the butt. Also I do believe the link is in my signature.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 22, 2014, 09:56:30 PM
Absolutely nothing. It basically just sets up all the cosmetic files for you. So all you have to do is set the correct ID and put whatever selection portrait files n whatnot you want over the temporary ones that are already in place. So realistically if you wanna just have the selection icon and are too lazy for the portraits, you can just put in an icon and make all the portraits solid colors or something and at the very least your character will have cosmetics that are seperate from the main characters.

It's really just because setting it up is a pain in the butt. Also I do believe the link is in my signature.
So how do I set up the custom CSS code for BrawlEx that way I can use your template?
I'm about to set up BrawlEx on a fresh SD card I just purchased.

Edit: Heres what I think the code is:

Custom CSS V3 [Sputnit262] (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 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48494A4B
4C4D4E4F 50515253
54555657 58595A5B
5C5D5E5F 60290000

58 because I counted 34 extra slots in the template + the default 24 would = 58 and then in the bottom I added "3F 40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f 50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f 60"  (letters in caps) which is a total of 34 slots and then put 29(the random slot) and ended it with 0000.
Is the code right?


Title: Re: The Brawl Expansion Project
Post by: frostymm on June 22, 2014, 10:55:37 PM
So how do I set up the custom CSS code for BrawlEx that way I can use your template?
I'm about to set up BrawlEx on a fresh SD card I just purchased.

Edit: Heres what I think the code is:

Custom CSS V3 [Sputnit262] (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 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48494A4B
4C4D4E4F 50515253
54555657 58595A5B
5C5D5E5F 60290000

58 because I counted 34 extra slots in the template + the default 24 would = 58 and then in the bottom I added "3F 40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f 50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f 60"  (letters in caps) which is a total of 34 slots and then put 29(the random slot) and ended it with 0000.
Is the code right?

I dunno man, I use the newer stuff where all you have to do is have the cssroster.dat and tell it what characters to display. My suggestion would be to do it that way instead because it's easier to manage.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 23, 2014, 12:22:50 AM
Ok Thanks. But now I have run into another issue I made the changes to the psa but when I save and re-open it I can no longer expand the moveset to get to the subaction scripts folder. The plus sign just disappears. I am using brawlbox v0.68b and trying to edit This Sephiroth: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571[/url])


try using brawlbox v0.67 it will open any moveset no matter what.

 only difference between v0.68b and v0.67 is that v0.67 is less stable by that i mean if you edit a moveset with it some subactions that say go to end up having improper actions to go to and because of that a moveset that didn't freeze before might freeze now so you will have to do some extra fixing in the moveset if that happens, however since you are editing a sephiroth moveset which i am pretty sure is originally on marth you shouldn't have to worry about v0.67 messing up anything in the moveset if you decide to edit it with that version of brawlbox because brawlbox v0.67 usally never messes up marth movesets.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 23, 2014, 12:25:34 AM
I dunno man, I use the newer stuff where all you have to do is have the cssroster.dat and tell it what characters to display. My suggestion would be to do it that way instead because it's easier to manage.
Where can I find a guide for that? The videos here just talk about a code so I dunno :L.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 23, 2014, 12:34:02 AM
My tool automatically edits the CSSRoster but there is a bug atm that makes it so you need to open the roster editor and hit save.

as for cosmetics, my tool has a button that will do it all for you. May be slightly buggy, but i haven't encountered any issues


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 23, 2014, 07:41:11 PM
Where can I find a guide for that? The videos here just talk about a code so I dunno :L.

this video covers the cssroster.dat  stuff somewhere in the middle of the video
http://youtu.be/_RRGzeMpFzM (http://youtu.be/_RRGzeMpFzM)


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 23, 2014, 08:18:26 PM
My video also explains the easiest way to setup the engine with CSSRoster.dat (the css expansion) and showcases a very..outdated version of my tool. You can find the most recent one in the op of this thread or in my sig. Anyways heres the vid

http://youtu.be/0QHtHbJL79M (http://youtu.be/0QHtHbJL79M)


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 23, 2014, 08:31:06 PM
My video also explains the easiest way to setup the engine with CSSRoster.dat (the css expansion) and showcases a very..outdated version of my tool. You can find the most recent one in the op of this thread or in my sig. Anyways heres the vid

[url]http://youtu.be/0QHtHbJL79M[/url] ([url]http://youtu.be/0QHtHbJL79M[/url])

Thanks man you got great videos by the way!
So I set it up with this tutorial and since I'm going to be using the template by frostymm I edit the sc_selcharacter in the template and replace the MenSelchrPos_TopN files in my sc_selcharacter.pac with the ones in the Resources folder and I can just insert custom characters and I just have to edit the CSP's and stuff already set, correct?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 23, 2014, 10:14:11 PM
Correct, however if you feel you want to use the stock sc_selcharacter without using the template you could also use the "add cosmetics" button in my tool. However the template is probably easier in the long run :P


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 23, 2014, 11:48:15 PM
Correct, however if you feel you want to use the stock sc_selcharacter without using the template you could also use the "add cosmetics" button in my tool. However the template is probably easier in the long run :P
Yeah, hah. Thanks so much, I now have Goku and Pit in two different slots with all the cosmetics and its amazing! Thank you once again for the great tool which makes everything easy and your excellently explained tutorials! One final question if I may. In your tool there are all the SFX and then numbers after it...How could I make my Pit clone which is Goku, not have a voice at all because it sounds a bit strange having Pits voice on Goku :P.  If it is not possible, it is fine, I am already ecstatic with just having a separate slot!


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 24, 2014, 12:11:34 AM
Well, i know some of the fighters who don't use sounds at all, or some fighters kirby copies that are blank have the data set to FFFFFFFF but i honestly don't know if that will work for normal fighters. Worth a try! give it a shot


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 24, 2014, 01:37:47 AM
Well, i know some of the fighters who don't use sounds at all, or some fighters kirby copies that are blank have the data set to FFFFFFFF but i honestly don't know if that will work for normal fighters. Worth a try! give it a shot
I'll try it and let you know in a bit.
Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on June 24, 2014, 09:12:37 AM
I'll try it and let you know in a bit.
Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...

I'm no expert but try opening the pcs's in brawlbox and then go to file, save as, save it as a pac.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on June 24, 2014, 09:18:41 AM
I'll try it and let you know in a bit.
Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...
I'm no expert but try opening the pcs's in brawlbox and then go to file, save as, save it as a pac.
Close. Open your pcs files, and save them as .pair files.


Title: Re: The Brawl Expansion Project
Post by: Drjack6 on June 24, 2014, 10:07:49 AM
Just set up bew unstable version of brawlex.
Put fighters in 64-69. 2 fighters (3F and 50) randomly dont work now.
Am i just chaulking that up to instability for the time being?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 24, 2014, 10:48:47 AM
Just set up bew unstable version of brawlex.
Put fighters in 64-69. 2 fighters (3F and 50) randomly dont work now.
Am i just chaulking that up to instability for the time being?
When I was using the unstable build I found slots would crash randomly on loading too. I'd do the same characters on the same stage whenever it crashed just to see if it was a costume or something, but sometimes it worked, sometimes it wouldn't with seemingly no reason to why it would sometimes and not others.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 24, 2014, 11:42:18 AM
Close. Open your pcs files, and save them as .pair files.
Do I replace the Brawl default fighter .pac's of Wolf with the new .pcs made .pair files?
EDIT: Oh, I see... It makes the .pac and .pcs files. Alright well I'm going to give that a go and see if it solves my solution! I hope so because I have no idea what else it could be and I'm just stuck... I'll let you know if it works real soon.

UPDATE: After having done that, it began freezing in the Strap Menu... I think I was better off with the original .pac files of Wolf. Having the files like that, it freezes when I press "Brawl" to load the CSS.

UPDATE 2: I put all the default Wolf files just named Vegeta and had the slot named Vegeta but it would be just a Wolf clone. It froze after the Strap Menu when it says loading. What's wrong???

UPDATE 3: I opened up your Clone Tool, Sammi, and I deleted Vegeta from there, saved the CSSRoster, deleted the fighter files for Vegeta and deleted the Vegeta .rel so that only Goku would be there working, like before. I loaded up Brawl and it crashed on the loading. I changed the hooktype to OSSleepthread on my Wii and then Brawl loaded but crashed once again when I press "Brawl" for the CSS to load.

UPDATE 4: Sammi, I removed all the Vegeta cosmetics and everything and left just Goku how it was working great before. It now crashes whether it's on OSSleepthread or AXNextframe on loading. What happened?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on June 24, 2014, 03:13:49 PM
I REALLY want to try all those new features, but the fact that it's unstable and all is keeping me from upgrading.

All those bug reports make me wary.


Title: Re: The Brawl Expansion Project
Post by: corpsra on June 24, 2014, 10:21:51 PM
i know everyone is busy with testing and improving the programs tools so far but im gonna be the "bad guy" for a second and ask... has the ness module been complete or did i miss it?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 25, 2014, 12:02:10 AM
i know everyone is busy with testing and improving the programs tools so far but im gonna be the "bad guy" for a second and ask... has the ness module been complete or did i miss it?
Last I recall there isn't a ness module. Megaman got ported over lucas to work iirc, but other than that I don't remember anything else ness related being released.


Title: Re: The Brawl Expansion Project
Post by: ShinF on June 25, 2014, 12:04:23 AM
Last I recall there isn't a ness module. Megaman got ported over lucas to work iirc, but other than that I don't remember anything else ness related being released.
All Ness PSAs that I've tried work with a Lucas module with no porting required.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 25, 2014, 12:22:15 AM
i know everyone is busy with testing and improving the programs tools so far but im gonna be the "bad guy" for a second and ask... has the ness module been complete or did i miss it?

i seem to remember phantom wings including a ness module in the download for brawlex version 2
however if you want to edit it you will have to use hex editor.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on June 25, 2014, 08:28:29 AM
Now, stupid question time, but regarding the v2.0.0.x fix:

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

I'm guessing it crashes because Brawl doesn't know what to do with the cutscene with these characters.

How exactly is this scene done, anyway? Is it an animation the character has in their files? Is there a list of what trophies are to be awarded somewhere?

Reason I ask is since trophies (mostly) exist for the characters up to slot 31 (Green Alloy) (probably would have to use the FS trophies for Giga/Wario Man), if it's just a matter of assigning them and putting the 'earned' trophy at the top of the roll, I wouldn't mind seeing the cutoff extended to include the Alloys and Giga Bowser/Wario Man.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 25, 2014, 08:39:53 AM
Hey everyone, I just have a couple questions.  First, does anyone know if the beta modules in brawlex 2.0 work?  And second, I read earlier in this forum about porting gfx by renaming the the ef_fighter and then changing the gfx call id in psa.  How do you change the gfx id?  I dont have any experience with psa...


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 25, 2014, 08:47:28 AM
Hey everyone, I just have a couple questions.  First, does anyone know if the beta modules in brawlex 2.0 work?
ROB and Toon Link's should work decently, haven't tried the Zelda's yet though.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 25, 2014, 08:58:47 AM
ROB and Toon Link's should work decently, haven't tried the Zelda's yet though.
Ok cool, those were the two I was hoping would work!  Thanks!

Captain Falcon works, too.  Just tried it with a blaziken psa.


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on June 25, 2014, 02:00:09 PM
Where can I find these modules
I'm interested in toon link one


Title: Re: The Brawl Expansion Project
Post by: Makarew on June 25, 2014, 02:03:52 PM
Where can I find these modules
I'm interested in toon link one

They're in the download for version 2, in the op.


Title: Re: The Brawl Expansion Project
Post by: KidCraft24 on June 25, 2014, 04:39:34 PM
I've been wondering if theres a way to fix the issue i'm having. I added ZSS the CSS screen but after picking her and returning to the CSS it reverts back to samus do i have to edit a specific config file in order to get that fixed? Up until now i've used the old method of adding character slots and avoided using the CSSroster.config file due to the Z axis flickering issue was wondering if theres a way to fix it without using the CSSroster config file.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 25, 2014, 05:54:10 PM
I've been wondering if theres a way to fix the issue i'm having. I added ZSS the CSS screen but after picking her and returning to the CSS it reverts back to samus do i have to edit a specific config file in order to get that fixed? Up until now i've used the old method of adding character slots and avoided using the CSSroster.config file due to the Z axis flickering issue was wondering if theres a way to fix it without using the CSSroster config file.

I managed to fix the flickering issue by making a custom css that removes the borders on the css icons. That way the icons aren't close enough together to see them flickering and arguing over priority.


Title: Re: The Brawl Expansion Project
Post by: frostymm on June 26, 2014, 01:41:51 AM
I managed to fix the flickering issue by making a custom css that removes the borders on the css icons. That way the icons aren't close enough together to see them flickering and arguing over priority.

Teach me your secrets O.o


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on June 26, 2014, 04:15:47 AM
I managed to fix the flickering issue by making a custom css that removes the borders on the css icons. That way the icons aren't close enough together to see them flickering and arguing over priority.
Will you release something like a place holder with the modified CSS?


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 26, 2014, 06:48:05 AM
Does anyone know how to make a clone character use a different characters soundbank?  For example, if I wanted a Link clone to use Toon Links sounds?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 26, 2014, 07:06:53 AM
Does anyone know how to make a clone character use a different characters soundbank?  For example, if I wanted a Link clone to use Toon Links sounds?
Only way currently is to go into the PSA itself and change around SFX stuff.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 26, 2014, 08:48:01 AM
Here's the border I use: http://www.mediafire.com/view/y0lt56v583y0tgs/MenSelchrFaceframe.png (http://www.mediafire.com/view/y0lt56v583y0tgs/MenSelchrFaceframe.png)

Just replace the MenSelchrFaceframe texture in MiscData30 to use it, also you might want to recolour it to suit your own CSS.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on June 26, 2014, 09:29:51 AM
Here's the border I use: [url]http://www.mediafire.com/view/y0lt56v583y0tgs/MenSelchrFaceframe.png[/url] ([url]http://www.mediafire.com/view/y0lt56v583y0tgs/MenSelchrFaceframe.png[/url])

Just replace the MenSelchrFaceframe texture in MiscData30 to use it, also you might want to recolour it to suit your own CSS.

So this is what you use to separate the CSS icons, right? Thanks alot! This will make things prettier ;)


Title: Re: The Brawl Expansion Project
Post by: The Concept on June 26, 2014, 10:58:09 AM
Has anyone had issues with a character addition creating a new row in the CSS, which causes freezing in the SSS? I think I'm having one of those. In dire need of help.


Title: Re: The Brawl Expansion Project
Post by: Kyouma on June 26, 2014, 06:46:33 PM
sorry for bugging, but can someone post the captain.rel? (probably add it to the OP so people like me stop coming along)


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 06:54:05 PM
Hello, all. I got an issue with CSS... or CSPs, rather.

Everyone works perfectly fine except Cloud whose CSPs dont show up. Idk if this was already brought up before but I couldnt seem to find the answer. Anyone know? Other than him, everything else works wonderfully.

(http://i1248.photobucket.com/albums/hh489/Kan711/Error_zps20e9f496.png)


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 26, 2014, 06:54:11 PM
sorry for bugging, but can someone post the captain.rel? (probably add it to the OP so people like me stop coming along)
It's in the unstable BrawlEx download~

Post Merge: June 26, 2014, 06:55:43 PM
Hello, all. I got an issue with CSS... or CSPs, rather. Everyone works perfectly fine except Cloud whose CSPs dont show up. Idk if this was already brought up before but I couldnt seem to find the answer. Anyone know? Other than him, everything else works wonderfully.
Hm... Maybe you misnamed the CSPs?


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 07:12:45 PM
Hmm... I believe everything is named right... Unless this wasnt what youre talking about. D:

(http://i1248.photobucket.com/albums/hh489/Kan711/Error2_zpsac800c3b.png)

My Cosmetic Config is definitely a changeup from Ikes, just 00x10 or whatever it was that links the character to the CSPs is 6E (in hex since Cloud is 110) and 04x10 that links to the Icons. Which doesnt work but Im not concerned about that.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 26, 2014, 07:29:08 PM
Hmm... I believe everything is named right... Unless this wasnt what youre talking about. D:
My Cosmetic Config is definitely a changeup from Ikes, just 00x10 or whatever it was that links the character to the CSPs is 6E (in hex since Cloud is 110) and 04x10 that links to the Icons. Which doesnt work but Im not concerned about that.
Huh. That's odd. ...Maybe you forgot to do something in the 'AnimeTexPat' part?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 26, 2014, 07:34:20 PM
Hello, all. I got an issue with CSS... or CSPs, rather.

Everyone works perfectly fine except Cloud whose CSPs dont show up. Idk if this was already brought up before but I couldnt seem to find the answer. Anyone know? Other than him, everything else works wonderfully.

([url]http://i1248.photobucket.com/albums/hh489/Kan711/Error_zps20e9f496.png[/url])
Hello, all. I got an issue with CSS... or CSPs, rather.

Everyone works perfectly fine except Cloud whose CSPs dont show up. Idk if this was already brought up before but I couldnt seem to find the answer. Anyone know? Other than him, everything else works wonderfully.

([url]http://i1248.photobucket.com/albums/hh489/Kan711/Error_zps20e9f496.png[/url])
Hello, all. I got an issue with CSS... or CSPs, rather.

Everyone works perfectly fine except Cloud whose CSPs dont show up. Idk if this was already brought up before but I couldnt seem to find the answer. Anyone know? Other than him, everything else works wonderfully.

([url]http://i1248.photobucket.com/albums/hh489/Kan711/Error_zps20e9f496.png[/url])


Who is your Lara Croft character? Is it gunslinger Samus?


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 07:39:55 PM
Ah yeah. Ive always been a person of adding new characters instead of just replicas so I got Gunslinger Samus and named it Lara Croft. But since theres no module yet, that slot is basically empty at the moment until it comes out XD


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 26, 2014, 07:41:31 PM
Ah yeah. Ive always been a person of adding new characters instead of just replicas so I got Gunslinger Samus and named it Lara Croft. But since theres no module yet, that slot is basically empty at the moment until it comes out XD

Awe! I thought you might've ported her over someone... Man I got excited lol.


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 07:45:12 PM
Huh. That's odd. ...Maybe you forgot to do something in the 'AnimeTexPat' part?

Ive gone over it all and it all seems fine. Idk if the AnmTexPat stuff would affect it since it only applies to the icon and the name. But Im going back to SammiHuskys videos just to make sure. Thanks for your help, really appreciate it!

Awe! I thought you might've ported her over someone... Man I got excited lol.

LOL sorry, Im not a huge pro at this, just a follower of tutorials. Idk if that is possible for ZSS atm, but if it were Id so port her over :P


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 26, 2014, 07:49:34 PM
Ive gone over it all and it all seems fine. Idk if the AnmTexPat stuff would affect it since it only applies to the icon and the name. But Im going back to SammiHuskys videos just to make sure. Thanks for your help, really appreciate it!

LOL sorry, Im not a huge pro at this, just a follower of tutorials. Idk if that is possible for ZSS atm, but if it were Id so port her over :P

Well, I tried Gunslinger on Marth module and... I THINK there were other issues, but I don't remember too many. The only main issue I remember is that her guns didn't appear in battle. This could be fixed if Zero Suit Samus models were made with guns attached properly, but yeah.


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 08:35:10 PM
Well, I tried Gunslinger on Marth module and... I THINK there were other issues, but I don't remember too many. The only main issue I remember is that her guns didn't appear in battle. This could be fixed if Zero Suit Samus models were made with guns attached properly, but yeah.

Hmm... Thats not too bad of an issue at all, definitely work on it and Im sure a lot of people would be excited


Title: Re: The Brawl Expansion Project
Post by: Kyouma on June 26, 2014, 09:38:39 PM
It's in the unstable BrawlEx download~
thank you! I got it!

now that im here I want to ask; I have a terrible problem.. none of my EX chars are able to do a final smash D: but the regular characters can
everytime I grab the smash ball with an ex char and hit b, it does actually does the normal b attack but not the Final smash


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 26, 2014, 09:51:26 PM
now that im here I want to ask; I have a terrible problem.. none of my EX chars are able to do a final smash D: but the regular characters can everytime I grab the smash ball with an ex char and hit b, it does actually does the normal b attack but not the Final smash
You need to have a 'Final' files in the characters folders, as well as setting it up in the configs.


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 10:14:03 PM
Huh. That's odd. ...Maybe you forgot to do something in the 'AnimeTexPat' part?
I think I mightve found the solution. All of the MiscData files that hold the CSPs in sc_selcharacter.pac have a Redirect Index of -1 except Cloud's. Im just not sure how to do that, BrawlBox won't let me edit that. Idk thats just a possibility as to the problem o.o

EDIT: By using v2.0.0 for the Expansion, since it asked for the uncompressed MiscDatas to be in BrawlEx/char_bust_tex folder named as cs_tex###, the CSPs were loaded from there instead. (its all in the CSS Expansion 2.0.0 ReadMe) But thanks for your help Kitsu-chan :)


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 26, 2014, 10:32:36 PM
Hello mate. The redirect index should be -1. What might i ask is it set to? iirc there are no pat0 entries to edit for the CSP. However, i can tell you that one way or another the game is not finding your CSP's. Everything seems to be named correctly, so i think we can rule that out. i would suggest opening your setup in my tool and seeing if everything looks right. you can get the newest version in the OP or in my sig.

You'll be able to see there all the info about a particular clone, including the cosmetic slot of the character. You will also be able to automatically reduce the file-size of your cosmetic file by clicking on "add cosmetics" (you don't have to add any, just click reduce filesize)

It's likely that the redirect index is what's causing your problems, as it's what tells the game to read a different index rather then the one that cloud's stuff is in


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 26, 2014, 10:54:07 PM
Hello mate. The redirect index should be -1. What might i ask is it set to? iirc there are no pat0 entries to edit for the CSP. However, i can tell you that one way or another the game is not finding your CSP's. Everything seems to be named correctly, so i think we can rule that out. i would suggest opening your setup in my tool and seeing if everything looks right. you can get the newest version in the OP or in my sig.

You'll be able to see there all the info about a particular clone, including the cosmetic slot of the character. You will also be able to automatically reduce the file-size of your cosmetic file by clicking on "add cosmetics" (you don't have to add any, just click reduce filesize)

It's likely that the redirect index is what's causing your problems, as it's what tells the game to read a different index rather then the one that cloud's stuff is in

Hey Sammi, Im definitely looking into it. Everything looks fine to me on your tool, the redirect index is most definitely the problem. In my sc_selcharacter.pac the index is 0

Anyways, the CSS Expansion v2.0.0, though unstable, bypasses this problem by reading first the CSPs on the BrawlEx folder before the sc_selcharacter.

Quote
EDIT: By using v2.0.0 for the Expansion, since it asked for the uncompressed MiscDatas to be in BrawlEx/char_bust_tex folder named as cs_tex###, the CSPs were loaded from there instead. (its all in the CSS Expansion 2.0.0 ReadMe) But thanks for your help Kitsu-chan :)

And for some reason after I exported Clouds cosmetics out of sc_selcharacter, its redirect index became -1 once more. Importing it back wont change it from 0 to -1, oddly enough, but if it reads the -1 cosmetic first then thats fine with me. But Ill look for whats causing the index to be 0 for sure

Thanks for your help Sammi!


Title: Re: The Brawl Expansion Project
Post by: luigiman0640 on June 26, 2014, 11:07:53 PM
So...
Can I use this on Wii Riivo?
The answer isn't too clear...


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 26, 2014, 11:57:13 PM
-1 is most definitely what it should be. With it set to 0 it's reading the files that are in fileindex 0 instead. Well, in any case im glad you got it to work.


Title: Re: The Brawl Expansion Project
Post by: FOREVER365 on June 27, 2014, 01:01:06 AM
ok im alittle slow on this o.o didn't even know this existed, Im missing out on this amazing project.....soo it looks like it has the same directory used for riivolution...so does it work for riivolution?


Title: Re: The Brawl Expansion Project
Post by: Kyouma on June 27, 2014, 08:59:08 AM
You need to have a 'Final' files in the characters folders, as well as setting it up in the configs.
thank you, I feel totally noobish having to spam this thread for help ;A; but well, thats how people learns; talking about problems this is the last one im gonna post here ok?:
I wanted to clone a captain falcon for a ronald PSA I have out there (I made sure it doesnt have a blue falcon FS) and I have set the files correctly, the BP files, the result screen files and the CSS files; but I got lost on "connecting" the BPs and Result files to the cosmetic config (the CSS works okay, but the game freezes when I select him and start the match)
how do I edit the cosmetic config? here are the files: https://dl.dropboxusercontent.com/u/102142953/desd/fighter%2049.rar the cosmetic ID is 120


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 27, 2014, 09:09:25 AM
Only thing I can can think of currently is that you've done something wrong with the BPs... Can't really say.


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 27, 2014, 09:10:57 AM
ok im alittle slow on this o.o didn't even know this existed, Im missing out on this amazing project.....soo it looks like it has the same directory used for riivolution...so does it work for riivolution?
No it doesnt. I had to switch to Gecko, but theres not much adjusting, if not none.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 27, 2014, 09:18:26 AM
It does work on riivolution, although I've no idea how.
Ask Sammi Husky.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 27, 2014, 01:18:32 PM
Ive got another question.  Is it possible to make clone characters be selected by random?  If so, how?


Title: Re: The Brawl Expansion Project
Post by: Kan714 on June 27, 2014, 01:36:18 PM
Ive got another question.  Is it possible to make clone characters be selected by random?  If so, how?

Yes. This can be done if you are using the CSS Expansion mod, Idk about the CSS code.

When you are using the BrawlExConfigUtility to edit CSSRoster.dat, youll see all characters included in the roster as well as two buttons: Icons and Random, both at the top right. Inserting into icons will place your BrawlEx characters into the CSS, while inserting into Random will add the characters to the random selection. Just be sure not to place Random in the Random section.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 27, 2014, 01:42:51 PM
Yes. This can be done if you are using the CSS Expansion mod, Idk about the CSS code.

When you are using the BrawlExConfigUtility to edit CSSRoster.dat, youll see all characters included in the roster as well as two buttons: Icons and Random, both at the top right. Inserting into icons will place your BrawlEx characters into the CSS, while inserting into Random will add the characters to the random selection. Just be sure not to place Random in the Random section.

Cool, thanks!

Post Merge: June 27, 2014, 09:35:58 PM
So theres this metal mario over olimar psa that I want to try that comes with  its own .rel.  Would this be compatible with brawlex by any means?


Title: Re: The Brawl Expansion Project
Post by: ShinF on June 28, 2014, 12:56:53 AM
Hmm... I believe everything is named right... Unless this wasnt what youre talking about. D:

([url]http://i1248.photobucket.com/albums/hh489/Kan711/Error2_zpsac800c3b.png[/url])

My Cosmetic Config is definitely a changeup from Ikes, just 00x10 or whatever it was that links the character to the CSPs is 6E (in hex since Cloud is 110) and 04x10 that links to the Icons. Which doesnt work but Im not concerned about that.

I think it's your format. You've got it set to C18, but it's usually CMPR. Just right-click and hit re-encode, then change it and I think it should work.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 28, 2014, 01:05:22 AM
It's your format. You've got it set to C18. It needs to be CMPR. Just right-click and hit re-encode, then change it and it should work.
CI8 is the original format of Brawl portraits, so if the game isn't crashing due to filesize that isn't a problem.


Title: Re: The Brawl Expansion Project
Post by: ShinF on June 28, 2014, 01:09:44 AM
CI8 is the original format of Brawl portraits, so if the game isn't crashing due to filesize that isn't a problem.
Really? My mistake, then. But doesn't C18 require that textures have their palettes set correctly in the model's file? I know it does for imports, at least, so if you added brand new C18 textures and that wasn't set up correctly, couldn't it cause something like this?

In any case, it'll still be a good step for them to take since it'll cut down their file size.

Bah, I'm too tired to be thinking and posting...  :>.>palm: I didn't even notice the post where Sammi already helped him.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 28, 2014, 01:29:46 AM
Cool, thanks!

Post Merge: June 27, 2014, 09:35:58 PM
So theres this metal mario over olimar psa that I want to try that comes with  its own .rel.  Would this be compatible with brawlex by any means?

yes you can use that with brawlex however you can't use the .rel that metal mario comes with because it is imcompatible with brawlex, so instead use the .rel for mario that comes with the brawlex download so that way metal mario can work with brawlex.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 28, 2014, 05:52:48 AM
yes you can use that with brawlex however you can't use the .rel that metal mario comes with because it is imcompatible with brawlex, so instead use the .rel for mario that comes with the brawlex download so that way metal mario can work with brawlex.
Ok, so would I be cloning mario too?  Or would i still clone olimar?


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 28, 2014, 05:55:43 AM
Ok, so would I be cloning mario too?  Or would i still clone olimar?
You'd just be cloning him by using Mario.


Title: Re: The Brawl Expansion Project
Post by: Chaotix37 on June 28, 2014, 11:14:48 AM
Ok, so i used marios .rel and his configure files, but when i selected him on the css, the game froze with the beep.  Any ideas what i did wrong?

Post Merge: June 28, 2014, 01:03:49 PM
Nevermind, I realized it was on slot 58, which crashes anyways...


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on June 28, 2014, 02:47:14 PM
Ok, so i used marios .rel and his configure files, but when i selected him on the css, the game froze with the beep.  Any ideas what i did wrong?

Post Merge: June 28, 2014, 01:03:49 PM
Nevermind, I realized it was on slot 58, which crashes anyways...

yeah just try it agin on a different slot and it should work.


Title: Re: The Brawl Expansion Project
Post by: KidCraft24 on June 28, 2014, 06:12:22 PM
Anyone know exactly why occasionally using Brawl EX causes Battlefields My Music to mess up. I know theres a code that fixes the problem through reseting all the songs on that stage but I was wondering if there was a way to avoid the issue all together so that i don't have to always switch GCTs constantly to fix the freezing.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on June 28, 2014, 10:43:55 PM
What's is the biggest number you can use in MiscData in the char_bust_tex_lz77?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on June 29, 2014, 01:11:35 AM
What's is the biggest number you can use in MiscData in the char_bust_tex_lz77?

I believe that theoretically that would be 255 (0xFF) as thats the largest number that a single byte value can represent, meaning it is the highest you can specify in the cosmetic config


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on June 29, 2014, 09:17:13 PM
Does anyone know if the captain falcon.rel in the unstable build is glitchy?
I want to download the unstable build and just rip the .rel and insert it in the stable build I have.


Title: Re: The Brawl Expansion Project
Post by: Lillith on June 29, 2014, 09:20:21 PM
Does anyone know if the captain falcon.rel in the unstable build is glitchy? I want to download the unstable build and just rip the .rel and insert it in the stable build I have.
"ft_captain:
- Crashes when using Blue Falcon Final Smash."

Text file included states glitches with modules.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 29, 2014, 09:59:57 PM
- Crashes when using BLUE FALCON Final Smash."

If you use any other Final Smash, it'll be fine.
But make sure that the car is not used. Also, make sure that the road (place where the Blue Falcon splatters you) doesn't appear.

No, the car that appears in his Entry is different than the one in the Final Smash.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on June 29, 2014, 11:09:24 PM
I believe that theoretically that would be 255 (0xFF) as thats the largest number that a single byte value can represent, meaning it is the highest you can specify in the cosmetic config


You're right, I use 'FF' (MiscData[255]) and it appear correctly but when I use '100' (MiscData[256]) it appears as 'MiscData[16]' that are Marth files or '10' to be exact

Also, make sure that the road (place where the Blue Falcon splatters you) doesn't appear.


I use this Celestial Ronald PSA (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31005) and it doesn't crash: (http://i1230.photobucket.com/albums/ee499/NaruhodouShiro/Brawl/SSBB00-7.png)


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on June 30, 2014, 12:41:08 AM
Cause you are playing with C.Falcon, try playing without c.falcon in the map and try saying that again Shiro. Sorry if I sounded rude btw lol.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 30, 2014, 11:30:02 AM
Cause you are playing with C.Falcon, try playing without c.falcon in the map and try saying that again Shiro. Sorry if I sounded rude btw lol.

That's right.
I never thought it could work when facing normal C. Falcon though.


Title: Re: The Brawl Expansion Project
Post by: 24tee on June 30, 2014, 01:16:23 PM
Sammi, could you maybe upload a different link to your clone tool, preferably mediafire or dropbox. Mega hates my computer.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 01, 2014, 02:28:10 PM
The config tool needs to be updated in order to work with the beta fighter configs. I manually edited mine through HxD but it would be nice if the tool worked.

Also, can anyone PM me on how to edit PSA's, specifically the Final Smash...I want to edit the final smash of the custom character I have over Captain Falcon because the beta module .rel crash with the default Final Smash.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 01, 2014, 02:38:12 PM
And fix the issue with the cosmetics editor in the clone tool? When I add a image to the small name box it goes into the the box on the left instead, and it removes the image there before. And the HUB box brings up a error message after a picture is selected.

And on a separate note, which has probably been asked before, how can you add a new soundbank for the clone? I know in sammi-huskeys its possible to change which soundbank the character uses, but how can you create one that doesn't replace another character's preexisting one?


Title: Re: The Brawl Expansion Project
Post by: ocean on July 01, 2014, 04:18:51 PM
I'm trying to add a clone to my brawl atm and all the CSS stuff is fine and looks great but when I click on a stage to start the match the game freezes. I'm using the latest Brawl Ex modules (1.1). Is anyone able to help me out with this problem?
This is my first time cloning.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 01, 2014, 04:37:51 PM
Is it a silent freeze or is it a beeping noise that plays when it freezes?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 01, 2014, 07:03:58 PM
I'm trying to add a clone to my brawl atm and all the CSS stuff is fine and looks great but when I click on a stage to start the match the game freezes. I'm using the latest Brawl Ex modules (1.1). Is anyone able to help me out with this problem?
This is my first time cloning.

Do you have your character's Entry files, or in--game Battle Portraits?


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on July 01, 2014, 09:50:01 PM
Sammi, could you maybe upload a different link to your clone tool, preferably mediafire or dropbox. Mega hates my computer.
Mega hates my computer too but i got a mega downloader program


Title: Re: The Brawl Expansion Project
Post by: ocean on July 01, 2014, 11:32:41 PM
Is it a silent freeze or is it a beeping noise that plays when it freezes?

It's a beeping freeze

Do you have your character's Entry files, or in--game Battle Portraits?

I haven't put the bp in yet but in the tutorials they say it's not a problem


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 01, 2014, 11:34:38 PM
I haven't put the bp in yet but in the tutorials they say it's not a problem
I think missing battle portraits is only not a problem for Dolphin users.


Title: Re: The Brawl Expansion Project
Post by: Shirataki on July 02, 2014, 08:43:07 AM
It is not possible to adapt to Wiimmfi somehow BrawlEx Clone Engine?
I have tried to play against people who have the same pack additional character
I would cause a disconnection


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on July 02, 2014, 09:24:00 AM
Is there a code for this that would give BrawlEx characters the ability to play in the Multi-Man Brawl, Subspace Emissary, Classic or All-Star without crashing?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 02, 2014, 07:57:00 PM
Is there a code for this that would give BrawlEx characters the ability to play in the Multi-Man Brawl, Subspace Emissary, Classic or All-Star without crashing?
Excluding SSE, they should only crash at the end of classic and all-star as long as you have stock icons for them on your css.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 02, 2014, 10:58:32 PM
Excluding SSE, they should only crash at the end of classic and all-star as long as you have stock icons for them on your css.

Not having Stock Icons will immediatelly crash at the CSS (Classic Mode).

The clones DO NOT show up on the Subspace Emissary.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 03, 2014, 12:07:13 AM
Can anyone help me on editing a PSA to add a different final smash? Specifically, Falcon's smash b/c the beta module crashes if used.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on July 03, 2014, 12:36:33 AM
Don't ask here. Ask in the "Attacks/Animations" help section.


Title: Re: The Brawl Expansion Project
Post by: corpsra on July 05, 2014, 12:08:56 PM
so i was just wondering (to keep this thread going) what are the chances of a king dedede module or a diddy module ever being created? i would love to put king rool and also silver into my brawlex roster but is it just phantomwings who creates the modules? if so i want to know the secrets behind his geniusness...  :>.>:


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 05, 2014, 12:20:08 PM
so i was just wondering (to keep this thread going) what are the chances of a king dedede module or a diddy module ever being created? i would love to put king rool and also silver into my brawlex roster but is it just phantomwings who creates the modules? if so i want to know the secrets behind his geniusness...  :>.>:

For Rool you could always wait for my PSA over Pit. ;D

But it HAS been a while. Then again, PW's really busy, I hear.


Title: Re: The Brawl Expansion Project
Post by: Large Leader on July 05, 2014, 02:07:22 PM
Quick question, does Zelda transforming into Sheik crash for anyone?

Using the latest/not beta build that's out there.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 05, 2014, 05:31:46 PM
Does anyone know when the next set of modules will be released? I can't wait for a Bowser and Falco module :D


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 05, 2014, 05:43:34 PM
For the most part it's up to PhantomWings, and he always appears out of nowhere to amaze us.
So no idea.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 05, 2014, 05:45:47 PM
For the most part it's up to PhantomWings, and he always appears out of nowhere to amaze us.
So no idea.

I just hope we get a stable version of his new Ex soon.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 05, 2014, 05:47:08 PM
I just hope we get a stable version of his new Ex soon.
That would be a good thing. A very good thing. But he doesn't have a working Wii far as I know so he can't really test its stability 'till he gets a working one.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 05, 2014, 05:49:45 PM
Too bad... I had hoped to try out the new ExModules...


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 05, 2014, 05:52:46 PM
The new modules will work the same for the current version of BrawlEx, Toon Link works perfectly, Falcon works aside from using the Blue Falcon, and not sure about Zelda/Sheik...


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 05, 2014, 06:05:59 PM
sammi what left of your tool?


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 06, 2014, 02:19:55 PM
After looking around for awhile I've found no clear answer so I'm just going to ask. I'm trying to give ex chracters custom sounds and for the most part I understand what to do. But information is very scarce or vague wen it comes to the smashbros_sound.brsar. Where do I put this file? Do I modify it directly or does it just need to be present(in a certain place) on the sd card with the sawnd file in the pf/sfx directory? Please be specific.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 06, 2014, 03:18:41 PM
You don't do anything to smashbros_sound.brsar with gecko. Gecko doesn't support it. You use the R.S.B.E code and the sawndz files. Thats it. I'll make a video tutorial for clone sfx soon.

as for my tool, i've fixed a ton of bugs. Turns out the last release i did had a couple fatal bugs that made it impossible to use after a few clones. Fixed that. Also, now the "reduce filesize" button in the cosmetic form now asks to re-encode all CSP's as CMPR. This takes the size down by alot, i mean more then half the size of the original file. You really won't have to worry about filesize ever again.

Though, with BrawlEx v2 it seems adding cosmetics this way may be obsolete. Time will tell what my next move is in regards to the cosmetic functions


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 06, 2014, 04:05:18 PM
Thats it. I'll make a video tutorial for clone sfx soon.

Hmm, that's a lot better.
I'm having problems with that.


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 06, 2014, 04:59:09 PM
it good to hear, will the frnachise logo be in teh cosmetic spot soon and also the small name?


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 06, 2014, 07:23:49 PM
Thanks finally got it working. One more question, how do I find the boss soundbank number for the fighter config file? I've googled around with no luck. For example I have Tabuu as a Ganondorf clone and rather than use the code, "Ganondorf has Tabuu's soundbank", I'd rather just direct the fighter config file to the soundbank. Just for clarification the number I am referring to should look like this: 0x00000001(This is Mario's soundbank).


Title: Re: The Brawl Expansion Project
Post by: ShinF on July 06, 2014, 07:26:00 PM
Thanks finally got it working. One more question, how do I find the boss soundbank number for the fighter config file? I've googled around with no luck. For example I have Tabuu as a Ganondorf clone and rather than use the code, "Ganondorf has Tabuu's soundbank", I'd rather just direct the fighter config file to the soundbank. Just for clarification the number I am referring to should look like this: 0x00000001(This is Mario's soundbank).
Code:
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 06, 2014, 07:27:14 PM
Here ya go~
SoundBank IDs

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer
In this case, since you're looking for Tabuu you would make it~
0x00000140

Edit: Ninjad.


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 06, 2014, 07:30:39 PM
Thanks alot guys.


Title: Re: The Brawl Expansion Project
Post by: highonphazon on July 06, 2014, 08:39:40 PM
Can someone help me out? I'm trying to edit a Dark Samus made over Marth using the BrawlEx engine. Here's the link with a description:

http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Samus&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Marth (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Samus&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Marth)

My questions are...

-What programs do I need to start editing the file?
-how can i make a model import for Samus work well with this custom moveset over Marth?

Bunch of other questions i have at the moment but these are the main ones.

Thanks!


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on July 06, 2014, 08:45:16 PM
You don&#039;t do anything to smashbros_sound.brsar with gecko. Gecko doesn&#039;t support it. You use the R.S.B.E code and the sawndz files. Thats it. I&#039;ll make a video tutorial for clone sfx soon.

as for my tool, i&#039;ve fixed a ton of bugs. Turns out the last release i did had a couple fatal bugs that made it impossible to use after a few clones. Fixed that. Also, now the "reduce filesize" button in the cosmetic form now asks to re-encode all CSP&#039;s as CMPR. This takes the size down by alot, i mean more then half the size of the original file. You really won&#039;t have to worry about filesize ever again.

Though, with BrawlEx v2 it seems adding cosmetics this way may be obsolete. Time will tell what my next move is in regards to the cosmetic functions

hey sammi i was wondering if you would mind making a tutorial on how to set up the csp for brawlex version 2 on how you set it up the new way phantom wings mentioned for brawlex version 2.
because i am trying to set up my custom build of brawlex version 2 with csp's for every clone you are able to add with version 2 so i will be ready whenever phantom wings decides to update brawlex version 2.


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 06, 2014, 09:12:18 PM
hey sammi i was wondering if you would mind making a tutorial on how to set up the csp for brawlex version 2 on how you set it up the new way phantom wings mentioned for brawlex version 2.
because i am trying to set up my custom build of brawlex version 2 with csp's for every clone you are able to add with version 2 so i will be ready whenever phantom wings decides to update brawlex version 2.

Quote
- char_bust_tex_lz77 portrait files
  are loaded from
  SD:/private/wii/app/rsbe/pf/BrawlEx
     /char_bust_tex/cs_tex###.brres

  SUBNOTE: ### is padded and in decimal.
           File numbering matches the
           numbering of the files as they
           are shown in BrawlBox.
  WARNING: BRRES Files loaded from the SD
           card must be uncompressed.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on July 06, 2014, 10:47:32 PM


i already know it says that in the .txt the problem is it dosen't say what to name each one for the clones.

i already got it to work for the regular characters csps, however i haven't been able to get it to work for the clones so far.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on July 07, 2014, 04:07:31 AM
Can someone help me out? I'm trying to edit a Dark Samus made over Marth using the BrawlEx engine. Here's the link with a description:

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Samus&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Marth[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=Samus&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Marth[/url])

My questions are...

-What programs do I need to start editing the file?
-how can i make a model import for Samus work well with this custom moveset over Marth?

Bunch of other questions i have at the moment but these are the main ones.

Thanks!
Wrong place to ask this. For the model, go to the Model Help Section.
As for the program, the Resources will be useful for you.


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 07, 2014, 09:05:29 AM
i already know it says that in the .txt the problem is it dosen't say what to name each one for the clones.

i already got it to work for the regular characters csps, however i haven't been able to get it to work for the clones so far.

I think it's supposed to be cs_tex110.brres with all the files inside how they would normally be. So you pretty much take  what you have in sc_selchar and take out the clones brres and rename it. Leave the pictures how they are.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on July 07, 2014, 04:36:09 PM
I think it&#039;s supposed to be cs_tex110.brres with all the files inside how they would normally be. So you pretty much take  what you have in sc_selchar and take out the clones brres and rename it. Leave the pictures how they are.

i know but the problem with that is that 110 up to 400 somethin is already taken by the original brawl characters wihout any clones. so i'm strating to think i might have to put numbers that are higher than 400 so the csp's of my clones won't show up on the characters that aren't clones.


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on July 07, 2014, 04:42:16 PM
I cant get custom cosmetics working with sammi's tool, everytime i try to add a small name it keeps replacing the CSS name >;(


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 07, 2014, 06:49:26 PM
I cant get custom cosmetics working with sammi's tool, everytime i try to add a small name it keeps replacing the CSS name >;(


The tool is in an unstable state right now, and im working on releasing a new version. Here's the current changelog. Im still working on a neater more convenient way to re-encode the CSP's and that's the main reason i haven't updated. That, and i would like to add a few more nice features

Code:
====================================
|************ Change Log ************|
 ====================================

 - v0.75a- (6/5/2014)
    Bugs:
. Fixed bug loading clones when the number of configs differ between folder
. Fixed bug Where adding clones to the roster doesn't save CSSRoster.dat
. Fixed bug where clones with no cosmetics would severely confuse the tool causing mismatched fighter data
. Fixed bug where cosmetic form's small name entry overlapped with the CSS name
. Tool will no longer display characters whose configs are below 3F to prevent errors

Features and Improvements:
. Roster editor now has option to create new roster file.
. Added "Patch Module" to Tools menu. open module file, edit slot, then close and save
        . "Reduce Filesize" button now asks to re-encode all CSP's in the sc_selcaharacter as cmpr. Saving a ton of space!

==========Notes==========
. New and experimental modules will be supported when the stable release of BrawlEx v2 is released

For a comparison of filesizes with re-encoding the CSP's, here is some screenshots

(http://i.imgur.com/PzEdpvs.png)(http://i.imgur.com/JgM5vnv.png)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 07, 2014, 11:50:53 PM

For a comparison of filesizes with re-encoding the CSP's, here is some screenshots

([url]http://i.imgur.com/PzEdpvs.png[/url])([url]http://i.imgur.com/JgM5vnv.png[/url])


What is the HUD name and what is the Small name (where do they appear)?
And how big do I need to make the CSS name?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 08, 2014, 12:27:30 AM
i don't fully understand the code part of the CSS

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."

i colored the parts that it said to change to make it easier to compare. so the finished product should look something like this?

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 00000025 <----CSS Icon Count
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 08, 2014, 12:36:55 AM
~snip~

Yes that looks correct to me.

What is the HUD name and what is the Small name (where do they appear)?
And how big do I need to make the CSS name?

The HUD name is the name that appears underneath your character in game. Currently i haven't added it's functionality yet and so if you try to add it it will probably crash the tool.

The small name is the name that appears above the CSS icon on the CSS screen.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 08, 2014, 12:43:48 AM
Yes that looks correct to me.

The HUD name is the name that appears underneath your character in game. Currently i haven't added it's functionality yet and so if you try to add it it will probably crash the tool.

The small name is the name that appears above the CSS icon on the CSS screen.

sweet thank you ^^ i'll play with it more later then. also can you add the character files to the iso? i try to keep the SD card as small as possible, (i have no SD cards over 2 gigs)  so a majority of my mods are iso based save textures and PSA's and things i'll be changing often.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 08, 2014, 03:58:16 PM
The HUD name is the name that appears underneath your character in game. Currently i haven't added it's functionality yet and so if you try to add it it will probably crash the tool.

The small name is the name that appears above the CSS icon on the CSS screen.

Right.

BTW, when I try to add the small name, it replaces the CSS name.
Why?

Post Merge: July 08, 2014, 04:15:06 PM
i don't fully understand the code part of the CSS

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."

i colored the parts that it said to change to make it easier to compare. so the finished product should look something like this?

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 00000025 <----CSS Icon Count
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000


The CSS code is not needed anymore.
Use the CSSRoster.dat


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 08, 2014, 08:08:08 PM
Sammi, do you have a idea when the next brawlex will be released?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 08, 2014, 08:39:39 PM
The CSS code is not needed anymore.
Use the CSSRoster.dat

Again it depends what version he wants to use, if he wants the CSS to stop flickering he might wanna use the CSS code instead.

Sammi, do you have a idea when the next brawlex will be released?

Nope, i have no idea. It's whenever PW gets things tidied up with the unstable build i'm sure.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 08, 2014, 08:42:22 PM
Sammi, do you have a idea when the next brawlex will be released?
I've no idea why you're asking Sammi even though PW is the BrawlEx creator...?


Title: Re: The Brawl Expansion Project
Post by: jaleiva on July 08, 2014, 08:49:57 PM
:/ my brawl doesn't start. Yesterday I was able to get brawlex to work with 3 characters so today I added around 11, however the cssroster.dat doesn't work for me (the CSS doesn't appear in game) so I use the CSS code, but still use the CSSroster for the brawlextool, the thing is after I removed that file my vbrawl won't start, already tried without any codes and it works normally. Is there a limit for  my SD or perhaphs too many rels wont start the game in some way? please help, normal brawl is too boring


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 08, 2014, 08:54:17 PM
:/ my brawl doesn't start. Yesterday I was able to get brawlex to work with 3 characters so today I added around 11, however the cssroster.dat doesn't work for me (the CSS doesn't appear in game) so I use the CSS code, but still use the CSSroster for the brawlextool, the thing is after I removed that file my vbrawl won't start, already tried without any codes and it works normally. Is there a limit for  my SD or perhaphs too many rels wont start the game in some way? please help, normal brawl is too boring
If there's no roster when you're using the CSSRoster, it means you're missing the 'sc_selcharacter' and/or the 'common3' from the BrawlEx CSS Expansion v1.0.0.0... I think.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 08, 2014, 09:04:19 PM
If there's no roster when you're using the CSSRoster, it means you're missing the 'sc_selcharacter' and/or the 'common3' from the BrawlEx CSS Expansion v1.0.0.0... I think.

Or that the CSSRoster.dat has a naming error


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 08, 2014, 09:15:22 PM
Sorry, my mistake, I'm meant the clone tool sammi developed. Sorry, I always forget a few words that throw off a the meaning of a question.


Title: Re: The Brawl Expansion Project
Post by: jaleiva on July 08, 2014, 09:30:57 PM
Ok I'll try again from the start, the odd thing is that I was only able to start vbrawl when I changed my codes.gct back to normal and erased the brawlex folder... odd


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 08, 2014, 09:39:52 PM
Oh that...ahh i want to fix a few things before the next version. i suppose i can work on it for the rest of tonight and maybe have it finished within a few days


Title: Re: The Brawl Expansion Project
Post by: jaleiva on July 08, 2014, 10:15:48 PM
o.O Ithink this may have to see with my codeset. odd since it was working yesterday, I've already tried deleting common_2/3 to see if that was the problem and nothing, also the brawlex .rel's and the brawlex folder and still nothing, do you think could be that??

Ok so let me get this straight, I use the FPC 3.5.1b included in the clone engine... and stil nothing, also a doubt if I use the CSS code V3 I don't have to use the CSSRoster.dat thingy right and viceversa??


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 09, 2014, 05:02:03 PM
yeah i cant get the area to show on mine :/ i have all the proper codes in and my icon wotn appear:/


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 09, 2014, 06:09:19 PM
Let me ask so I have it clear:

Does the CSSRoster.dat file have the same functions as the Custom CSS Code?

Or it only works with the sc_selcharacter.pac given by Phantom Wings?


Title: Re: The Brawl Expansion Project
Post by: Doq on July 09, 2014, 06:14:33 PM
Let me ask so I have it clear:

Does the CSSRoster.dat file have the same functions as the Custom CSS Code?

Or it only works with the sc_selcharacter.pac given by Phantom Wings?
Only that sc_selcharacter can be expanded to 100 characters, so, yeah, it only works with that pac.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 09, 2014, 06:29:23 PM
Only that sc_selcharacter can be expanded to 100 characters, so, yeah, it only works with that pac.

I mean, it can be used to add more slots to a normal sc_selcharacter.
No?

I never I said I actually need the 100 character Roster.


Title: Re: The Brawl Expansion Project
Post by: NGU_BL on July 09, 2014, 06:34:36 PM
Hi!! There are Exmodules for all the characters or only the few of them that comes in te original post???


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 09, 2014, 06:35:51 PM
I mean, it can be used to add more slots to a normal sc_selcharacter.
No?

I never I said I actually need the 100 character Roster.
The CSSRoster file only works with the modified sc_selcharacter.
Hi!! There are Exmodules for all the characters or only the few of them that comes in te original post???
Only the characters in the first post currently.


Title: Re: The Brawl Expansion Project
Post by: NGU_BL on July 09, 2014, 06:40:11 PM
Only the characters in the first post currently.

ok!!!!  :-\ Thanks!!! :)


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 09, 2014, 07:23:29 PM
why is it so hard to edit a existing brawlex file? unless am i doing something wrong i wanna remove people to replace them with others but everytime i try and replace them they aalways come back after being removed


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 09, 2014, 08:35:51 PM
The CSSRoster file only works with the modified sc_selcharacter.Only the characters in the first post currently.

So I am forced to use the Custom CSS code to have a different CSS?

I want to make my own pack, but not with the GIANT 100 Roster.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 09, 2014, 08:40:22 PM
You can still use the CSSRoster at a normal size (I think? Been a while...) as long as you don't go past 50.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 09, 2014, 08:45:06 PM
You can still use the CSSRoster at a normal size (I think? Been a while...) as long as you don't go past 50.

First you said no, now you say yes.

Yes or no?


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 09, 2014, 08:46:42 PM
And NOW you've lost me.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 09, 2014, 09:02:11 PM
You can still use the cssroster at the normal size as it was originally until 50 where the roster gets really small, making room for more if you choose to add more than 50, regardless whether you need more room or it can still fit in its original size. I know this because I recently him the 50 mark. It looks weird but worth it if you add 100. It changes automatically. I don't know if its possible to enlarge it back.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 09, 2014, 09:25:04 PM
woah woah woah you guise. You don't HAVE to use that sc_selcharacter to use the cssroster.dat

The cssroster.dat will work regardless of if you have enough bones in the model for the CSS. That's all the modified sc_selcharacter is. It has more bones, and an modified animation to position the bones. That's all. It MAY freeze if the css expansion checks for the bones first, but other then that it should be fine.

You can use any sc_selcharacter you want as long as you don't go over the original limit, however if you DO plan to go over the original limit you need to add bones to the sc_selcharacter.pac's 3d model


Title: Re: The Brawl Expansion Project
Post by: Riddler on July 09, 2014, 09:29:41 PM
Just wondering if anyone has tried it or if it's impossible, but what about shrinking the four player slots a little? Wouldn't making those smaller make it so that the icons can be bigger?


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 09, 2014, 09:47:59 PM
lol sami having a mental break down XD


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 10, 2014, 12:04:58 AM
Just wondering if anyone has tried it or if it's impossible, but what about shrinking the four player slots a little? Wouldn't making those smaller make it so that the icons can be bigger?
I wouldn't mind this if it would work. Especially considering that we need to shrink most of the csp's down to avoid file size limits anyhow.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 10, 2014, 12:25:35 AM
I wouldn't mind this if it would work. Especially considering that we need to shrink most of the csp's down to avoid file size limits anyhow.

Or re-encode them to cmpr, which my tool will do for all CSP's in the game in the new version (when it's finished). You'd never have to worry about filesize again for the most part


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 10, 2014, 09:08:04 AM
Or re-encode them to cmpr, which my tool will do for all CSP's in the game in the new version (when it's finished). You'd never have to worry about filesize again for the most part
Nah, I've got them all in CMPR + I have the dimensions on them decreased and I'm already starting to hit the limit (in fact I think I'm going slightly over now and it's causing some instability). Mind you I've got every character maxed to 10 costume slots excluding g&w, so whenever I add a new fighter I eat up space pretty quick.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on July 10, 2014, 11:19:14 AM
Question- How do you add the Alloy information to make them playable? Not the Cosmetics, but the .dat files? I tried adding them to my CSS, but they crashed when I turned on the second player. Can anybody help me out?


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on July 10, 2014, 11:24:35 AM
Help brawl ex isn't loading up

It show codes but then it loads regular brawl


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 10, 2014, 11:32:29 AM
Do you have the gameconfig?


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on July 10, 2014, 12:47:02 PM
Yep


Title: Re: The Brawl Expansion Project
Post by: Doq on July 10, 2014, 01:10:30 PM
Yep
SDHC?


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on July 10, 2014, 01:33:59 PM
OK, I already have part of the problem solved, I had too many CSS Icons, but now, when I choose my 2nd player if I'm an Alloy, my game freezes, what do I do?


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on July 10, 2014, 02:26:48 PM
Is there anyway to play as brawlex characters in subspace emissary?


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on July 10, 2014, 02:38:40 PM
Is there anyway to play as brawlex characters in subspace emissary?

No, there is not, the Character select in SSE will be broken, though.


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on July 10, 2014, 02:45:38 PM
ok thats it forgot sdhc code lol :) thx dr kirby


Title: Re: The Brawl Expansion Project
Post by: cbennett2121 on July 10, 2014, 07:24:49 PM
I am experiencing a weird bug with Brawl EX 2.0.X and I am wondering if any one else has experienced it.

What happens is, in the CSS I select Kirby as my character.  Then I turn on a CPU which selects random fine.  I then select who i want the cpu to be.  Then I turn the CPU off and back on and this causes my game to freeze.  As long as Kirby isn't a selected character, you can turn players off and on without any issues.

Below is the link to my mediafire.  Select V 2.0.X and then select hacked or hackless (at the time of this post, hackless is still synching to my mediafire so it is not appearing for download)
CLICK HERE FOR DOWNLOAD (https://www.mediafire.com/folder/3edkp6nla87nk/Project_EX)


I also have another question.  Does anyone know which hex value(s) in the fighter config file modify whether character has multiple/single/none Kirby data since I am experiencing issues when Kirby sucks up a clone.  I have made sure I am using the right Kirby.rel and fighter.rel


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 10, 2014, 07:35:23 PM
I am experiencing a weird bug with Brawl EX 2.0.X and I am wondering if any one else has experienced it.

What happens is, in the CSS I select Kirby as my character.  Then I turn on a CPU which selects random fine.  I then select who i want the cpu to be.  Then I turn the CPU off and back on and this causes my game to freeze.  As long as Kirby isn't a selected character, you can turn players off and on without any issues.

Below is the link to my mediafire.  Select V 2.0.X and then select hacked or hackless (at the time of this post, hackless is still synching to my mediafire so it is not appearing for download)
CLICK HERE FOR DOWNLOAD (https://www.mediafire.com/folder/3edkp6nla87nk/Project_EX)


I also have another question.  Does anyone know which hex value(s) in the fighter config file modify whether character has multiple/single/none Kirby data since I am experiencing issues when Kirby sucks up a clone.  I have made sure I am using the right Kirby.rel and fighter.rel

For some reason it says "Unstable".

And that is just one issue, but there are MANY with that version.


Title: Re: The Brawl Expansion Project
Post by: corpsra on July 10, 2014, 08:12:45 PM
when do you think your tool will be out sammi?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 10, 2014, 09:48:12 PM
Has anyone else been able to get All-Star and Stadium co-op mode to work on BrawlEx? I've got stock icons in, and I can do classic and single player no problem in these modes, but as soon as I press start on P2's controller I get a crash.
Dunno if it's a change I did to my css or a brawlEx issue, but I can't seem to get it to work in my pack or on Nebulon's, so I figured it might be an ex issue.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 11, 2014, 02:21:14 PM
My progress of Project M with BrawlEx:
(http://i57.tinypic.com/313lruc.jpg)
Thanks to Sammi & MeleeMaster ! :)


Title: Re: The Brawl Expansion Project
Post by: corpsra on July 11, 2014, 06:32:08 PM
For Rool you could always wait for my PSA over Pit. ;D

But it HAS been a while. Then again, PW's really busy, I hear.

you would instantly be my hero if you did do a PSA of Rool over Pit!  :laugh:


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 11, 2014, 06:42:44 PM
you would instantly be my hero if you did do a PSA of Rool over Pit!  :laugh:

I am. ;) Thanks. ;D I'm releasing a beta next weekend. :D

Enough about me, though. I wonder if the next update will feature either a stable build of the current Ex, or even a brand new build.


Title: Re: The Brawl Expansion Project
Post by: RafaTeMata on July 11, 2014, 08:39:07 PM
My progress of Project M with BrawlEx:
([url]http://i57.tinypic.com/313lruc.jpg[/url])
Thanks to Sammi & MeleeMaster ! :)

looks good id like to play if you can send me your build


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on July 11, 2014, 09:04:33 PM
So has the newest update been confirmed to work on Wiis?

Since I've been holding back on updating my BrawlEx Stuff, due to not knowing if the latest update worked on Wiis or not.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 11, 2014, 09:12:07 PM
So has the newest update been confirmed to work on Wiis?

Since I've been holding back on updating my BrawlEx Stuff, due to not knowing if the latest update worked on Wiis or not.
It... WORKS... but there are a fair number bugs so you may want to hold off on it for a bit.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 11, 2014, 09:16:40 PM
So has the newest update been confirmed to work on Wiis?

Since I've been holding back on updating my BrawlEx Stuff, due to not knowing if the latest update worked on Wiis or not.
It's really unstable, so I'd recommend keeping on the last stable release. The amount of bugs it has right now outweighs its new features.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on July 11, 2014, 09:19:40 PM
It... WORKS... but there are a fair number bugs so you may want to hold off on it for a bit.
It's really unstable, so I'd recommend keeping on the last stable release. The amount of bugs it has right now outweighs its new features.
Alright. I'll wait then.

Thank you for the info.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 11, 2014, 09:29:49 PM
To add another to the list of bugs for new unstable build... (I don't think this was mentioned before...?) Final Smashes for clones crash the game.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 11, 2014, 11:59:07 PM
looks good id like to play if you can send me your build

I want to keep adding neat stuff to it but it is stable and ready to use with no problems. I might plan on releasing a variant of it sometime soon.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 12, 2014, 02:26:36 AM
I've run into some issues trying to get this working. i got all the files finally set up, and tried to load the game, it loads then just black screens at the strap screen. won't go past it i am using configurable usb loader with AXNextFrame hook set. (gecko)

*update: i just tried the newest b- update that uses the BeX engine, it does the same thing. so it is not the file set up. B- i know works on a friends wii. Any idea's why it won't work?

I am using CFG USB Loader with IOS 249 (d2x) to run brawl with gecko using a 2gig Sandisc SD card


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 12, 2014, 11:04:57 AM
I've run into some issues trying to get this working. i got all the files finally set up, and tried to load the game, it loads then just black screens at the strap screen. won't go past it i am using configurable usb loader with AXNextFrame hook set. (gecko)

*update: i just tried the newest b- update that uses the BeX engine, it does the same thing. so it is not the file set up. B- i know works on a friends wii. Any idea's why it won't work?

I am using CFG USB Loader with IOS 249 (d2x) to run brawl with gecko using a 2gig Sandisc SD card
is ur card a regular sd card or a sdhc card?
if you are using the new CSSroster.dat, you dont need the CustomSelectionScreen Code
u can also try downloading a pack


Ive got a question, if i download a pack, what files would i need to erase so that i dont have to exit the css everytime after a match?
i believe its the ef files?
i dont care much for if projectiles or special effects collide


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on July 12, 2014, 11:58:38 AM
I have another question...

Which part of the common3.pac was edited in order to allow CSSExpansion to be possible?

Also, which version of BrawlBox would I use to edit common3? Since every time I try to edit the included common3.pac, my game crashes.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 12, 2014, 12:27:24 PM
I have another question...

Which part of the common3.pac was edited in order to allow CSSExpansion to be possible?

Also, which version of BrawlBox would I use to edit common3? Since every time I try to edit the included common3.pac, my game crashes.
i would go with 67b


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on July 12, 2014, 12:43:28 PM
i would go with 67b
I tried that, and it still crashed.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 12, 2014, 02:11:55 PM
is ur card a regular sd card or a sdhc card?
if you are using the new CSSroster.dat, you dont need the CustomSelectionScreen Code
u can also try downloading a pack


Ive got a question, if i download a pack, what files would i need to erase so that i dont have to exit the css everytime after a match?
i believe its the ef files?
i dont care much for if projectiles or special effects collide

its a standard sd card. And the b- codeset uses the custom css code i believe. Not the roster file. I know that codeset works. As i can play it flawlessly on a friends wii just not my own. Same sd card. Only thing i can think of is it could be a usb loader issue.


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 12, 2014, 03:23:51 PM
Can someone help me? Im trying to figure out how to do SFX for clones.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 12, 2014, 03:42:58 PM
Well, I just tried to make the Cosmetics for the clones I'm going to include on my pack.

The game now freezes before the Intro movie.

I followed the tutorials perfectly TWICE, but I just can't make them work

Please, help  :oshi:


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 12, 2014, 10:12:59 PM
Well, I just tried to make the Cosmetics for the clones I'm going to include on my pack.

The game now freezes before the Intro movie.

I followed the tutorials perfectly TWICE, but I just can't make them work

Please, help  :oshi:

During the strap loader? I find my game freezes there randomly whenever I use Brawlex, I sometimes need to start it up 2 - 3 times to make it run. I found as my first SD card died out it got more frequent the worse the SD was, even though doing other things with it still behaved as normal.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 13, 2014, 06:50:04 AM
During the strap loader? I find my game freezes there randomly whenever I use Brawlex, I sometimes need to start it up 2 - 3 times to make it run. I found as my first SD card died out it got more frequent the worse the SD was, even though doing other things with it still behaved as normal.
were you ble to fix it? it constantly freezes at the strap loader for me. i've tried changing SD cards already and used the same SD card on a friends wii and had it work. has anyone used it on a USB loader? trying to determine if thats a problem since my wii no longer plays discs.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 13, 2014, 10:28:14 AM
During the strap loader? I find my game freezes there randomly whenever I use Brawlex, I sometimes need to start it up 2 - 3 times to make it run. I found as my first SD card died out it got more frequent the worse the SD was, even though doing other things with it still behaved as normal.

No, right before the Intro movie.
The strap loader is fine.

But the screen is completely black after the Loading... part.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 13, 2014, 06:23:51 PM
were you ble to fix it? it constantly freezes at the strap loader for me. i've tried changing SD cards already and used the same SD card on a friends wii and had it work. has anyone used it on a USB loader? trying to determine if thats a problem since my wii no longer plays discs.
I'm on USB too (my disc drive died years ago), and no I didn't find a true fix. I switched from my old 2GB to an 8GB with the SDHC code and the proper cios. I find my first boot will trigger it, then my second boot is fine. If USB is the issue though I've got a wii U with homebrew on it now, so I could always just switch over to my U for my smash stuff. It'd just take a lot longer to get into it each time.

Also if you're crashing on the intro movie I'd check your sc_title.pac (under pfmenu2 if you have one), I know that contains all your title screen stuff sans the actual video part.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 13, 2014, 07:08:22 PM
I'm on USB too (my disc drive died years ago), and no I didn't find a true fix. I switched from my old 2GB to an 8GB with the SDHC code and the proper cios. I find my first boot will trigger it, then my second boot is fine. If USB is the issue though I've got a wii U with homebrew on it now, so I could always just switch over to my U for my smash stuff. It'd just take a lot longer to get into it each time.

Also if you're crashing on the intro movie I'd check your sc_title.pac (under pfmenu2 if you have one), I know that contains all your title screen stuff sans the actual video part.
actually the video is a THP file.  and hmm i did 3 boots and it crashed on me each time i don't know whats going on.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 13, 2014, 08:17:51 PM
actually the video is a THP file.  and hmm i did 3 boots and it crashed on me each time i don't know whats going on.
The video itself is a THP but that little bit where it scrolls passed the cast on the cliff and the title screen itself are loaded up at the same time, and that's in the file I mentioned.

I honestly don't get the crashing either. It still happens to me like every second boot.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 13, 2014, 08:26:11 PM
The video itself is a THP but that little bit where it scrolls passed the cast on the cliff and the title screen itself are loaded up at the same time, and that's in the file I mentioned.

I honestly don't get the crashing either. It still happens to me like every second boot.
hmm think we may need to wait for sammi, pw, or another coder to look into it. at least maybe tell us why its crashing.


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 13, 2014, 08:53:10 PM
im not touching this no more :/ nothing work right when i make these lol XD ill wait for the tool to be stable and hopefully work right with it but i do like how the costume manager works with it now good touch


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 13, 2014, 09:41:08 PM
hmm think we may need to wait for sammi, pw, or another coder to look into it. at least maybe tell us why its crashing.

I figure when a more stable release comes along it might end up fixed regardless. It's not so bad for me cause I can just reboot and once I'm passed it I'm passed it, but I hope some solution is found for people who have it more frequently. Crashing's never fun.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 13, 2014, 10:37:14 PM
I figure when a more stable release comes along it might end up fixed regardless. It's not so bad for me cause I can just reboot and once I'm passed it I'm passed it, but I hope some solution is found for people who have it more frequently. Crashing's never fun.
have u guys tried a pack?
ther may be something wrong like a corrupted file.
I know I had an issue not long ago with an info pac file, till I dropped it


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 14, 2014, 12:07:52 AM
have u guys tried a pack?
ther may be something wrong like a corrupted file.
I know I had an issue not long ago with an info pac file, till I dropped it
i've used my sd card on 2 seperate wii's it seems specifically a problem with USB loading.  i've narrowed it down to that. it probably has something to do with IOS support. anyone else use a USB loader and gotten it working? if so what USB launcher and what cIOS do you use?


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 14, 2014, 12:17:51 AM
i've used my sd card on 2 seperate wii's it seems specifically a problem with USB loading.  i've narrowed it down to that. it probably has something to do with IOS support. anyone else use a USB loader and gotten it working? if so what USB launcher and what cIOS do you use?
cIOS 249 on USB Loader GX with the hooktype OSSleepthread and not AXNextFrame because it was buggy for my Wii.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 14, 2014, 12:41:07 AM
cIOS 249 on USB Loader GX with the hooktype OSSleepthread and not AXNextFrame because it was buggy for my Wii.
Oh really? I'll give OSSleepthread a shot and see how that works for me then, cause other than that I'm on the same setup.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 14, 2014, 01:47:52 AM
cIOS 249 on USB Loader GX with the hooktype OSSleepthread and not AXNextFrame because it was buggy for my Wii.
I'll try that hook. I use cfg usb loader, but i  am pretty sure must leaders load gecko the same way. I'll post my results

Edit 1: Used the OSsleepthread hook same result. froze after the strap menu. i'm gonna try with usb loader GX. i'll post my results. may be a little later tho atm my sd card totally got stuck in my wii slot Dx it is reading fine just won't eject... .-.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 14, 2014, 07:50:39 AM
OSsleepthread works like a charm for me! I tried loading it a few times in a row and I'm not getting any issues anymore.
Hopefully you manage to get your card out. Maybe something else in your game load options is causing the early crash? I'm on a recent (if not the latest, I don't really keep up anymore) version on d2x cios and it loads up fine on sleepthread for me, when PW gets back we should probably add that to the OP for USB users.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 14, 2014, 11:48:23 AM
OSsleepthread works like a charm for me! I tried loading it a few times in a row and I'm not getting any issues anymore.
Hopefully you manage to get your card out. Maybe something else in your game load options is causing the early crash? I'm on a recent (if not the latest, I don't really keep up anymore) version on d2x cios and it loads up fine on sleepthread for me, when PW gets back we should probably add that to the OP for USB users.
Told ya! :)
It would also crash on me on the strap menu very often and ever since I switched it hasn't crashed.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 14, 2014, 01:04:09 PM
It's not necessarily because USB loaders. I use AXnextFrame with CFG and usbloader GX just fine, and never had a freeze. Whatever hooktype happens to work better for you, i suppose. Though it could be caused by any number of things that maybe your specific setup handles better on ossleepthread.

All in all, what i'm trying to say is that the axnextframe is the most stable of the choices. ossleepthread can cause other strange glitches sometimes, where axnextframe does not. Overall, i don't really know what is causing your crashes but it's likely a setup error or maybe even a BX native bug when using certain files, but i haven't crashed yet on CFG or usbloader GX with axnextframe.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 14, 2014, 01:08:56 PM
I managed to get my card out. The sticker on it was coming off a bit so it was getting stuck.i tried using gx but i can't seem to get it to work. Gonna take some time to get it working. Set up seems a bit different then cfg.

Sammi, what set up do you use for cfg? cIOS? I use 249 d2x with i believe a 56 base. I also have 250 with 57 base


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 14, 2014, 01:30:45 PM
I personally use CIOS 248 with a 56 base i believe..cant quite recall since it's been some time since i'd last checked. I know for sure i use CIOS 248 though :)


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 14, 2014, 03:43:56 PM
I actually have 248 as well I'll try it but its basically just 249 in a 48 slot. Any idea wich cIOS your using? (d2x, hermes, winikoko, etc) that makes more a difference then the slot the ios uses. I think i should also look for updates to both my loader and cios. Its been about a year since i checked

Edit: 248 is a bust. Same thing


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 14, 2014, 06:23:26 PM
I don't think mine is an issue with the files themselves, I've had this issue any time I've tried BrawlEx my personal setup or any of the packs I've tinkered with. That's why I used to think it was a problem with my SD card.
Could be the cios I'm running on? No one else has mentioned d2x but regardless it's running fine now.
I'll make note if I get any weird glitches on OSSleepthread but so far it's been all fine.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 14, 2014, 08:22:21 PM
I don't think mine is an issue with the files themselves, I've had this issue any time I've tried BrawlEx my personal setup or any of the packs I've tinkered with. That's why I used to think it was a problem with my SD card.
Could be the cios I'm running on? No one else has mentioned d2x but regardless it's running fine now.
I'll make note if I get any weird glitches on OSSleepthread but so far it's been all fine.
lol I've mentioned d2x I'm all my posts xD. The problem is most people don't fully understand cIOS. the slot (249, 250, 222,223, etc) doesn't really mean anything. The real trick with them is that each one you install ,an be vastly different then the last. For instance hermes ios must purple install in 222/223 but you can install it in any stub (248-251 for instance) but hermes cios is very different from winikoko's cios, they both have different features they use, and they can pretty much use any ios as a base wich further diffrentiates themselves from one another. Think its more of varying compatibility between the cios wich will be harder to pin down. actually gonna test 222 next (hermes) all my others are d2x.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 15, 2014, 08:49:36 AM
lol I've mentioned d2x I'm all my posts xD. The problem is most people don't fully understand cIOS. the slot (249, 250, 222,223, etc) doesn't really mean anything. The real trick with them is that each one you install ,an be vastly different then the last. For instance hermes ios must purple install in 222/223 but you can install it in any stub (248-251 for instance) but hermes cios is very different from winikoko's cios, they both have different features they use, and they can pretty much use any ios as a base wich further diffrentiates themselves from one another. Think its more of varying compatibility between the cios wich will be harder to pin down. actually gonna test 222 next (hermes) all my others are d2x.

Oh, I didn't notice! But yeah, a lot of people think the slot is all there is to it. Hopefully one of your cios + hooktype combos get it to work.


Title: Re: The Brawl Expansion Project
Post by: Ezehokadrim on July 15, 2014, 10:40:12 AM
Saw you guys speaking about other working hooktypes so I decided to change mine just to see if it would help. I'm currently testing a couple things on Dolphin since it's faster than on the Wii and I had terrible audio quality. Tried OSSleepThread since it's reported to work here and it fixed the audio but cause graphical glitches (no game breaking ones though) so I tried the others and found out GXFlush worked for me without any crash or glitch. While I didn't test it for long, I just decided to tell you all in case anyone has audio quality problems on the emulator and wondered why (though it may not be the only problem).

Edit: Forgot to mention I'm on Dolphin 4.0 build 1841 just in case it matters.


Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on July 15, 2014, 10:57:41 PM
yeah this is my roster if anyone would wanna try and make it
http://forums.kc-mm.com/index.php?topic=69533.msg1282132#new (http://forums.kc-mm.com/index.php?topic=69533.msg1282132#new)
i also made colorsjust for brawl ex i have them if you want


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on July 16, 2014, 04:07:50 AM
with brawl ex cbliss is it possible to add 12 costume slots for mario ?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 16, 2014, 07:24:00 AM
with brawl ex cbliss is it possible to add 12 costume slots for mario ?


Only 10 costumes. The next 2 costume slots are already used by Donkey Kong.


Title: Re: The Brawl Expansion Project
Post by: SmashKing64 on July 16, 2014, 07:26:43 AM
dam


Title: Re: The Brawl Expansion Project
Post by: Tiberious on July 16, 2014, 09:01:38 AM
So, after getting into the game with hooktype AXNextFrame (which normally doesn't happen), I went in and tried to test Alloys in Multi-Man Brawl.

1) Textures were still messed up on things like controller icons, and more importantly,

2) Game crashed (buzz of death) after about 10 KOs in 100-Man Brawl with Red Alloy (I'm guessing it was starting to determine what character to load in the 25th slot).

Do we know what causes this crash, and is there any way to fix it?


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 16, 2014, 04:19:54 PM
OK Got a few advanced questions.

1. If I choose not to use the Alloys can I add more ex characters in their spot? Im currently at about 70s in the CSSroster so I have more space. So it would be fighter 64, slot 64 etc. Does the code allow this? Or say I take a Marth clone's config files and rename them to the Alloy's vallues would that work? Or are those spots only dedicated to Alloys and are unable to be replaced with ex characters.

2. I read a post awhile back that if you use the unstable build with the stable build's version of bx_fighter you won't run in to the unstable build issues(Ganon clones, Sonic clones uising FS). Is this true?


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 16, 2014, 04:23:58 PM
How do I expand the costumes of the regular characters like in Nebulans build?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 16, 2014, 04:33:01 PM
How do I expand the costumes of the regular characters like in Nebulans build?
Use the config tool to open up the characters fighter.dat. In that there should be selection boxes with numbers. Each box represents a characters costume slots. Select the ones you want to add. Then you have to also add corresponding CSPs in the sc_selcharacter.pac. Then you should be set.


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 16, 2014, 04:35:34 PM
Really? I've tried that before but the brawl characters didn't respond

Post Merge: July 16, 2014, 04:38:20 PM
Oh! And is there a clone SFX tutorial


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 16, 2014, 05:36:34 PM
dam

Yeah, but you can have up to 10 costumes. That's good enough.

Oh! And is there a clone SFX tutorial

No, not really.

King of Chaos posted a "sort of" tutorial about that.
But it is kind of hard, and BrawlBox eventually crashes when editing.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on July 16, 2014, 06:04:20 PM
You can do almost the same with PSA. You'll just have to look for the SFX IDs...


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 16, 2014, 06:31:57 PM
You can do almost the same with PSA. You'll just have to look for the SFX IDs...

Were you able to change Death sounds and Final Smash sounds with PSA?

That's not possible.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on July 16, 2014, 06:41:44 PM
Were you able to change Death sounds and Final Smash sounds with PSA?

That's not possible.
FS, it is. Death, it isn't.


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 16, 2014, 06:59:01 PM
Really? I've tried that before but the brawl characters didn't respond

Post Merge: July 16, 2014, 04:38:20 PM
Oh! And is there a clone SFX tutorial


Unfortunately no. However, Ive figured it out and I'm having great karma with brawl hacking(none of my test got the beep of death. Yay!) so I'll give you the run down here

1. Programs Needed
Super Sawndz
Smash Attacks(2.70 seems to be the best)
Brawlbox(newest version and/or 0.68b version)
A music editing program

2. Resources
SSSB BRSAR: Google it
Sfx ID list: http://opensa.dantarion.com/wiki/SFX_ID_List(NTSC_AND_JPN) (http://anonym.to/?http://opensa.dantarion.com/wiki/SFX_ID_List(NTSC_AND_JPN))
Sound Code: http://smashboards.com/threads/its-here-rsbe-replacement-soundbank-engine-fpc-4-0-by-internetexplorer.338957/ (http://smashboards.com/threads/its-here-rsbe-replacement-soundbank-engine-fpc-4-0-by-internetexplorer.338957/)

Soundbank IDs:

---Common---
00 joucyu

---Character---
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select (Character Select Screen)
28 ZakoFighter

---Kirby Copy---
29 All
2A Captain
2B Dedede
2C Diddy
2D Donkey
2E Falco
2F Fox
30 GameWatch
31 Ganon
32 Iceclimber
33 Ike
34 Koopa
35 Link
36 Lucario
37 Lucas
38 Luigi
39 Mario
3A Marth
3B Metaknight
3C Ness
3D Peach
3E Pikachu
3F Pikmin
40 Pit
41 3Set (PT's Pokemon)
42 Purin
43 Robot
44 Shiek
45 Snake
46 Sonic
47 SZerosuit
48 ToonLink
49 WarioMan
4A Wolf
4B Yoshi

---Stages---
4C Crayon
4D Dolpic
4E Mansion
4F MarioPast
50 Kart
51 Donkey
52 Jungle
53 Pirates
54 Oldin
55 Norfair
56 Orpheon
57 Halberd
58 Starfox
59 Stadium
5A Tengan
5B Fzero
5C Ice
5D GW
5E Emblem
5F Madein
60 Pikmin
61 Palutena
62 Famicom
63 Newpork
64 Village
65 Metalgear
66 Greenhill
67 Pictchat
68 Plankton
69 StageEdit
6A Garden
6B Zebes
6C Greens
6D Corneria
6E Pstadium
6F Bigblue
70 Onett

---Minigame---
71 Coinshooter
72 Cleargetter
73 Homerun
74 Target

---Other/Items---
75 CharaRoll
76 item
77 Monsterball

---Assist Trophies---
78 Jugem
79 Goroh
7A Joe
7B Waluigi
7C Resetsan
7D Nintendogs
7E Excitebike
7F Devil
80 Hammerbros
81 Metroid
82 Wright
83 Stafy
84 Tingle
85 Katana
86 Lin
87 Andross
88 Littlemac
89 Tank
8A Jeff
8B Heririn
8C Barbara
8D Cyborg
8E Customrobo
8F Robin
90 Saki
91 Kururi
92 Shadow

---Appeal Fox---
93 SPACE
94 COMBAT
95 CORNERIA
96 ASTEROID
97 BATTLESHIP
98 A
99 B
9A C
9B D
9C E
9D F
9E G
9F H
A0 I

---Appeal Falco---
A1 SPACE
A2 COMBAT
A3 CORNERIA
A4 ASTEROID
A5 BATTLESHIP
A6 A
A7 B
A8 C
A9 D
AA E

---Appeal Wolf---
AB SPACE
AC COMBAT
AD CORNERIA
AE ASTEROID
AF BATTLESHIP

---Appeal Snake---
B0 Mario
B1 Donkey
B2 Link
B3 Samus
B4 Yoshi
B5 Kirby
B6 Fox
B7 Pikachu
B8 Luigi
B9 CaptainFalcon
BA Ness
BB Koopa
BC Peach
BD Zelda
BE Shiek
BF Iceclimber
C0 Marth
C1 GW
C2 Falco
C3 Ganondorf
C4 Wario
C5 Metaknight
C6 Pit
C7 SZerosuit
C8 Pikmin
C9 Lucas
CA Diddy
CB PokeTrainer
CC Dedede
CD Lucario
CE Ike
CF Robot
D0 Snake
D1 Sonic
D2 Purin
D3 ToonLink
D4 Wolf

---Menu---
D5 menu

---Narration---
D6 melee
D7 menu
D8 characall

---Adventure Stages---
D9 common
--01--
DA 0
--03--
DB 0
DC 1
--04--
DD 0
DE 1
DF 2
--05--
E0 0
E1 1
--06--
E2 0
--07--
E3 0
--08--
E4 1
E5 2
--09--
E6 0
E7 2
--10--
E8 0
E9 1
EA 2
--12--
EB 0
--14--
EC 0
ED 1
--16--
EE 2
EF 3
--18--
F0 0
--20--
F1 0
--22--
F2 0
--24--
F3 0
--26--
F4 0
--27--
F5 0
F6 1
F7 2
--28--
F8 0
F9 2
--30--
FA 0
--31--
FB 0
FC 1
--32--
FD 0
--33--
FE 0
FF 1
--34--
100 0
--35--
101 0
--36--
102 0
--37--
103 0
104 2
105 3
--40--
106 0
--41--
107 0
--42--
108 05
109 09
10A 11
10B 13
10C 17
10D 19
10E 21
10F 23
110 25
111 27
112 29
113 31
114 33
115 37

---Enemy---
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer

Ok here we go. First of all keep a backup of a fresh sound brsrar just in case. ALWAYS TRY TO USE SMASH ATTACKS FIRST AS BRAWLBOX COULD CORRUPT THE MOVESET WITH TOO MUCH EDITING. If you have to use Brawlbox try to do everything in 1 save.

Sounds should be wav in mono with the same frequency. To check the frequency open up the brsar in brawlbox and export the sound you want to replace. All boss sounds seem to have the same frequency.

First find where you want to place the sound. So open the Brsar file in super sawndz. Scroll all the way down to the bottom to find the boss soundbanks. Lets say you choose Crazyhand. Here you find all of Crazyhands sounds. take note of the length of his sounds, the rule of thumb is to use sounds of the same length or shorter.

*SPECIAL NOTE* however, it seems to be size based so as long as the file size isn't bigger than the original it should still work. I say this because Crazyhand's last sound is 0:00. I replaced it with a sound that was 0:66 but the files size was still smaller than the original so it worked. Also some sounds have strange properties. For example, a placed a "handengeki" over one of Crazyhands sounds that sounded fine on the computer but in the the game it was all low tone and came out as "handengeki ki ki ki ki ki".

Ok back on track. Say you want to replace his first sound. Click on it and its info will show in Super sawndz. What you are looking for is the wav id. In this case it's 00. Go to the ID list link above and find Crazyhand. You willl find a list of his sounds. Next to snd_se_boss_Crazyhand_00 you will see 26BD. That is the sfx ID in hex.

If you are using Smash Attacks then just copy and paste(more detail later). However, If using Brawlbox you will need to convert to decimal. Use your computer calculator to do this. 26BD in decimal is 9917.

Obvious question:how do I know what replaces what? Open your character in brawlbox. Preview them then in the top left click load. Load the motion file. A list of all there action will come up. And I mean everything, from crouching to to final smashes. Use this to guide You in what sounds go where.

*SPECIAL NOTE* some characters may appear not to be using the correct moves. Whats really going on is that the move are using motions from existing animations. Example, Megaman Zero(not Zero) is like this. His FS is actually a light Item toss and a landing.

Ok so lets replace forward smash(usually AttackS4S).

Smash Attacks Version
Open up the .pac. Click on sub actions, change event list from main to sfx. Then change where it says 0 next to sub action until the animation tabs says AttackS4S.

You will either:

A. See Sound Effect with some numbers after it. If so click on it then click modify. under parameter left click on sound effect then under value to the right paste the hex number mentioned above(26BD). Save-Done.

B. See nothing. Click on add then modify. Click on change and change it to sound effect. Left click on it then click modify. under parameter left click on sound effect then under value to the right paste the hex number mentioned above(26BD). Save-Done.

Brawlbox Version
Open the .pac in v0.68b. Expand movedef, expand sections, expand data, find subactions and expand that. find AttackS4S expand it. Click on sfx and -you guessed it- EXPAND IT!.

You will either:

A. See sound effect. EXPAND IT! On the right where it says value paste the DECIMAL number(9917) here. Save-Done.

B. Not see sound effect or cant expand sfx. Click on sfx add, modify, change to sound effect. Expand sfx and find your newly made sound effect. The value will be 0. On the right where it says value paste the DECIMAL number(9917) here. Save-Done.

Opne the Brsar in in Super Sawndz and replace Crazyhands first sound with the one you made. De-expand it then click on the root of Crazyhands stuff(may or may not be necessary) and click create sound.

*Special Note* Super Sawndz has some kind of bug where the first time you create the sawnd file it does it incorrectly and the file ends up being double in size. This will freeze your game, so far just creating the sound again solves the problem.

After you create a correct sound rename it to the correct ID(Group Id in Super Swandz). In this case it is 329. Put that in your pf/sfx folder

Last but not least change the soundbank in the fighter config file to the boss soundbank(a bunch of 0s then 142 for Crazyhand).

Done you now have 1 custom sound in brawl for an ex charcater. Take note that more than voices need to be replaced. Things like foot steps  and sword swings do as well. Use common sounds which can be found in the brsrar under SE/common. You can also use item sounds, my zero use the beam blade item for his swings.

Hit sound are usually universal but some are specific(Ikes hard hit sound). This is located under flags. In brawlbox under sub actions go to an action click on main then offensive collision then click on flags. You will see sound on the right with other info. For Ike it may say HugeSlam. This is specific to Ike so once you change the soundbank this sound effect will only register if Ike is in the match. To remedy this just change it to one that is universal like StrongSlash. IDK how to do this in PSA yet.

This is a lot of work but trust me characters with their own voices is incredibly cool. Hearing "GENMU ZERO" is great. Happy hacking.




Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 16, 2014, 07:00:46 PM
I just have one thing to say... use the spoiler tag.


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 16, 2014, 07:06:56 PM
I just have one thing to say... use the spoiler tag.
Haha how do I do that?


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on July 16, 2014, 07:09:42 PM
Haha how do I do that?
Code:
[spoiler]Yourstuffgoeshere[/spoiler]


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 16, 2014, 07:10:05 PM
Haha how do I do that?
type {spoiler}{/spoiler} but instead of {} use [].

or there is a thing when you are writing a post that you can select. The Sp next to the change font size.  :P


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 16, 2014, 09:04:07 PM
Thank you Ajthag for the SFX rundown it could help me a lot. More or less I was referring to the expanding costumes of vbrawl characters with that one. Oh and what is a .bak file? I've seen them in Nebulans pack and they confuse me


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 16, 2014, 09:11:16 PM
Thank you Ajthag for the SFX rundown it could help me a lot. More or less I was referring to the expanding costumes of vbrawl characters with that one. Oh and what is a .bak file? I've seen them in Nebulans pack and they confuse me
A .bak file is created after you edit one of the .dat files in a hex editor.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 16, 2014, 09:11:29 PM
.bak files are just backup things.


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 16, 2014, 09:36:22 PM
From my experience leaving .bak files in the fighter config will cause it to freeze at the strap loader screen. I usually delete them.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 16, 2014, 10:08:28 PM
From my experience leaving .bak files in the fighter config will cause it to freeze at the strap loader screen. I usually delete them.

That's why it happened with less frequence.

I deleted them too and suddenly noticed the game stopped freezing at the strap loaler.


Title: Re: The Brawl Expansion Project
Post by: ThatCoolGuy on July 16, 2014, 11:58:38 PM
I don't know if anyone else has came across this in any case, but has anyone ever tried going into boss battles (or anything in stadium for that matter) turning on a second controller and having the game freeze?


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 17, 2014, 02:50:04 AM
I don't know if anyone else has came across this in any case, but has anyone ever tried going into boss battles (or anything in stadium for that matter) turning on a second controller and having the game freeze?
I have-- Also happens for All Star, and maybe events.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 17, 2014, 04:07:14 AM
well looks like brawl ex isn't compatible with my wii, i can't get it to load past the strap menu. i may just have to stick to the old fashioned rel ports.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on July 17, 2014, 05:32:15 AM
well looks like brawl ex isn't compatible with my wii, i can't get it to load past the strap menu. i may just have to stick to the old fashioned rel ports.
Did you see if there was .bak files as mentionned above? I never encountered that problem with the 2 packs I use though...


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 17, 2014, 08:42:34 AM
I have-- Also happens for All Star, and maybe events.
Essentially any single player co-op mode. Glad to get confirmation that this is an Ex issue and not something I caused with customizing my menu.


Title: Re: The Brawl Expansion Project
Post by: ThatCoolGuy on July 17, 2014, 12:19:42 PM
I have-- Also happens for All Star, and maybe events.
Essentially any single player co-op mode. Glad to get confirmation that this is an Ex issue and not something I caused with customizing my menu.
From what I know and tried, Co-Op events worked, but everything Solo Co-Op (All-Star, Homerun Contest, Multi-man Melee, and Boss Battles) freezes as soon as you press entry on the second controller. :(


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 17, 2014, 03:15:40 PM
  From what I know and tried, Co-Op events worked, but everything Solo Co-Op (All-Star, Homerun Contest, Multi-man Melee, and Boss Battles) freezes as soon as you press entry on the second controller. :(

Super wierd.

All-Star and Boss Battles used to work for me when playing in Co-op (Homerun freezes as soon as I enter, and I haven't tried Multi-Man Brawl)

I need to check out again, because I never had that issue before.
And noticing that many people are having this issue, it seems wierd for me.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 17, 2014, 03:24:15 PM
Did you see if there was .bak files as mentionned above? I never encountered that problem with the 2 packs I use though...
never had any. Havent edited anything in a hex editer. Positive my issue is with my way of loading . Unsure if its the cIOS or my loader. But its one of those.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 17, 2014, 03:45:50 PM
Honestly, it very well could be BrawlEx native. Dolphin never freezes at the strap, but it's been quite a while since we added the clone engine to minus and i oversaw the whole process, heading it myself. We still get strap freezes, and i can't quite pinpoint the cause in the setup.

If i had to guess, i would say it might have to do with the way BrawlEx loads at startup. Something may be a bit..off. Either that, or the modified FPC. Those are the only two things i can think of that it could be really...if i had ever got dolphin to crash i would set a breakpoint and see whats up, but it doesn't..and i don't have wiird, so im pretty out of luck there. something to consider i suppose


Title: Re: The Brawl Expansion Project
Post by: ThatCoolGuy on July 17, 2014, 03:54:11 PM
Super wierd.

All-Star and Boss Battles used to work for me when playing in Co-op (Homerun freezes as soon as I enter, and I haven't tried Multi-Man Brawl)

I need to check out again, because I never had that issue before.
And noticing that many people are having this issue, it seems wierd for me.

Let me know if it works for you.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 17, 2014, 04:16:54 PM
Honestly, it very well could be BrawlEx native. Dolphin never freezes at the strap, but it's been quite a while since we added the clone engine to minus and i oversaw the whole process, heading it myself. We still get strap freezes, and i can't quite pinpoint the cause in the setup.

If i had to guess, i would say it might have to do with the way BrawlEx loads at startup. Something may be a bit..off. Either that, or the modified FPC. Those are the only two things i can think of that it could be really...if i had ever got dolphin to crash i would set a breakpoint and see whats up, but it doesn't..and i don't have wiird, so im pretty out of luck there. something to consider i suppose

Hmm interesting. tho it happenes with any BeX package used. not just B-. i even added characters to my original mod and codes successfully (got a silent freeze at SSS but i think that is from missing stages, non BeX related >.>) also noticed gecko seems less stable then the PM launcher. i just modded a friends wii recently and we have both on the SD card. usually PM launcher usually works flawlessly but gecko sometimes needs a few starts. so might be an issue with IOS 38 since gecko reloads it when it runs. would also explain it not working on USB as well since all loaders use gecko.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on July 18, 2014, 05:37:52 PM
Is the "over 3 minute replay" function compatible with Brawl? If so then what's the code?


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 18, 2014, 06:01:06 PM
Is the "over 3 minute replay" function compatible with Brawl? If so then what's the code?
Allow Replays Longer Than Three Minutes
* 040EB804 60000000


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 18, 2014, 07:13:04 PM
I never used that Replay hack. Mainly because I never save replays. lol

Anyway, I'm curious as to when we're getting that next stable version. I hope he can find a Wii or whatever soon.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 18, 2014, 07:15:22 PM
I never used that Replay hack. Mainly because I never save replays. lol

Anyway, I'm curious as to when we're getting that next stable version. I hope he can find a Wii or whatever soon.
We can only really wait 'till PW pops up and amazes us, really.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 18, 2014, 07:16:25 PM
We can only really wait 'till PW pops up and amazes us, really.

I don't want to bug anyone, but I'm really excited to upgrade my setup. XD


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 18, 2014, 07:18:37 PM
I don't want to bug anyone, but I'm really excited to upgrade my setup. XD
I'm curious as well. Maybe he'll appear again soon. :P


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on July 18, 2014, 08:35:59 PM
I've got an issue to report. Maybe it's just on my end, but it's annoying enough to piss me off.

When I set Stage Select on Random in Rules, the game silent freezes while picking a stage.


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 18, 2014, 08:41:14 PM
I get it too, I just manually select random at the SSS.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 18, 2014, 10:02:15 PM
hmm..interesting. it is true that PM's launcher seems to (for the most part) eliminate the strap freezes, so it very well could be iOS 38.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on July 19, 2014, 02:01:54 AM
I&#039;ve got an issue to report. Maybe it&#039;s just on my end, but it&#039;s annoying enough to piss me off.

When I set Stage Select on Random in Rules, the game silent freezes while picking a stage.

that's strange because i have never had that happen with any version of brawlex, let me ask you this when you get that freeze were one of your characters a random before you went to the stage select screen because if it was that could be your problem because i use to have a freeze like that happen too untill i wen't to every costume of every character and opened each one than i saved every costume of every character as archive pair which ended up giving me a .pac and .pcs file for each costume than i put every costume on the sd card and some how that stoped my random from freezing, which also stoped my random stage choice frome freezing.

Post Merge: July 19, 2014, 02:17:37 AM
hmm..interesting. it is true that PM&#039;s launcher seems to (for the most part) eliminate the strap freezes, so it very well could be iOS 38.

hey sammi i noticed you and some other people were talking about how brawlex freezes randomly at the strap loader screen.
so i thought you might want to know there are some differences in how often brawlex freezes at that strap loader screen based off what size sd card you use. here is what i noticed is if i use a 2gig brawlex seems to freeze every other time i use it, and it seems to freeze just as often when i use a 4gig sd card with riivolution with the brawl minus .xml with the sdhc reincersion code but when i use my 8gig sd card that's been formated to 32fat with allocation of 8192 bytes with riivolution with the brawl minus .xml with the sdhc reincersion on console the strap screen freeze almost never happens and i'm not sure why because i know my 4gig sd card is formated the same way, but yeah it alomst never freezes with my 8gig sd card.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 19, 2014, 01:42:55 PM
I'm starting a new build and I just need to know one thing.

Do the new character modules of v2 work with v1?

I want to add a toon link, but I also don't want to screw stuff up.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on July 19, 2014, 02:59:28 PM
Mkay... I'm sick of this... Has anyone using BrawlEX kept getting silent freezes after selecting a stage or the buzz of death even when everything worked the previous battle? It has kept happening to me for a while now, and I'm sick of  having to reboot the game everytime.


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 19, 2014, 03:34:19 PM
Mkay... I'm sick of this... Has anyone using BrawlEX kept getting silent freezes after selecting a stage or the buzz of death even when everything worked the previous battle? It has kept happening to me for a while now, and I'm sick of  having to reboot the game everytime.

It might be because you don't have the cosmetics properly configured (the in game battle portrait).

I'm starting a new build and I just need to know one thing.

Do the new character modules of v2 work with v1?

I want to add a toon link, but I also don't want to screw stuff up.

Yes, the v2 character modules work with v1 but be sure to read the notes about the modules. For example, a Captain Falcon clone will crash when he uses his default final smash(works fine with a different final smash).

 


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on July 19, 2014, 04:44:43 PM
No, the BPs work. And even regular characters with nothing on them freeze. I can only do 1 battle at a time, or sometimes no battles before it freezes.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 19, 2014, 05:13:11 PM
I'm starting a new build and I just need to know one thing.

Do the new character modules of v2 work with v1?

I want to add a toon link, but I also don't want to screw stuff up.

So far, Toon Link and R.O.B. work well.
Captain Falcon will work for the most part, but the Final Smash will freeze the game (because the car and the road are not configured in the module yet)

IDK about Zelda and Zelda/Shiek.
Pikmin will freeze the game randomly.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on July 19, 2014, 06:50:58 PM
The car and road are fine. the same glitches that were present before where physics acted weird on him after sheilding and his side-b are still present during that. There is something else going on there besides the actual articles themselves. Closer examination in dolphin will reveal that the FS does indeed work fine, but that the characters (just like falcon before) never hit the road, they float spinning above it.

I'll probably take a close look at it today and see if i can't find the spot that is messing up


Title: Re: The Brawl Expansion Project
Post by: highonphazon on July 19, 2014, 07:07:33 PM
i have a question, can somebody help meeee:

Here's the scenario: I switched Tabuu's graphics over Zelda with no problem (changing the ef_zelda file completely). I then tried to get them onto a Dark Samus PSA (which is actually Samus over Marth)

http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=33246&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=33246&Moderated=All)

but it didnt work. I then tried to get Tabuu graphic's onto normal Samus and it also worked fine! Im thinking that because my PSA is originally for Samus but then put over Marth, it doesnt read correctly... if I could get the graphics to work I'd be ecstatic.

edit: also note that i have been able to successfully replace Dark Samus's ef_file before... it's a fitmarth.pac file, and i changed the ef file to an ef_samus file and I was able to successfully import lucario's final smash beam onto some attacks...

my first graphic switch, the import of lucario's fs beam worked fine and the PSA was able to function well with no bugs.

my latest attempt at trying to get tabuu's graphics onto the PSA makes Dark Samus freeze in place whenever she executes a grab from standing. dash grabs work fine though. that's the only bug but i dont know if you necessarily need this info lol.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 20, 2014, 05:39:35 PM
I have another question. What does it mean when the game freezes before entering the CSS? Like you select Brawl, and then it freezes. Could this be a file size issue? Cause currently my sc_selcharacter.pac is 2.97 MB.


Title: Re: The Brawl Expansion Project
Post by: ThatCoolGuy on July 20, 2014, 06:34:06 PM
I have another question. What does it mean when the game freezes before entering the CSS? Like you select Brawl, and then it freezes. Could this be a file size issue? Cause currently my sc_selcharacter.pac is 2.97 MB.
I had this issue when I made my Sc_selcharacter.pac 2.93MB I thought it was because of too many changes to multiple .brres in the char_bust_tex :P , so every time I added a clone's cosmetics I made room as I went. Hope that helps.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 20, 2014, 08:20:05 PM
I have another question. What does it mean when the game freezes before entering the CSS? Like you select Brawl, and then it freezes. Could this be a file size issue? Cause currently my sc_selcharacter.pac is 2.97 MB.
Sounds like an issue with sc_selcharacter.pac but you're well under the limit. I know having too many csps can cause a crash too, but at that filesize I doubt you've hit that limit. Might just be a different problem with your sc_selcharacter.pac or with your css in general. Any conflicting codes with Brawlex? Like the css codes that are no longer needed?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 20, 2014, 08:44:45 PM
Sounds like an issue with sc_selcharacter.pac but you're well under the limit. I know having too many csps can cause a crash too, but at that filesize I doubt you've hit that limit. Might just be a different problem with your sc_selcharacter.pac or with your css in general. Any conflicting codes with Brawlex? Like the css codes that are no longer needed?
No css codes. I think it may have something to do with the costumes. I deleted a number of unused costume files, such as all of mario's because I am not including him in my build. Would that make a difference?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 20, 2014, 10:11:56 PM
No css codes. I think it may have something to do with the costumes. I deleted a number of unused costume files, such as all of mario's because I am not including him in my build. Would that make a difference?

Probably yes, as they are part of the original CSS.

You may need to remake it, but this time, instead of deleting them, replace them with blanks or small dots.
Believe me, you may have less filesize.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 20, 2014, 10:44:22 PM
Probably yes, as they are part of the original CSS.

You may need to remake it, but this time, instead of deleting them, replace them with blanks or small dots.
Believe me, you may have less filesize.
So I put a fresh, unedited sc_selcharacter.pac in and the game worked. I figured that it was a problem with the char_bust_tex_lz77 because I had edited that heavily. So then from my edited pac I exported the MiscData[30] and [70]. I replaced the fresh with these edited ones. It froze again... so it looks like I'll have to do it again from scratch tomorrow. :/  Oh, and which .dat file do you edit in hex to give the clones cosmetics? Cosmetic, CSSSlot, or Slot? I did it to the CSSSlot files. Maybe that could also be affecting it if I edited the wrong stuff. :P


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 20, 2014, 11:33:11 PM
So I put a fresh, unedited sc_selcharacter.pac in and the game worked. I figured that it was a problem with the char_bust_tex_lz77 because I had edited that heavily. So then from my edited pac I exported the MiscData[30] and [70]. I replaced the fresh with these edited ones. It froze again... so it looks like I'll have to do it again from scratch tomorrow. :/  Oh, and which .dat file do you edit in hex to give the clones cosmetics? Cosmetic, CSSSlot, or Slot? I did it to the CSSSlot files. Maybe that could also be affecting it if I edited the wrong stuff. :P

Oh, it is the CosmeticConfig.

Even like that, do not delete stuff from the sc_selcharacter.pac.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 21, 2014, 08:07:44 AM
Oh, it is the CosmeticConfig.

Even like that, do not delete stuff from the sc_selcharacter.pac.
ok. Thanks! Thank goodness for .bak files! :P I'll have to change my CSSSlot configs back to what they were so that they don't cause some other kind of problem.

Post Merge: July 21, 2014, 09:06:33 AM
So I added all of the CSP names in MiscData[30], and then tested it and it worked. All the clones were random and froze upon highlight. I believe this is because of the lack of textures for them in MiscData[70]. So then I added all the CSS icons for all the characters and included the clones as well. I did not add the names for the clones. It worked. The regular icons had their images changed, but the clones still were random. Then I added a bunch of the MenSelChrNmS for the number of clones that I had. These files are all the same image because I plan on removing the tags in the future. So I added them and named them properly, but then I go to test it, and it freezes when I try to enter the CSS!!! WHY?!?!?! :/

Post Merge: July 21, 2014, 09:14:26 AM
Ok, so it turns out all those names that I had added just needed to be re-encoded to 14 instead of 18. That fixed that, but all the clones still show up as random...

Post Merge: July 21, 2014, 09:25:29 AM
So now I went into char_bust_tex_lz77 and added the MiscData[110]. Named it all properly, and changed the compression to ExtendedLZ77. And the game again now freezes when I try to enter the CSS! I am getting rather tired of all this freezing crap that keeps happening to me... especially when I feel like I am not doing anything wrong. :P

Post Merge: July 21, 2014, 09:34:04 AM
Ok, so I took Nebulons sc_selcharacter.pac and tried it on my sd card. His works fine! It doesn't freeze or anything! I compared both his and mine, and they are basically identical... so i have no idea why mine isn't working. I'm just gonna edit his. :/


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on July 21, 2014, 07:31:07 PM
I was wondering if the nebulon brawlex pack was regular brawl? Im looking for a Project M(ex) so I can have the physics of melee.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on July 21, 2014, 07:43:00 PM
Is there a way to add characters to All-Star mode? Similar to how Project M did it?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 21, 2014, 08:00:29 PM
I was wondering if the nebulon brawlex pack was regular brawl? Im looking for a Project M(ex) so I can have the physics of melee.

Check out this: Project M + Brawl Ex (http://forums.kc-mm.com/index.php?topic=66871.120)

Post Merge: July 21, 2014, 08:38:04 PM
Continuing from my rant earlier...  :P

Ok, so I started editing Nebulon's sc_selcharacter.pac. It was all going good. I added all the files in MiscData[70] and moved the name tag animations. That all worked perfectly. I then added all of the CSPs for all of the normal brawl characters. Not deleting any like before. I also re-sized all of my images to 100 x 125 and set them for CMPR. I try it, and it works. Then I replaced the textures in MiscData[110].... The game freezes. WTF! I see nothing wrong with what I'm doing! File size is only at 3.22MB! It should be fine! But no! Sorry if I sound angry, but I've been having this problem all day and I am tired of it!   >:(:'( Goes and crawls into a hole to die...


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 21, 2014, 08:47:02 PM
Check out this: Project M + Brawl Ex ([url]http://forums.kc-mm.com/index.php?topic=66871.120[/url])

Post Merge: July 21, 2014, 08:38:04 PM
Continuing from my rant earlier...  :P

Ok, so I started editing Nebulon's sc_selcharacter.pac. It was all going good. I added all the files in MiscData[70] and moved the name tag animations. That all worked perfectly. I then added all of the CSPs for all of the normal brawl characters. Not deleting any like before. I also re-sized all of my images to 100 x 125 and set them for CMPR. I try it, and it works. Then I replaced the textures in MiscData[110].... The game freezes. WTF! I see nothing wrong with what I'm doing! File size is only at 3.22MB! It should be fine! But no! Sorry if I sound angry, but I've been having this problem all day and I am tired of it!   >:(:'( Goes and crawls into a hole to die...

in orfer for brawl ex to work properly, the selcharacter ncluded in the brawl ex package needs to be used. it is edited to support 100 characters.
nebu's is a edit of that file,
so that is why it works
ur new problems may mean u need to manually replace stuff one by one instaed of the whole 110 misc file


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 21, 2014, 08:48:45 PM
ur new problems may mean u need to manually replace stuff one by one instaed of the whole 110 misc file
Yeah I tried that. I went and replaced each of the Mewtwo images with Scorpion ones. One by one.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 21, 2014, 09:47:21 PM
How can you add the clone characters to a tourney roster? Because I'd actually like to use the tourneys, and make them larger like in melee with 128 combatants but that's another matter. I still can't wait for the next Brawlex clone tool by sammi, and a sfx tutorial, although that's a long way off also as is.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 22, 2014, 03:24:44 AM
Is there a way to add characters to All-Star mode? Similar to how Project M did it?


This.

Post Merge: July 22, 2014, 03:27:31 AM
Okay, I've created more clones for SSBF (Super Smash Bros. Forever) but can't test them because it wont let me continue to the SSS, this has been happening before adding the clones, can anyone think of what may be wrong?


Title: Re: The Brawl Expansion Project
Post by: Lillith on July 22, 2014, 03:32:05 AM
Is there a way to add characters to All-Star mode? Similar to how Project M did it?

This.

Yep.
Here ya go~
http://forums.kc-mm.com/index.php?topic=62505.0 (http://forums.kc-mm.com/index.php?topic=62505.0)
http://forums.kc-mm.com/index.php?topic=27607.0 (http://forums.kc-mm.com/index.php?topic=27607.0)

For the second link, you're looking for 'MiscData Editor (All-Star/Event Matches)' in the third post.
Good luck!


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 22, 2014, 04:18:22 AM
Yep.
Here ya go~
[url]http://forums.kc-mm.com/index.php?topic=62505.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=62505.0[/url])
[url]http://forums.kc-mm.com/index.php?topic=27607.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=27607.0[/url])

For the second link, you're looking for 'MiscData Editor (All-Star/Event Matches)' in the third post.
Good luck!

Thanks.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 22, 2014, 07:04:03 PM
so we've done a full revamp of the code set of SSBM, (still havent gotten it working on my wii btw Dx, using a friends) we managed to edit the CSS (imported the files from PW's edited CSS to an old B- CSS to make it compatible) i tried to edit the cosmetics with custom stuff and now i get a random symbol that freezes when you pass over it. (cosmetic config issue i'd bet) so i removed the custom css icons and such and replaced it with generic icon cosmetics till we can figure that out more. the CSS now works.

    we start the game the clones start up fine the game loads up to the fight, but every time the clone moves the game freezes (moving right not left) any idea's why its doing that?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 22, 2014, 08:31:52 PM
so we've done a full revamp of the code set of SSBM, (still havent gotten it working on my wii btw Dx, using a friends) we managed to edit the CSS (imported the files from PW's edited CSS to an old B- CSS to make it compatible) i tried to edit the cosmetics with custom stuff and now i get a random symbol that freezes when you pass over it. (cosmetic config issue i'd bet) so i removed the custom css icons and such and replaced it with generic icon cosmetics till we can figure that out more. the CSS now works.

    we start the game the clones start up fine the game loads up to the fight, but every time the clone moves the game freezes (moving right not left) any idea's why its doing that?
did u remember to add all the files the clones need?
fitcloneentry
fitdark
fitclonefinal
etc?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 23, 2014, 02:13:00 AM
did u remember to add all the files the clones need?
fitcloneentry
fitdark
fitclonefinal
etc?

yep did all that. i'm cloning link, pika, and marth. and i just pulled all their files from the iso and renamed them all. so they arent missing anything. maybe i'll try remaking the config files from scratch.  see if that fixes anything. also i saw there was a rob rel. any news on if it is working or not? pretty sure it was in an unstable build.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on July 23, 2014, 02:28:19 AM
yep did all that. i&#039;m cloning link, pika, and marth. and i just pulled all their files from the iso and renamed them all. so they arent missing anything. maybe i&#039;ll try remaking the config files from scratch.  see if that fixes anything. also i saw there was a rob rel. any news on if it is working or not? pretty sure it was in an unstable build.

the rob.rel you mentioned definitely works, i use it currently for my megamanX clone that's over rob, however i have not tested the final smash.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 23, 2014, 06:23:11 AM
Can anyone think of how to fix my CSS too SSS freeze?


Title: Re: The Brawl Expansion Project
Post by: SneakyTailsdoll123 on July 23, 2014, 10:44:29 AM
I NEED HELP!
Every time I enter the selection screen, my clone is replaced with "Random" and freeze on highlighting it or getting too close. I'm new to this Lol.
Any help would be appreciated!


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 23, 2014, 11:06:54 AM
I NEED HELP!
Every time I enter the selection screen, my clone is replaced with "Random" and freeze on highlighting it or getting too close. I'm new to this Lol.
Any help would be appreciated!
Check out the OP under the troubleshooting section... Then if that isn't the problem ask here again. :P


Title: Re: The Brawl Expansion Project
Post by: SneakyTailsdoll123 on July 23, 2014, 12:09:54 PM
Check out the OP under the troubleshooting section... Then if that isn't the problem ask here again. :P
I did everything the troubleshoot section said. I have the common2.pac and bx_fighter.rel in there respective folders, so I don't know the source of the problem


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 23, 2014, 12:18:27 PM
Is your hook AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: Segtendo on July 23, 2014, 12:22:54 PM
You have the Kirby .rel?
Do you have the CSSRoster.dat?


Title: Re: The Brawl Expansion Project
Post by: SneakyTailsdoll123 on July 23, 2014, 12:33:51 PM
You have the Kirby .rel?
Do you have the CSSRoster.dat?
Yep. I have both


Title: Re: The Brawl Expansion Project
Post by: Xxolimarxx on July 23, 2014, 04:33:29 PM
Okay so i have homebrew on my wii and other hacks for brawl seem to work fine, but i tried using gecko os and project m to load brawlex packs but none of the packs seem to work. Every time i run it through gecko os using hook type axnextframe it just comes out as regular brawl or the character selection screen is empty, i googled everywhere and couldnt find a solution, can anyone help me with this please?


Title: Re: The Brawl Expansion Project
Post by: [TLoZ]Link on July 23, 2014, 04:59:33 PM
Okay so i have homebrew on my wii and other hacks for brawl seem to work fine, but i tried using gecko os and project m to load brawlex packs but none of the packs seem to work. Every time i run it through gecko os using hook type axnextframe it just comes out as regular brawl or the character selection screen is empty, i googled everywhere and couldnt find a solution, can anyone help me with this please?

1.Make sure you have the proper RSBX01.gct (x=your region)
2. Make sure Ocarina is ON(downloading a pack usually replaces your gecko settings to be sure to double check!)
3.Make sure the hooktype is set to OSSleepthread or AXNextFrame
3. Have the hacked version of the mod if using gecko (it means x:/private/rsbe/etc... and not projectm/pf)


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 23, 2014, 06:12:43 PM
Okay so i have homebrew on my wii and other hacks for brawl seem to work fine, but i tried using gecko os and project m to load brawlex packs but none of the packs seem to work. Every time i run it through gecko os using hook type axnextframe it just comes out as regular brawl or the character selection screen is empty, i googled everywhere and couldnt find a solution, can anyone help me with this please?

Is your SD card over 2 gigs? If it is, you must use the SDHC code and Project M Launcher.


Title: Re: The Brawl Expansion Project
Post by: SneakyTailsdoll123 on July 23, 2014, 09:09:31 PM
COMPLETE EDIT: I got the ability to make a complete Shadow! So everything works....With the fact the Beep of death makes it's appearance after the match is either force quit or just ends. I got everything else working (CSS, Portrites, BattleNames, Mark).
The Random slot still has Sonic's name above, and there is a distorted picture next to the Button pictures in the pause menu. If you need any more info to help me, I'll gladly say.
Any info and help will be greatly appreciated!


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 24, 2014, 01:55:47 AM
the rob.rel you mentioned definitely works, i use it currently for my megamanX clone that's over rob, however i have not tested the final smash.

sweet thats actually what i'm going to be using it for xD a friend  wants to have Zero and X on the BeX roster. still can't figure out why they keep freezing tho Dx

update: also upgraded my cios from d2x v6 to v8 with 56(249), 57(250) and 58(251). nothing seems to be helping me run BeX on my wii. it still gets a black screen after the strap loader.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 24, 2014, 04:20:07 PM
sweet thats actually what i'm going to be using it for xD a friend  wants to have Zero and X on the BeX roster. still can't figure out why they keep freezing tho Dx

update: also upgraded my cios from d2x v6 to v8 with 56(249), 57(250) and 58(251). nothing seems to be helping me run BeX on my wii. it still gets a black screen after the strap loader.
i had problems with wiiflow so i moved to configurable usb
wiiflow wouldnt even load vbrawl by usb


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 24, 2014, 04:41:01 PM
sweet thats actually what i'm going to be using it for xD a friend  wants to have Zero and X on the BeX roster. still can't figure out why they keep freezing tho Dx

update: also upgraded my cios from d2x v6 to v8 with 56(249), 57(250) and 58(251). nothing seems to be helping me run BeX on my wii. it still gets a black screen after the strap loader.

Try Hermes cios. I believe that's what I have (not 100% certain), and it works perfectly.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 25, 2014, 12:37:50 AM
Try Hermes cios. I believe that's what I have (not 100% certain), and it works perfectly.

i managed to fix it thank you all who offered troubleshooting advice. turns out the iso i had was the problem, it must have gotten corrupt at some point. i reripped it with my friends wii and BeX works flawlessly now.

now a new issue. i've been following sami's tutorial on cosmetics. i add the files to my selcharacter and set them up using hex. however now it shows a random icon that freezes when i scroll over it? also sammi's tutorial only shows how to add 1 costume. what would i have to do to add more CSP's?

also just out of curiosity, does the 3.5.1b FPC tell the game to look for the extra BeX files? i was thinking about it and realised the game shouldn't even be able to read them unless there is code telling he game to. just kinda curious about how it works.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on July 25, 2014, 02:08:14 AM
also just out of curiosity, does the 3.5.1b FPC tell the game to look for the extra BeX files? i was thinking about it and realised the game shouldn't even be able to read them unless there is code telling he game to. just kinda curious about how it works.
I believe the code just tells the game to look for the bx_fighter.rel which in turn loads the configs. But I may be mistaken. I don't feel like loading up Dolphin to see what loads what to check.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 25, 2014, 04:33:57 AM
I don't know if this is directly BrawlEX related or not but when I select certain characters dolphin shows textboxes saying stuff like 'only have permission to read' and 'attempted to write:'

Anyone know how to fix this?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 25, 2014, 05:56:56 AM
I don't know if this is directly BrawlEX related or not but when I select certain characters dolphin shows textboxes saying stuff like 'only have permission to read' and 'attempted to write:'

Anyone know how to fix this?

sounds more like a comp issue. tried running dolphin as administer?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 25, 2014, 07:55:26 AM
sounds more like a comp issue. tried running dolphin as administer?

Explain please.


Title: Re: The Brawl Expansion Project
Post by: BlueBrain on July 25, 2014, 07:56:25 AM
Explain please.

right click on dolphin>run as administrator>yes>????>profit?


Title: Re: The Brawl Expansion Project
Post by: DTST on July 25, 2014, 08:09:50 AM
For the developers of this project or anyone who wants to make a Riivolution compatible version or XML this can be a good starting point http://smashboards.com/threads/riivolution-xml-and-files-for-pm-3-02.343475/ (http://smashboards.com/threads/riivolution-xml-and-files-for-pm-3-02.343475/)

That is if a riivolution version isn't already in development. I tried this pack out myself only for it to freeze at the loading screen but apparently it does load the clones.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 25, 2014, 08:25:53 AM
It worked, can I set it so it always automatically loads that way?


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 25, 2014, 02:05:46 PM
How do I expand the costumes of the original characters?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 25, 2014, 02:52:34 PM
How do I expand the costumes of the original characters?

This


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 25, 2014, 04:04:07 PM
How do I expand the costumes of the original characters?
A combination of editing their CSSSlotConfig files and their FighterConfig files for brawlex. You need to set them to 10 in the fighterconfig (or to however many you want) then add them into the cssslotconfig data so they'll be selectable from the css. I think there's info in the OP on how to edit those files.


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 25, 2014, 04:42:09 PM
Thank you


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 25, 2014, 06:09:41 PM
How can I make a clone characters use a game logo or insignia that was already in the game? Like for example, using a fire emblem insignia for a clone character?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 25, 2014, 06:48:24 PM
How can I make a clone characters use a game logo or insignia that was already in the game? Like for example, using a fire emblem insignia for a clone character?
Part of the CosmeticConfig data, 0x14 just check the value used by the template marth template if you wanted the fire emblem one.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 25, 2014, 06:57:49 PM
Thank you, I thought it was something in the selcharacters.pac that needed to be done


Title: Re: The Brawl Expansion Project
Post by: jaleiva on July 25, 2014, 07:05:59 PM
I've been having this problem recently. When I add characters everything is ok, I was able to add 3F to 46 but then I got a silent freeze and now I see a bunch of random icons and idk why a rob, ness and someone else on the icons, it freezes when I hover the cursor over them, do you know what the problem might be?


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 25, 2014, 11:02:13 PM
Ok I've started doing external gfx porting for ex characters by using the renaming method(rename the ef file and change the id calls in the psa). It usually works but with a couple character no gfx will load (Amaterasu and Saber). Does this mean I need to do porting the long way as in Nebulon's guide? Or is it pointless?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 26, 2014, 03:14:43 AM
It worked, can I set it so it always automatically loads that way?
assuming you have a shortcut made for dolphin, right click the icon, go to properties then go to the shortcut tab. then click advanced near the bottom and check run as admin. it will set that file to run a admin every time.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 26, 2014, 12:06:14 PM
Ok I've started doing external gfx porting for ex characters by using the renaming method(rename the ef file and change the id calls in the psa). It usually works but with a couple character no gfx will load (Amaterasu and Saber). Does this mean I need to do porting the long way as in Nebulon's guide? Or is it pointless?
Make sure you're porting over a character who has the gfx you need to replace. Some gfx files are null, and thus it won't work even if you have them all named correctly. I ran into that problem trying to port Zero over Bladeknight.


Title: Re: The Brawl Expansion Project
Post by: SneakyTailsdoll123 on July 26, 2014, 12:45:08 PM
I need more help Lol.
For some reason "Random" has Sonic's CSS Name on top of it. Bowser is also glitched! He has Scott Pilgrim's CSS Picture (Because I'm using Scott and Deadpool for extra characters).
Scott's Cosmetic ID is 111 and Deadpool's Cosmetic ID is 110 if it means anything.
Any help or idea of what the problem is would be appreciated!


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 26, 2014, 01:19:15 PM
Ok I've started doing external gfx porting for ex characters by using the renaming method(rename the ef file and change the id calls in the psa). It usually works but with a couple character no gfx will load (Amaterasu and Saber). Does this mean I need to do porting the long way as in Nebulon's guide? Or is it pointless?
does this method eliminate the need to ext the css ater every match?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on July 26, 2014, 01:34:08 PM
does this method eliminate the need to ext the css ater every match?

Yes it does.
As long as the character doesn't share the ef file with another character.

For example: Sephiroth with Duon's ef file.
If you choose Sephiroth, you don't need to exit the CSS to choose Marth.
Why? Because Sephiroth is not using Marth's ef file.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 26, 2014, 08:20:07 PM
Is there by any chance a a pack of the files, the selcharacters.pac and info.pca/brres and ectectra, basically all files needed for adding the portraits and such that works? Like has space already in it to add in the images? With out editing pat files? Because no matter how hard I try it never works, if there was just the file that already made and confirmed to work.
EDIT: Let me be more specific, the files already have the patience files edited for the frame count. And have stock images in place to replaced for later use. I tried to use the nebulons packs selcharacters.pac but the game froze try to leave the character selection display and move to the array of icons, more specifically the newly added.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on July 27, 2014, 03:31:37 AM
A combination of editing their CSSSlotConfig files and their FighterConfig files for brawlex. You need to set them to 10 in the fighterconfig (or to however many you want) then add them into the cssslotconfig data so they'll be selectable from the css. I think there's info in the OP on how to edit those files.
Where do we get those files?


Title: Re: The Brawl Expansion Project
Post by: chocodino on July 27, 2014, 04:35:56 AM
Is there by any chance a a pack of the files, the selcharacters.pac and info.pca/brres and ectectra, basically all files needed for adding the portraits and such that works? Like has space already in it to add in the images? With out editing pat files? Because no matter how hard I try it never works, if there was just the file that already made and confirmed to work.
EDIT: Let me be more specific, the files already have the patience files edited for the frame count. And have stock images in place to replaced for later use. I tried to use the nebulons packs selcharacters.pac but the game froze try to leave the character selection display and move to the array of icons, more specifically the newly added.


have you tried the cosmetic  template? [it doesn't have stocks]

http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=5829&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=5829&Moderated=All)


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on July 27, 2014, 06:44:08 AM
No.... I didn't know that existed wow I'm stupid


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 27, 2014, 09:23:50 AM
Where do we get those files?
Right here. (https://www.dropbox.com/s/mvk6z0gsa3go37j/BrawlEx%20Clone%20Engine%20v1.2.0.0.zip) It's the first link in the OP.


Title: Re: The Brawl Expansion Project
Post by: Xxolimarxx on July 27, 2014, 09:29:07 PM
Gecko os wont load anything on pikezers brawlex pack, it just goes to normal brawl, i have hook type AxNextframe on and sd cheats on but itll only load normal brawl. Is there any options to configure that im missing?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 27, 2014, 10:39:46 PM
Gecko os wont load anything on pikezers brawlex pack, it just goes to normal brawl, i have hook type AxNextframe on and sd cheats on but itll only load normal brawl. Is there any options to configure that im missing?
AxNextframe should be all you need to change in gecko itself. Since that is an issue with Pikezers pack, try messaging him about it first before posting on the thread... Just a thought. That's what I would have done. (For future reference, I feel like personally that questions like this should be asked directly to the user it is about, and not the general public. If neither of you can figure it out, then feel free to post it!) ~PMCB's words of wisdom~


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on July 28, 2014, 02:46:29 AM
I might have just noobed it up, but Nebulon's pack comes with sf for all those characters right? because my wii just freezes when i use the codeset with the sound code ticked


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 28, 2014, 08:26:44 AM
I might have just noobed it up, but Nebulon's pack comes with sf for all those characters right? because my wii just freezes when i use the codeset with the sound code ticked
So wait, are you adding the sound code to it, or removing it? His pack should work just fine if you don't mess with the codes...


Title: Re: The Brawl Expansion Project
Post by: Makarew on July 28, 2014, 12:20:08 PM
Gecko os wont load anything on pikezers brawlex pack, it just goes to normal brawl, i have hook type AxNextframe on and sd cheats on but itll only load normal brawl. Is there any options to configure that im missing?

How big is you SD card? Do you have the gameconfig in the root?


Title: Re: The Brawl Expansion Project
Post by: ajthag on July 28, 2014, 01:35:03 PM
Ok im still having trouble with gfx porting(Amaterasu PSA). Using the porting method I've got most of the graphics to show up although some linger longer than they should(there is no terminate gfx in the psa) but its only for a short second or two so its no big deal. The problem is that her disc doesnt show up(air forward attack) and the flowers only show up if Peach is in play. I changed all the external gfx. The fies that control these missing gfx seem to be in the REFF and REFT files but when I imported them into the new ef file the gfx still didnt show up.


Title: Re: The Brawl Expansion Project
Post by: Rebtand on July 29, 2014, 04:26:43 PM
Hello, I am having a problem with the css.  Every character from 4D and up uses cosmetic slot 122 for their picture and names, but not the csps or bps.  This is very strange because I have set them up with the correct cosmetic slots I am using for them in Sammi's tool, but it still does this.


Title: Re: The Brawl Expansion Project
Post by: Keromonkey on July 30, 2014, 12:06:45 AM
Question: Will this code

No Second Character Samus/Zss [ASF1nk]
04ad828C FFFFFFFF
04ad829C FFFFFFFF

Work with Samus in Brawl Ex? The idea is to cannibalize ZS Samus so that Regular Samus has more memory/space to work with. It's for a Phoenix PSA I plan on finishing up. The code is from this source: http://forums.kc-mm.com/index.php?topic=61315.msg1159330#msg1159330 (http://forums.kc-mm.com/index.php?topic=61315.msg1159330#msg1159330)

Also, if the answer is 'yes it will work' then which of the codes lists in nebulon's pack/ codes should I use as a base before adding this code in? (Is there a way to decipher an already created RSBE01 file?)



Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 30, 2014, 09:41:25 PM
Anybody wants to help me finish this?

Basically I just want to make it work with the new "Smash Bros Infinite V1" pack

i like that one because it has 9 slots per character, normal and clones.

Most of the work is done, i guess all is left is to import the CSP's and CSS icons.

(http://i.imgur.com/Enh0BWA.png)


Title: Re: The Brawl Expansion Project
Post by: DTST on July 31, 2014, 07:46:13 AM
Can somone help please? I made a clone of Mario and got all his vBrawl files I want Banjo so the only thing i replaced the FitMario00 PAC and pcs did the renaming with the clone engine tool, added it to fighter then did the module editing so he is in slot 3F, and edited the CSSroster.dat to add the 3F slot. Boot up the game all looks good the clone slot is there but booting up a stage results in silent freeze. I can't think of anything I did wrong please help.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on July 31, 2014, 07:50:23 AM
did you add the rel? did you edit the CSSslot and the Cosmeticslot to have the csps and bps and what not? did you put the entry file?


Title: Re: The Brawl Expansion Project
Post by: DTST on July 31, 2014, 08:00:16 AM
did you add the rel? did you edit the CSSslot and the Cosmeticslot to have the csps and bps and what not? did you put the entry file?

I added the rel and have the entry file. I dont know what to do the cosmetics i don't have custom ones but it shows the original Mario CSS stuff in the CSS menu.


Title: Re: The Brawl Expansion Project
Post by: YetiPlays on July 31, 2014, 02:13:31 PM
Does anyone know If this works with Project M? I was planning to try adding a few characters to it.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on July 31, 2014, 02:18:11 PM
Does anyone know If this works with Project M? I was planning to try adding a few characters to it.
Check out one of the links on this page. (http://forums.kc-mm.com/index.php?topic=66871.120) You should be able to figure it out from there. ;)


Title: Re: The Brawl Expansion Project
Post by: deadr4t on August 01, 2014, 10:44:46 AM
Anybody know how to add over 100 characters to the roster? Cuz I have the 128 character build and I need to get 104 slots in.


Title: Re: The Brawl Expansion Project
Post by: DTST on August 01, 2014, 12:43:08 PM
Can anyone enlighten me on how to have announcer calls for the clone slots?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 01, 2014, 02:33:46 PM
Just one question, how do you people make the clones have their own Victory Theme?


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 01, 2014, 07:12:54 PM
Anybody know how to add over 100 characters to the roster? Cuz I have the 128 character build and I need to get 104 slots in.

My guess is the same way it was done for the first 100, but in addition to using hex 0x65 through 0x80.

I'm kind of curious to see if the SFX files can be customized for the clone slots. I heard they can't yet which is a real bummer... All we can do for now is extra move sets and skin textures while keeping the original fighters intact.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 01, 2014, 07:25:02 PM
Just one question, how do you people make the clones have their own Victory Theme?
It's stored in the slot config files, 0x20. You'll need to use an existing slot unless you can get brawldj to work but I've never had luck with it personally.

My guess is the same way it was done for the first 100, but in addition to using hex 0x65 through 0x80.

I'm kind of curious to see if the SFX files can be customized for the clone slots. I heard they can't yet which is a real bummer... All we can do for now is extra move sets and skin textures while keeping the original fighters intact.
Right now people take boss sfx ids in order to add in sfx. So it's sort of a crude work around but it gets the job done. I know there's a Mewtwo, Roy and Mega Man on the vault that have sfx setup over boss slots.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 01, 2014, 07:37:58 PM
It's stored in the slot config files, 0x20. You'll need to use an existing slot unless you can get brawldj to work but I've never had luck with it personally.

I couldn't get what you're trying to say.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 01, 2014, 09:03:28 PM
Right now people take boss sfx ids in order to add in sfx. So it's sort of a crude work around but it gets the job done. I know there's a Mewtwo, Roy and Mega Man on the vault that have sfx setup over boss slots.

Ah, I didn't even think about the boss sfx ids. Hopefully when actual sfx clones can be done, it would come out as another config file like the fighters, slots, CSSs, and cosmetics. Then they can be added to the "Fighter Chart.png".


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 01, 2014, 09:40:39 PM
I couldn't get what you're trying to say.

It's in the slotconfigs, one of the brawlEx config files. The byte that determines what victory theme is loaded is located at 0x20 in hex. Which is the only way to really edit the slotconfigs that I'm aware of. If you look at the documentation on the different configs in the opening post you'll see what I'm talking about.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 01, 2014, 10:14:22 PM
Progress Is Good
(http://i.imgur.com/PY3xqEk.jpg)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 01, 2014, 10:28:29 PM
It's in the slotconfigs, one of the brawlEx config files. The byte that determines what victory theme is loaded is located at 0x20 in hex. Which is the only way to really edit the slotconfigs that I'm aware of. If you look at the documentation on the different configs in the opening post you'll see what I'm talking about.


I know man, but the thing I didn't understand was the part that needs to be edited.

Progress Is Good
([url]http://i.imgur.com/PY3xqEk.jpg[/url])


I want to have it!


Title: Re: The Brawl Expansion Project
Post by: Expansionpak on August 02, 2014, 11:44:31 AM
I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module,  mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 02, 2014, 03:53:36 PM
Don Jon, how where you able to get zero suit samus to work with BrawlEx as a standalone without the module file for her? I was able to add her into the CSS, but she will not load because of the missing module.

I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module,  mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.

Did you add the extra memory id into the CSS code before generating the .gct file? What clone are you putting over what character?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 02, 2014, 04:01:50 PM
Don Jon, how where you able to get zero suit samus to work with BrawlEx as a standalone without the module file for her? I was able to add her into the CSS, but she will not load because of the missing module.
Hmm... Normally whenever I add her all I have to do is edit the CSSRoster.dat with the Config Tool. I don't need a module at all. I guess you could try and make sure that you have all of the config files for her in your BrawlEx folders.  :-\


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 02, 2014, 06:45:28 PM
Don Jon, how where you able to get zero suit samus to work with BrawlEx as a standalone without the module file for her? I was able to add her into the CSS, but she will not load because of the missing module.

Did you add the extra memory id into the CSS code before generating the .gct file? What clone are you putting over what character?
you should be able to just add her into the cssconfig
as she is not a clone, she doesnt require extra modules
the game pulls up the default module
also she is not standalone, she just has her own icon.


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on August 02, 2014, 07:06:56 PM
ok someone refresh my memory, when i edit the .rels in section08, is the number im putting the fighterid,slotid, or cssslot id?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 02, 2014, 07:48:53 PM
I'll ask again, how do you guys are able to make the clones have their own Victory theme?

I've been told that editing the Slot Config can make that and the one I need to edit is 0x20.

What's 0x20 and... that?

Is there a tutorial for that?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 02, 2014, 09:15:48 PM
I'll ask again, how do you guys are able to make the clones have their own Victory theme?

I've been told that editing the Slot Config can make that and the one I need to edit is 0x20.

What's 0x20 and... that?

Is there a tutorial for that?

Open the slot config of the fighter you want to edit with a hex editor, then go to that offset and fill in the value that corresponds with the song you want them to use for their victory theme.

So for instance Mario on default has his set to 00 00 28 3D, but if I wanted him to use say the SSE results bgm I'd change that to 00 00 28 24 and it would load up that track instead.
I've got an incomplete list of in game song ids here if you want to mess with it, but it doesn't include the victory themes. You can get them by looking at the config template of the character's who you want to use though.

Sorry I wasn't so specific earlier too, hopefully this will help a bit better though.

Code:
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
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
270F Stage Builder
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 (Unused)
271F MORINOKINOKO (Unused)
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 (Unused)
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 (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
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 0 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 (Unused)
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 (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
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 (Unused)
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 (Unused)
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 (Unused)
27D2 PictoChat
27D3 ELECTRO
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 (Unused)
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 (Unused)
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 (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
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 Kongo Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
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)


Title: Re: The Brawl Expansion Project
Post by: DTST on August 02, 2014, 09:27:41 PM
My game freezes before the results screen, any suggestions?


Title: Re: The Brawl Expansion Project
Post by: chocodino on August 03, 2014, 03:35:20 AM
My game freezes before the results screen, any suggestions?
do you have result portraits?


Title: Re: The Brawl Expansion Project
Post by: DTST on August 03, 2014, 06:49:08 AM
do you have result portraits?

Yes and it is named correctly.


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 03, 2014, 07:31:31 AM
Yes and it is named correctly.

Maybe one of your portraits is too big.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 03, 2014, 12:42:24 PM
ok someone refresh my memory, when i edit the .rels in section08, is the number im putting the fighterid,slotid, or cssslot id?
I believe it's the fighter id.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 03, 2014, 02:13:52 PM
Open the slot config of the fighter you want to edit with a hex editor, then go to that offset and fill in the value that corresponds with the song you want them to use for their victory theme.

So for instance Mario on default has his set to 00 00 28 3D, but if I wanted him to use say the SSE results bgm I'd change that to 00 00 28 24 and it would load up that track instead.
I've got an incomplete list of in game song ids here if you want to mess with it, but it doesn't include the victory themes. You can get them by looking at the config template of the character's who you want to use though.

Sorry I wasn't so specific earlier too, hopefully this will help a bit better though.

Code:
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
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
270F Stage Builder
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 (Unused)
271F MORINOKINOKO (Unused)
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 (Unused)
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 (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
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 0 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 (Unused)
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 (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
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 (Unused)
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 (Unused)
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 (Unused)
27D2 PictoChat
27D3 ELECTRO
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 (Unused)
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 (Unused)
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 (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
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 Kongo Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
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)

May I have the names of the song files?

For example:

Final Destination is X01 I believe.


Title: Re: The Brawl Expansion Project
Post by: Real on August 03, 2014, 03:02:30 PM
I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module,  mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.

Have you edited CSSRoster.Dat with the Config Tool?


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 03, 2014, 04:25:00 PM
you should be able to just add her into the cssconfig
as she is not a clone, she doesnt require extra modules
the game pulls up the default module
also she is not standalone, she just has her own icon.

OH, ok. I thought you had her in your roster as a clone character and couldn't understand how that was possible. I also noticed I was using the old method of customizing the CSS with spunit262's CSS code and not with the CSSRoster.dat file. I will mess around with that instead and see how it plays out. Thanks for the help Don Jon and Master CB.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 03, 2014, 06:47:10 PM
May I have the names of the song files?

For example:

Final Destination is X01 I believe.

Oh yeah my bad, that would probably help a lot.
Here's the list I have
Code:
Battlefield
X04 - Battlefield
T02 - Menu (Super Smash Bros. Melee)
X25 - Battlefield Ver. 2
W21 - Battlefield (Melee)
W23 - Multi-Man Melee 1 (Melee)
Final Destination
X05 - Final Destination
T01 - Credits (Super Smash Bros.)
T03 - Opening (Super Smash Bros. Melee)
W25 - Final Destination (Melee)
W31 - Giga Bowser (Melee)
Delfino Plaza
A13 - Delfino Plaza
A07 - Title / Ending (Super Mario World)
A08 - Main Theme (New Super Mario Bros.)
A14 - Ricco Harbor
A15 - Main Theme (Super Mario 64)
Luigi's Mansion
A09 - Luigi's Mansion Theme
A06 - Castle / Boss Fortress (Super Mario World / SMB 3)
A05 - Airship Theme (Super Mario Bros. 3)
Q10 - Tetris: Type A
Q11 - Tetris: Type B
Mushroomy Kingdom: World 1-1
A01 - Ground Theme (Super Mario Bros.)
A16 - Ground Theme 2 (Super Mario Bros.)
A10 - Gritzy Desert
Mushroomy Kingdom: World 1-2
A02 - Underground Theme (Super Mario Bros.)
A03 - Underwater Theme (Super Mario Bros.)
A04 - Underground Theme (Super Mario Land)
Mario Circuit
A20 - Mario Circuit
A21 - Luigi Circuit
A22 - Waluigi Pinball
A23 - Rainbow Road
R05 - Mario Tennis / Mario Golf
R14 - Excite Truck
Q09 - Title (3D Hot Rally)
Rumble Falls
B01 - Jungle Level Ver.2
B08 - Jungle Level 
B05 - King K.Rool / Ship Deck 2
B06 - Bramble Blast
B07 - Battle for Storm Hill
B10 - DK Jungle 1 Theme (Barrel Blast)
B02 - The Map Page / Bonus Level
Bridge of Eldin
C02 - Main Theme (The Legend of Zelda)
C09 - Ocarina of Time Medley
C01 - Title (The Legend of Zelda)
C04 - The Dark World
C05 - Hidden Mountain & Forest
C08 - Hyrule Field Theme
C17 - Main Theme (Twilight Princess)
C18 - The Hidden Village
C19 - Midna's Lament
Pirate Ship
C15 - Dragon Roost Island
C16 - The Great Sea
C07 - Tal Tal Heights
C10 - Song of Storms
C13 - Gerudo Valley
C11 - Molgera Battle
C12 - Village of the Blue Maiden
C14 - Termina Field
Norfair
D01 - Main Theme (Metroid)
D03 - Ending (Metroid)
D02 - Norfair
D05 - Theme of Samus Aran, Space Warrior
R12 - Battle Scene / Final Boss (Golden Sun)
R07 - Marionation Gear
Frigate Orpheon
D04 - Vs. Ridley
D08 - Vs. Parasite Queen
D07 - Opening / Menu (Metroid Prime)
D06 - Sector 1
D09 - Vs. Meta Ridley
D10 - Multiplayer (Metroid Prime 2)
Yoshi's Island (Brawl)
E02 - Obstacle Course
E07 - Obstacle Course (Winter)
E01 - Ending (Yoshi's Story)
E03 - Yoshi's Island
E05 - Flower Field
E06 - Wildlands
Halberd
F06 - Meta Knight's Revenge
F01 - The Legendary Air Ride Machine
F05 - Gourmet Race
F04 - Butter Building
F02 - King Dedede's Theme
F12 - Squeak Squad Theme
F07 - Vs. Marx
F08 - 0² Battle
F03 - Boss Theme Medley
F10 - Checker Knights
F09 - Forest / Nature Area
F11 - Frozen Hillside
Lylat Cruise
G10 - Space Armada
G02 - Corneria
G01 - Main Theme (Star Fox)
G03 - Main Theme (Star Fox 64)
G04 - Area 6
G11 - Area 6 Ver. 2
G05 - Star Wolf
G09 - Star Wolf (Star Fox: Assault)
G07 - Space Battleground
G08 - Break Through the Ice
Q12 - Tunnel Scene (X)
Pokémon Stadium 2
H01 - Pokémon Main Theme
H03 - Road to Viridian City (From Pallet Town / Pewter City)
H02 - Pokémon Center
H04 - Pokémon Gym / Evolution
H05 - Wild Pokémon Battle! (Ruby / Sapphire)
Spear Pillar
H06 - Victory Road
H08 - Dialga / Palkia Battle at Spear Pillar!
H07 - Wild Pokémon Battle! (Diamond / Pearl)
H09 - Team Galactic Battle!
H10 - Route 209
Port Town Aero Drive
I01 - Mute City
I03 - Fire Field
I02 - White Land
I04 - Car Select
I05 - Dream Chaser
I06 - Devil's Call in Your Heart
I07 - Climb Up! And Get The Last Chance!
I08 - Brain Cleaner
I09 - Shotgun Kiss
I10 - Planet Colors
R09 - Golden Forest (1080°Snowboarding)
W18 - Mach Rider (Melee)
Castle Siege
J02 - Fire Emblem Theme
J04 - With Mila's Divine Protection (Celica Map 1)
J08 - Attack
J06 - Preparing to Advance
J07 - Winning Road - Roy's Hope
J03 - Shadow Dragon Medley
J13 - Ike's Theme
J09 - Against the Dark Knight
J10 - Crimean Army Sortie
J11 - Power-Hungry Fool
J12 - Victory Is Near
W17 - Fire Emblem (Melee)
WarioWare
M01 - WarioWare, Inc.
M02 - WarioWare, Inc. Medley
M08 - Ashley's Song
M07 - Ashley's Song (JP)
M06 - Mike's Song
M05 - Mike's Song (JP)
M04 - Mona Pizza's Song
M03 - Mona Pizza's Song (JP)
M09 - MicroGame$ Theme 01
M10 - MicroGame$ Theme 02
M11 - MicroGame$ Theme 03
M12 - MicroGame$ Theme 04
M13 - MicroGame$ Theme 05
M15 - MicroGame$ Theme 06
M16 - MicroGame$ Theme 07
M17 - MicroGame$ Theme 08
M18 - MicroGame$ Theme 09
Distant Planet
L06 - Main Theme (Pikmin)
L01 - World Map (Pikmin 2)
L07 - Stage Clear / Title (Pikmin)
L02 - Forest of Hope
L04 - Ai no Uta
L08 - Ai no Uta (French Version)
L05 - Tane no Uta
L03 - Environmental Noises
R08 - Title (Big Brain Academy)
Smashville
N01 - Title (Animal Crossing)
N02 - Go K.K. Rider!
N03 - 2:00 a.m.
N06 - Town Hall and Tom Nook's Store
N05 - The Roost
N07 - K.K. Crusin'
N08 - K.K. Western
N09 - K.K. Gumbo
N10 - Rockin' K.K.
N11 - DJ K.K.
N12 - K.K. Condor
New Pork City
K07 - Porky's Theme
K09 - Unfounded Revenge / Smashing Song of Praise
K08 - Mother 3 Love Theme
K10 - You Call This a Utopia?!
K05 - Humoresque of a Little Dog
K01 - Snowman
Summit
Q07 - Ice Climber
Q06 - Balloon Trip
Q08 - Shin Onigashima
Q05 - Clu Clu Land
W13 - Icicle Mountain (Melee)
Skyworld
P01 - Underworld
P03 - Skyworld
P02 - Title (Kid Icarus)
P04 - Kid Icarus Original Medley
75M
B04 - Donkey Kong
B03 - Opening (Donkey Kong)
B09 - 25m BGM
Mario Bros.
A17 - Mario Bros.
Q02 - Gyromite
Q01 - Famicom Medley
Q13 - Power-Up Music
Q14 - Douchuumen (Nazo no Murasamejo)
Flat Zone 2
R04 - Flat Zone 2
Q04 - Chill (Dr. Mario)
W14 - Flat Zone (Melee)
Pictochat
R02 - PictoChat
R10 - Mii Channel
R11 - Wii Shop Channel
R15 - Brain Age: Train Your Brain in Minutes a Day
R16 - Opening Theme (Wii Sports)
R17 - Charge! (Wii Play)
R13 - Shaberu! DS Cooking Navi
R06 - Lip's Theme (Panel de Pon)
W20 - Dr. Mario (Melee)
Shadow Moses Island
S06 - MGS4 ~Theme of Love~ Smash Bros. Brawl Version
S02 - Encounter
S03 - Theme of Tara
S08 - Battle in the Base
S04 - Yell "Dead Cell"
S07 - Cavern
S05 - Snake Eater (Instrumental)
S10 - Theme of Solid Snake
S11 - Calling to the Night
Green Hill Zone
U01 - Green Hill Zone
U04 - Angel Island Zone
U02 - Scrap Brain Zone
U03 - Emerald Hill Zone
U06 - Sonic Boom
U07 - Super Sonic Racing
U08 - Open Your Heart
U09 - Live & Learn
U10 - Sonic Heroes
U11 - Right There, Ride On
U12 - HIS WORLD (Instrumental)
U13 - Seven Rings In Hand
Temple
C03 - Great Temple / Temple
W24 - Temple (Melee)
Yoshi's Island (Melee)
W05 - Yoshi's Island (Melee)
W15 - Super Mario Bros. 3 (Melee)
Jungle Japes
W03 - Jungle Japes (Melee)
W26 - Kong Jungle (Melee)
Onett
W12 - Mother (Melee)
W19 - Mother 2 (Melee)
Corneria
W08 - Corneria (Melee)
W28 - Venom (Melee)
Rainbow Cruise
W02 - Rainbow Cruise (Melee)
W01 - Princess Peach's Castle (Melee)
Green Greens
W07 - Green Greens (Melee)
W06 - Fountain of Dreams (Melee)
Big Blue
W11 - Big Blue (Melee)
W29 - Mute City (Melee)
Brinstar
W27 - Brinstar (Melee)
W04 - Brinstar Depths (Melee)
Pokémon Stadium
W09 - Pokémon Stadium (Melee)
W16 - Battle Theme (Melee)
W10 - Poké Floats (Melee)
Menu
X01 - Super Smash Bros. Brawl Main Theme
X02 - Menu 1
X03 - Menu 2
W30 - Menu (Melee)
Subspace Emissary
Y01 - Adventure Map
X17 - Adventure Map Ver. 2
Y02 - Step: The Plain
Y03 - Step: The Cave
Y04 - Step: Subspace
Y09 - Jungle Theme (Donkey Kong Country)
Y10 - Airship Theme (Super Mario Bros. 3) (SSE)
Y11 - Menu (Metroid Prime)
Y13 - Brinstar (Metroid)
Y14 - Step: Subspace Ver.2
Y15 - Step: Subspace Ver.3
Y05 - Boss Battle Song 1
Y07 - Boss Battle Song 2
Y08 - Save Point
X27 - Credits
Y16 - Ambient
Y17 - Clear
Victory Themes
Z01 - Mario Series
Z02 - Donkey Kong Series
Z03 - Legend of Zelda Series
Z04 - Metroid Series
Z05 - Yoshi
Z06 - Kirby Series
Z07 - Star Fox Series
Z08 - Pokémon Series
Z10 - Captain Falcon
Z11 - Mother Series
Z16 - Ice Climbers
Z17 - Fire Emblem Series
Z18 - Mr. Game & Watch
Z21 - Wario
Z22 - Meta Knight
Z23 - Pit
Z25 - Olimar
Z35 - R.O.B.
Z46 - Solid Snake
Z47 - Sonic The Hedgehog
Other Sound Effects & Music
X04 - How To Play
X06 - Clear
X07 - Online Practice Stage
X08 - Results Display Screen
X09 - Tournament Registration
X10 - Tournament Grid
X11 - Tournament Match End
X13 - Classic: Results Screen
X15 - All-Star Rest Area
X16 - Home-Run Contest
X17 - Cruel Brawl
X18 - Boss Battle
X19 - Trophy Gallery
X20 - Sticker Album / Album / Chronicle
X21 - Coin Launcher
X22 - Classic Mode Clear
X23 - Stage Builder
X26 - Target Smash!!
T05 - Master Hand
Z50 - Continue
Z51 - Game Over
Z54 - New Feature 01
Z55 - New Feature 02
Z56 - New Feature 03
Z57 - New Feature 04
Z58 - New Feature 05


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on August 03, 2014, 08:10:11 PM
Can somebody help me by telling me how to edit SFX IDs for cloned characters via BrawlBox?


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 03, 2014, 08:49:43 PM
As of now, I've heard from secretchaos1 on page 458 that there's a work around to SFX IDs by using the boss SFXs as the clone character's SFX slots since BrawlEx doesn't support extra SFX slots yet. Maybe you can edit them by using the Replacement SoundBank Engine (RSBE)??? I have yet to try it myself since I'm still trying to work with customizing the CSS screen and profile pictures.

I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module,  mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.

I'm unsure of how Brawl Minus works, but which method of the custom CSS screen are you using? Spunit262's Custom CSS Code or through the CSSRoster.dat file? Have you tried to use BrawlEx without Brawl Minus included? Maybe they both are modifying the same files, which is causing the character not to appear on the CSS.


Title: Re: The Brawl Expansion Project
Post by: Doq on August 04, 2014, 12:16:50 AM
As of now, I've heard from secretchaos1 on page 458 that there's a work around to SFX IDs by using the boss SFXs as the clone character's SFX slots since BrawlEx doesn't support extra SFX slots yet. Maybe you can edit them by using the Replacement SoundBank Engine (RSBE)??? I have yet to try it myself since I'm still trying to work with customizing the CSS screen and profile pictures.

I'm unsure of how Brawl Minus works, but which method of the custom CSS screen are you using? Spunit262's Custom CSS Code or through the CSSRoster.dat file? Have you tried to use BrawlEx without Brawl Minus included? Maybe they both are modifying the same files, which is causing the character not to appear on the CSS.
Brawl Minus uses BrawlEx.

I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module,  mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.
Brawl Minus uses the CSS Code. Did you add the character there?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on August 04, 2014, 04:09:19 AM
Next steps for this.

Clones: Luigi, Ness and Kirby.

Extra SFX slots.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 04, 2014, 04:54:16 AM
Next steps for this.

Clones: Luigi, Ness and Kirby.

Extra SFX slots.
Or the fixing of the unstable version.
That's probably what's coming up.
...Or not, meh.


Title: Re: The Brawl Expansion Project
Post by: corpsra on August 04, 2014, 07:38:29 AM
yeah... hopefully any update comes soon. its been really quite lately.


Title: Re: The Brawl Expansion Project
Post by: KidCraft24 on August 04, 2014, 09:09:21 AM
Hoping we get the ability to clone wario. I've been meaning to split wario up between his overalls and biker outfit and give the overall slot his PM moveset and the biker outfit his Brawl moves. Other then that i'm hoping for ness so i can finally make Ninten. (i could try it over lucas but meh) and luigi so i could maybe make a doctor luigi moveset


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on August 04, 2014, 02:17:16 PM
Hoping we get the ability to clone wario. I've been meaning to split wario up between his overalls and biker outfit and give the overall slot his PM moveset and the biker outfit his Brawl moves. Other then that i'm hoping for ness so i can finally make Ninten. (i could try it over lucas but meh) and luigi so i could maybe make a doctor luigi moveset

Yeah! Wario, Ness, Luigi, Ice Climbers, Game and Watch! SERIOUSLY THOUGH CAN WE FOCUS ON SFX SLOTS FIRST?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 04, 2014, 02:41:26 PM
SERIOUSLY THOUGH CAN WE FOCUS ON SFX SLOTS FIRST?

I agree with you.

Changing SFX ID's to those of the bosses gives a lot of problems.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on August 04, 2014, 03:06:22 PM
SERIOUSLY THOUGH CAN WE FOCUS ON SFX SLOTS FIRST?
Just do like Gamidame and make some Shared SFX...
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812)

No lag not in SSE nor in Boss modes... And easy as [censored].


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 04, 2014, 03:53:27 PM
Just do like Gamidame and make some Shared SFX...
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812[/url])

No lag not in SSE nor in Boss modes... And easy as [censored].


Sadly, they'll still share KO and Final Smash sounds.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 04, 2014, 04:06:11 PM
Sadly, they'll still share KO and Final Smash sounds.
Every character I've played around with uses the 'Victory Operation' command for FS sound stuff, so they are changeable in PSA.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 04, 2014, 05:37:15 PM
would it be easy to make a template of shared sfx for all characers?
or the psa would not allow it?
if so can someone make one


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on August 04, 2014, 05:37:38 PM
Every character I've played around with uses the 'Victory Operation' command for FS sound stuff, so they are changeable in PSA.
Is it possible to change this for KOs too?

would it be easy to make a template of shared sfx for all characers?
or the psa would not allow it?
if so can someone make one
Depends how much character do you want to implement into one, no?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 04, 2014, 05:50:31 PM
Is it possible to change this for KOs too?
KO stuff definitely isn't PSAable.


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on August 04, 2014, 06:11:12 PM
KO stuff definitely isn't PSAable.
Damn... Well, it's true that it's kinda weird to hear someone's death sound when you're controlling another character over him/her...


Title: Re: The Brawl Expansion Project
Post by: LJSTAR on August 04, 2014, 08:28:26 PM
Damn... Well, it's true that it's kinda weird to hear someone's death sound when you're controlling another character over him/her...

... How about muting the SFX of the KO-voice ?


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on August 05, 2014, 03:57:55 AM
... How about muting the SFX of the KO-voice ?
I dunno if that's possible... And if it is, well... It loses its fun

[SADISM INTENSIFIES]
(http://www.zupmage.eu/i/Qo3dcBxB45.gif#1322376)


Title: Re: The Brawl Expansion Project
Post by: Conga35 on August 05, 2014, 11:50:14 AM
Okay, this probably sounds really nooby, but how do I add characters? In the original post, it says to go into the config templates, and fighterconfig, and then go into fighter11 (because that's marth). And it says to change the name to MarthEx, and the file name to Fighter3F.dat. I just don't understand what it means to "Change the name to MarthEx" because you can't edit the file. Thanks.


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 05, 2014, 11:59:09 AM
Help please.. instead of a Lucas clone it makes a "Random" clone and trying to select it in the CSS makes the game freeze. Suggestions?

http://i.imgur.com/ctFAlNh.png (http://i.imgur.com/ctFAlNh.png)

I'm using 3 codes just as a test:

File Patch Code v3.5.1b

SDHC Extension 1.1[Bero]

Custom CSS V3 (Already with the ID's and the Slot Number... Completely Configured)
* 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

===My customized music that I have in my sound folder, doesn't work either... Along with the strap menu thats in my menu folder===

X:/private/wii/app/rsbe/pf/ ==> menu
                                    /pf/ ==> sound


Title: Re: The Brawl Expansion Project
Post by: DTST on August 05, 2014, 12:41:19 PM
Help please.. instead of a Lucas clone it makes a "Random" clone and trying to select it in the CSS makes the game freeze. Suggestions?

[url]http://i.imgur.com/ctFAlNh.png[/url] ([url]http://i.imgur.com/ctFAlNh.png[/url])

Did you edit the module?



Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 05, 2014, 12:43:16 PM

Yes the module is already configured... I changed it :/


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 05, 2014, 03:14:32 PM
did u go throught th
Help please.. instead of a Lucas clone it makes a "Random" clone and trying to select it in the CSS makes the game freeze. Suggestions?

[url]http://i.imgur.com/ctFAlNh.png[/url] ([url]http://i.imgur.com/ctFAlNh.png[/url])

I'm using 3 codes just as a test:

File Patch Code v3.5.1b

SDHC Extension 1.1[Bero]

Custom CSS V3 (Already with the ID's and the Slot Number... Completely Configured)
* 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

===My customized music that I have in my sound folder, doesn't work either... Along with the strap menu thats in my menu folder===

X:/private/wii/app/rsbe/pf/ ==> menu
                                    /pf/ ==> sound

if u are using the cssroster.dat than you dont use the CSS code


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 05, 2014, 06:18:45 PM
did u go throught thif u are using the cssroster.dat than you dont use the CSS code
Without the code Custom CSS v3, nothing happens. It seems like it should be there. It won't work with the roster file alone.


Title: Re: The Brawl Expansion Project
Post by: DTST on August 05, 2014, 06:40:55 PM
Without the code Custom CSS v3, nothing happens. It seems like it should be there. It won't work with the roster file alone.

Did you add the clone ID to the CSSroster.dat?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 05, 2014, 06:46:40 PM
Did you add the clone ID to the CSSroster.dat?

Hi I'll be testing for Jasonvalle22 since we're working together on this. To answer the question.. yes I did add the clone ID (3F) to the roster using the BrawlEx Config Utility (second to last right before Random) and still nothing.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2014, 06:52:25 PM
...Have you checked the 'Troubleshooting' part on the first page? It answers the 'random' problem.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 05, 2014, 06:55:31 PM
...Have you checked the 'Troubleshooting' part on the first page? It answers the 'random' problem.

Yes I did. I made sure that I have both the module and the Common2. Now I also have Common3 there. Don't know if that causes an issue.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2014, 06:59:56 PM
Have you set the hooktype to AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 05, 2014, 07:03:24 PM
Have you set the hooktype to AXNextFrame?

Yes I did. This is what's been happening regardless:

With custom CSS code & roster file:
-Freezes when hovering over the cloned Random icon.

With roster file but without custom CSS code:
-CSS stays default (nothing on screen is changed).


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2014, 07:08:14 PM
You should only have one or the other, having both makes it finicky, although if you have the roster file and it's still the default CSS then you're probably missing the 'sc_selcharacter.pac' or the 'common3.pac' (I don't know if you're using the one included with it or just a random Common3) found with BrawlEx CSS Expansion v1.0.0.0 (Or both...?)


Title: Re: The Brawl Expansion Project
Post by: DTST on August 05, 2014, 07:18:45 PM
Do you have the BX fighter rel and Kirby rel that was included?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 05, 2014, 07:22:48 PM
Do you have the BX fighter rel and Kirby rel that was included?

Yes I have the included modules plus my own module for the cloned Lucas, except it freezes every time since there's an extra random icon instead of Lucas.

Post Merge: August 05, 2014, 07:30:59 PM
You should only have one or the other, having both makes it finicky, although if you have the roster file and it's still the default CSS then you're probably missing the 'sc_selcharacter.pac' or the 'common3.pac' (I don't know if you're using the one included with it or just a random Common3) found with BrawlEx CSS Expansion v1.0.0.0 (Or both...?)

Okay instead of Common5 I used the included sc_selcharacter that came with the CSS Expansion download & all the modules are in place but no success. I tried testing CSS once with JUST custom CSS code and once with JUST the roster and got the same results as last time:

-Just roster file does not make changes to CSS.
-Just custom CSS adds a freezing Random icon..

Also, if the module/fighter folder name are lowercase but fighter files have "FitLucasEx" instead of "fitlucasex" does it matter?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2014, 07:45:30 PM
Hm... Interesting...
Also, if the module/fighter folder name are lowercase but fighter files have "FitLucasEx" instead of "fitlucasex" does it matter?
Shouldn't make a difference.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 05, 2014, 07:54:15 PM
Hm... Interesting...Shouldn't make a difference.

If those filenames don't make a difference then I don't know what will -.-
I've tried every combination I could think of regarding the files in \System\ & the Ocarina codes and I redid the roster file three times for good measure.. but still nothing. Anyway, if you (or anyone else willing to help out) need to the see the codes I'm using Jasonvalle22 posted them on page 461. It's three codes.

EDIT: one question: Are both Sc_selcharacter AND Common3 needed or just one? And if so, which one? Right now I'm using both.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2014, 07:56:38 PM
Really, the only thing I can see as a potential problem is the SDHC code, but that's purely 'cause I've never actually used it.


Title: Re: The Brawl Expansion Project
Post by: DTST on August 05, 2014, 07:59:18 PM
If those filenames don&#039;t make a difference then I don&#039;t know what will -.-
I&#039;ve tried every combination I could think of regarding the files in \System\ & the Ocarina codes and I redid the roster file three times for good measure.. but still nothing. Anyway, if you (or anyone else willing to help out) need to the see the codes I&#039;m using Jasonvalle22 posted them on page 461. It&#039;s three codes.

EDIT: one question: Are both Sc_selcharacter AND Common3 needed or just one? And if so, which one?


Delete everything and start from scratch using this tutorial. BrawlEx Tutorial #1: Setting up your first clone! (N00B FRIENDLY) (http://www.youtube.com/watch?v=zGyrq6QVgxg#)

Also if your using a higher than 2GB SD card or a SDHD card then that's the problem.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 05, 2014, 08:46:52 PM
If you're using an SDHC card you need to load with either a supported cios and loader, or the pm loader iirc. Otherwise the game won't access the SDHC for file patching.


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 05, 2014, 08:59:59 PM
If you're using an SDHC card you need to load with either a supported cios and loader, or the pm loader iirc. Otherwise the game won't access the SDHC for file patching.

How can I get PM Loader? Can you send me a download link please?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 05, 2014, 10:09:00 PM
How can I get PM Loader? Can you send me a download link please?
I would suggest maybe getting it from the PM cite itself... http://projectmgame.com/en/download (http://projectmgame.com/en/download)


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 05, 2014, 10:34:51 PM
jasonvalle, I read up on your previous post and noticed you said that your strap modification doesn't load. I think since your using a SDHC card, the file patch code can't load the modified files (including the custom strap and BrawlEx), BUT since you have the custom CSS code in your .gct the CSS screen tries to fill in an extra slot for a character since its coming from the code and NOT the modified files. Does the game freeze right when you go to select the character? If so, that can be another indication that the custom files are not loading correctly and brawl doesn't know what to do other than to hang. What Wii version are you on and are you using gecko or riivolution? I read up that SDHC doesn't like to work well with system versions below 4.2. Here's the link to the page I found that might help:
http://smashboards.com/threads/riivolution-help-needed-sdhc.315749/ (http://smashboards.com/threads/riivolution-help-needed-sdhc.315749/)

If you can, try to load from a SD card 2GBs or less and see if that fixes your problem. Make sure your card is FAT32 as well since little things like that can cause massive headaches.

Okay, this probably sounds really nooby, but how do I add characters? In the original post, it says to go into the config templates, and fighterconfig, and then go into fighter11 (because that's marth). And it says to change the name to MarthEx, and the file name to Fighter3F.dat. I just don't understand what it means to "Change the name to MarthEx" because you can't edit the file. Thanks.


I noticed no one replied to you, but when it says "Change the name to MarthEx" it's implying internal changes to the Fighter3F.dat config file to any name you want with the editing program included in the download. Just make sure to change the cloned fighter folder and files accordingly.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on August 06, 2014, 03:40:31 AM
KO stuff definitely isn't PSAable.

It is PSA'able, you just need to know where the offset is. You can find these offsets using tabuu or BBox 0.68b. In both programs, they will be under a misc section, and then a sound effect section. Finding the offsets for which to find them in PSA is a bit more tricky, however it can be done. The easiest way by far however is to just open the file in a hex editor and go to the specified location (after finding what sound you want to change first of course)

All sounds, including death, star KO, ottotto (teetering), damage, attack sounds, and low voice clips can be found in this section. Once you find their location, it's as easy as changing the info index to the sound that you want. Funny thing, i had recorded the sfx tutorial yesterday, but ran into some trouble in the middle twice on account of not using vBrawl so i decided to re-record it. Hopefully i'll have it recorded and up by the end of the week. I'll also do the gfx one at that time as well.

(i'll also update the tool since the current version is basically broken)

-snip-

Your best course of action to diagnose your problems is to try it with a 2gb SD card, if your using one greater. You will also need to be using a launcher that reloads ios56 or a similar ios that supports sdhc. Everything else as far as i can see looks fine, so i can't imaging what your problem may be. I hope you can get it working though



Title: Re: The Brawl Expansion Project
Post by: Lillith on August 06, 2014, 03:48:39 AM
It is PSA'able, you just need to know where the offset is. You can find these offsets using tabuu or BBox 0.68b. In both programs, they will be under a misc section, and then a sound effect section. Finding the offsets for which to find them in PSA is a bit more tricky, however it can be done. The easiest way by far however is to just open the file in a hex editor and go to the specified location (after finding what sound you want to change first of course)
I know it's possible by BrawlBox or hex editing, by 'PSAable' I mean 'can be done in Smash Attacks'.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 07:51:34 AM
jasonvalle, I read up on your previous post and noticed you said that your strap modification doesn't load. I think since your using a SDHC card, the file patch code can't load the modified files (including the custom strap and BrawlEx), BUT since you have the custom CSS code in your .gct the CSS screen tries to fill in an extra slot for a character since its coming from the code and NOT the modified files. Does the game freeze right when you go to select the character? If so, that can be another indication that the custom files are not loading correctly and brawl doesn't know what to do other than to hang. What Wii version are you on and are you using gecko or riivolution? I read up that SDHC doesn't like to work well with system versions below 4.2. Here's the link to the page I found that might help:
[url]http://smashboards.com/threads/riivolution-help-needed-sdhc.315749/[/url] ([url]http://smashboards.com/threads/riivolution-help-needed-sdhc.315749/[/url])

If you can, try to load from a SD card 2GBs or less and see if that fixes your problem. Make sure your card is FAT32 as well since little things like that can cause massive headaches.

I noticed no one replied to you, but when it says "Change the name to MarthEx" it's implying internal changes to the Fighter3F.dat config file to any name you want with the editing program included in the download. Just make sure to change the cloned fighter folder and files accordingly.


We (me + Jasonvalle22) had been using Riivolution for a long time on the same FAT32 SDHC and it worked perfectly fine. Jasonvalle22 suggested that we switch back to Gecko because character SFX are possible and since now, supposedly, SDHCs are supported by Gecko using the SDHC code by Bero. However, I'm assuming that code is only for the Project M Launcher. I'll give that a try if I can't fix this using Gecko.

Also some version info:
Homebrew IOS 58
Wii 4.3U


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on August 06, 2014, 09:15:14 AM
We (me + Jasonvalle22) had been using Riivolution for a long time on the same FAT32 SDHC and it worked perfectly fine. Jasonvalle22 suggested that we switch back to Gecko because character SFX are possible and since now, supposedly, SDHCs are supported by Gecko using the SDHC code by Bero. However, I&#039;m assuming that code is only for the Project M Launcher. I&#039;ll give that a try if I can&#039;t fix this using Gecko.

Also some version info:
Homebrew IOS 58
Wii 4.3U

something else you could try is uploading your current build of brawlex to mediafire and than posting a download link to your brawlex build so that someone here can try and fix it.


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 06, 2014, 10:12:05 AM
We (me + Jasonvalle22) had been using Riivolution for a long time on the same FAT32 SDHC and it worked perfectly fine. Jasonvalle22 suggested that we switch back to Gecko because character SFX are possible and since now, supposedly, SDHCs are supported by Gecko using the SDHC code by Bero. However, I'm assuming that code is only for the Project M Launcher. I'll give that a try if I can't fix this using Gecko.

Also some version info:
Homebrew IOS 58
Wii 4.3U

Do you have the hooktype set to AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 10:44:57 AM
Hi. I tried using a non-SDHC with Gecko and the BrawlEx stuff and something different happened! My CSS was blank. Nothing froze but the CSS was just blank LOL. Maybe the sc_selcharacter is an issue or the Common3 or sc_selcharacter has to be in Common5--not sure. This is a link of what's on the SD (for testing purposes it's not much at all): http://bit.ly/X1VGnb (http://bit.ly/X1VGnb)

And yes I have it set to AxNextFrame in Gecko I answered that question three times LOL.


Title: Re: The Brawl Expansion Project
Post by: DTST on August 06, 2014, 10:56:56 AM
Did you use mass re-namer in the clone engine tool? the names of your clones,the fighter files and the module must all be the same. You also must have ALL original V-Brawl files for the character your cloning.

for instance i clone Sonic name him Shadow with the tool then with mass re-namer change the name to Shadow, then after editing the rel i rename it to ft_shadow.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 11:00:37 AM
Did you use mass re-namer in the clone engine tool? the names of your clones,the fighter files and the module must all be the same. You also must have ALL original V-Brawl files for the character your cloning.

for instance i clone Sonic name him Shadow with the tool then with mass re-namer change the name to Shadow, then after editing the rel i rename it to ft_shadow.

Yes I did that. Clone's fighter folder, files, and the module use the same name (LucasEx). Additionally, all vBrawl files are in LucasEx's folder.

At this point, since I'm not using the SDHC anymore, all other hacks work except for BrawlEx which produces a completely blank CSS screen.. I'll make some other alterations to try and get it to work.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 06, 2014, 11:05:51 AM
It doesn't look like your missing any of the required files from the link you posted, but I think your .gct file is incorrect. Seeing how you have the CSSRoster.dat, I'm assuming your using BX CSS Expansion v1.0.2.0 version of BrawlEx, you should not have the Custom CSS V3 code included within your codes. Here's what I extracted from the .gct:

RSBE01
Nintendo Wii Game

Recovered Codes
* 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
* 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

The code(s) recovered by the GCT to TXT converter.

What has been bolded appears to be the CSS code, which needs to be removed.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 11:08:37 AM
It doesn't look like your missing any of the required files from the link you posted, but I think your .gct file is incorrect. Seeing how you have the CSSRoster.dat, I'm assuming your using BX CSS Expansion v1.0.2.0 version of BrawlEx, you should not have the Custom CSS V3 code included within your codes. Here's what I extracted from the .gct:

RSBE01
Nintendo Wii Game

Recovered Codes
* 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
* 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

The code(s) recovered by the GCT to TXT converter.

What has been bolded appears to be the CSS code, which needs to be removed.

I know that I'm not supposed to use both at the same time. Whenever I play I remove one (either code or roster file). I just uploaded both so that ppl can see one or the other if they need to.

Edit: Using just the roster file and not the CSS code still gives me a blank screen..


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on August 06, 2014, 11:13:47 AM
Hi. I tried using a non-SDHC with Gecko and the BrawlEx stuff and something different happened! My CSS was blank. Nothing froze but the CSS was just blank LOL. Maybe the sc_selcharacter is an issue or the Common3 or sc_selcharacter has to be in Common5--not sure. This is a link of what&#039;s on the SD (for testing purposes it&#039;s not much at all): [url]http://bit.ly/X1VGnb[/url] ([url]http://bit.ly/X1VGnb[/url])

And yes I have it set to AxNextFrame in Gecko I answered that question three times LOL.


open your cssroster.dat with your BrawlexConfigUtility and add your clone's id to it than start up brawl and tell me what happens.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 11:20:39 AM
open your cssroster.dat with your BrawlexConfigUtility and add your clone's id to it than start up brawl and tell me what happens.


I had already added the clone's ID (it was there). Link: http://bit.ly/1orl9vp (http://bit.ly/1orl9vp)


Title: Re: The Brawl Expansion Project
Post by: DTST on August 06, 2014, 11:23:18 AM
I can't think of why it's not working for you. The only 2 things I can think of is make a new .gct with ONLY the file patch code included with the tool. Or name the clone whatever character is on it.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 06, 2014, 11:31:06 AM
YES YES YES TOOK 3 DAMN DAYS to get a second Lucas. THANK YOU ALL! I'm so dumb I needed only the file patch code and the roster file had to be updated... sorry.. but thanks! I see now that I'm an intermediate kitten. Perfect timing.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 06, 2014, 11:35:27 AM
Its ok apperantly everyon3 gets confused vecause the tutorial videos r outdated and use the css code. I told sammy to rename that tutorial to a brawl minus only tutorial.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on August 06, 2014, 12:59:55 PM
Its ok apperantly everyon3 gets confused vecause the tutorial videos r outdated and use the css code. I told sammy to rename that tutorial to a brawl minus only tutorial.

The minus and vBrawl tutorials are outdated, however they are not dated in the sense that they should be taken down. People still use the CSS code, and if i remove that one i'll have to make a new one explaining the css code. Everything applied in those first tutorials is still applicable. However i do have plans of re-doing them. There is no difference in using the CSS code vs the cssroster.dat except that you can get more characters. Other than that, the engine is exactly the same between them


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on August 06, 2014, 01:16:31 PM
OK, can somebody tell me how to change the SFX in PSA? I've been seriously needing that for a while, this is my first time using SFX in BrawlEx... :srs:


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on August 06, 2014, 02:09:38 PM
I just replied regarding that on the last page. Either use BBox to edit them directly, or find the offset and add 0x80 to it. Then, open your moveset file in a hex editor and go to that address to change the info index to the sound you want. Your best bet is just to use BBox 0.68b to edit them directly if you don't have hex experience

It is PSA'able, you just need to know where the offset is. You can find these offsets using tabuu or BBox 0.68b. In both programs, they will be under a misc section, and then a sound effect section. Finding the offsets for which to find them in PSA is a bit more tricky, however it can be done. The easiest way by far however is to just open the file in a hex editor and go to the specified location (after finding what sound you want to change first of course)

All sounds, including death, star KO, ottotto (teetering), damage, attack sounds, and low voice clips can be found in this section. Once you find their location, it's as easy as changing the info index to the sound that you want. Funny thing, i had recorded the sfx tutorial yesterday, but ran into some trouble in the middle twice on account of not using vBrawl so i decided to re-record it. Hopefully i'll have it recorded and up by the end of the week. I'll also do the gfx one at that time as well.

(i'll also update the tool since the current version is basically broken)


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 06, 2014, 08:32:06 PM
Anybody have any idea how to assign custom victory themes to clones? i'm trying to assign a victory theme to shadow. don't really want him to have sonics


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 06, 2014, 09:15:23 PM
Anybody have any idea how to assign custom victory themes to clones? i'm trying to assign a victory theme to shadow. don't really want him to have sonics

secretchaos posted that a while ago.
And here you go:

Open the slot config of the fighter you want to edit with a hex editor, then go to that offset and fill in the value that corresponds with the song you want them to use for their victory theme.

So for instance Mario on default has his set to 00 00 28 3D, but if I wanted him to use say the SSE results bgm I'd change that to 00 00 28 24 and it would load up that track instead.
I've got an incomplete list of in game song ids here if you want to mess with it, but it doesn't include the victory themes. You can get them by looking at the config template of the character's who you want to use though.


Code:
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
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
270F Stage Builder
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 (Unused)
271F MORINOKINOKO (Unused)
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 (Unused)
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 (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
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 0 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 (Unused)
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 (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
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 (Unused)
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 (Unused)
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 (Unused)
27D2 PictoChat
27D3 ELECTRO
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 (Unused)
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 (Unused)
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 (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
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 Kongo Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
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)

And these are the song names:


Code:
Battlefield
X04 - Battlefield
T02 - Menu (Super Smash Bros. Melee)
X25 - Battlefield Ver. 2
W21 - Battlefield (Melee)
W23 - Multi-Man Melee 1 (Melee)
Final Destination
X05 - Final Destination
T01 - Credits (Super Smash Bros.)
T03 - Opening (Super Smash Bros. Melee)
W25 - Final Destination (Melee)
W31 - Giga Bowser (Melee)
Delfino Plaza
A13 - Delfino Plaza
A07 - Title / Ending (Super Mario World)
A08 - Main Theme (New Super Mario Bros.)
A14 - Ricco Harbor
A15 - Main Theme (Super Mario 64)
Luigi's Mansion
A09 - Luigi's Mansion Theme
A06 - Castle / Boss Fortress (Super Mario World / SMB 3)
A05 - Airship Theme (Super Mario Bros. 3)
Q10 - Tetris: Type A
Q11 - Tetris: Type B
Mushroomy Kingdom: World 1-1
A01 - Ground Theme (Super Mario Bros.)
A16 - Ground Theme 2 (Super Mario Bros.)
A10 - Gritzy Desert
Mushroomy Kingdom: World 1-2
A02 - Underground Theme (Super Mario Bros.)
A03 - Underwater Theme (Super Mario Bros.)
A04 - Underground Theme (Super Mario Land)
Mario Circuit
A20 - Mario Circuit
A21 - Luigi Circuit
A22 - Waluigi Pinball
A23 - Rainbow Road
R05 - Mario Tennis / Mario Golf
R14 - Excite Truck
Q09 - Title (3D Hot Rally)
Rumble Falls
B01 - Jungle Level Ver.2
B08 - Jungle Level 
B05 - King K.Rool / Ship Deck 2
B06 - Bramble Blast
B07 - Battle for Storm Hill
B10 - DK Jungle 1 Theme (Barrel Blast)
B02 - The Map Page / Bonus Level
Bridge of Eldin
C02 - Main Theme (The Legend of Zelda)
C09 - Ocarina of Time Medley
C01 - Title (The Legend of Zelda)
C04 - The Dark World
C05 - Hidden Mountain & Forest
C08 - Hyrule Field Theme
C17 - Main Theme (Twilight Princess)
C18 - The Hidden Village
C19 - Midna's Lament
Pirate Ship
C15 - Dragon Roost Island
C16 - The Great Sea
C07 - Tal Tal Heights
C10 - Song of Storms
C13 - Gerudo Valley
C11 - Molgera Battle
C12 - Village of the Blue Maiden
C14 - Termina Field
Norfair
D01 - Main Theme (Metroid)
D03 - Ending (Metroid)
D02 - Norfair
D05 - Theme of Samus Aran, Space Warrior
R12 - Battle Scene / Final Boss (Golden Sun)
R07 - Marionation Gear
Frigate Orpheon
D04 - Vs. Ridley
D08 - Vs. Parasite Queen
D07 - Opening / Menu (Metroid Prime)
D06 - Sector 1
D09 - Vs. Meta Ridley
D10 - Multiplayer (Metroid Prime 2)
Yoshi's Island (Brawl)
E02 - Obstacle Course
E07 - Obstacle Course (Winter)
E01 - Ending (Yoshi's Story)
E03 - Yoshi's Island
E05 - Flower Field
E06 - Wildlands
Halberd
F06 - Meta Knight's Revenge
F01 - The Legendary Air Ride Machine
F05 - Gourmet Race
F04 - Butter Building
F02 - King Dedede's Theme
F12 - Squeak Squad Theme
F07 - Vs. Marx
F08 - 0² Battle
F03 - Boss Theme Medley
F10 - Checker Knights
F09 - Forest / Nature Area
F11 - Frozen Hillside
Lylat Cruise
G10 - Space Armada
G02 - Corneria
G01 - Main Theme (Star Fox)
G03 - Main Theme (Star Fox 64)
G04 - Area 6
G11 - Area 6 Ver. 2
G05 - Star Wolf
G09 - Star Wolf (Star Fox: Assault)
G07 - Space Battleground
G08 - Break Through the Ice
Q12 - Tunnel Scene (X)
Pokémon Stadium 2
H01 - Pokémon Main Theme
H03 - Road to Viridian City (From Pallet Town / Pewter City)
H02 - Pokémon Center
H04 - Pokémon Gym / Evolution
H05 - Wild Pokémon Battle! (Ruby / Sapphire)
Spear Pillar
H06 - Victory Road
H08 - Dialga / Palkia Battle at Spear Pillar!
H07 - Wild Pokémon Battle! (Diamond / Pearl)
H09 - Team Galactic Battle!
H10 - Route 209
Port Town Aero Drive
I01 - Mute City
I03 - Fire Field
I02 - White Land
I04 - Car Select
I05 - Dream Chaser
I06 - Devil's Call in Your Heart
I07 - Climb Up! And Get The Last Chance!
I08 - Brain Cleaner
I09 - Shotgun Kiss
I10 - Planet Colors
R09 - Golden Forest (1080°Snowboarding)
W18 - Mach Rider (Melee)
Castle Siege
J02 - Fire Emblem Theme
J04 - With Mila's Divine Protection (Celica Map 1)
J08 - Attack
J06 - Preparing to Advance
J07 - Winning Road - Roy's Hope
J03 - Shadow Dragon Medley
J13 - Ike's Theme
J09 - Against the Dark Knight
J10 - Crimean Army Sortie
J11 - Power-Hungry Fool
J12 - Victory Is Near
W17 - Fire Emblem (Melee)
WarioWare
M01 - WarioWare, Inc.
M02 - WarioWare, Inc. Medley
M08 - Ashley's Song
M07 - Ashley's Song (JP)
M06 - Mike's Song
M05 - Mike's Song (JP)
M04 - Mona Pizza's Song
M03 - Mona Pizza's Song (JP)
M09 - MicroGame$ Theme 01
M10 - MicroGame$ Theme 02
M11 - MicroGame$ Theme 03
M12 - MicroGame$ Theme 04
M13 - MicroGame$ Theme 05
M15 - MicroGame$ Theme 06
M16 - MicroGame$ Theme 07
M17 - MicroGame$ Theme 08
M18 - MicroGame$ Theme 09
Distant Planet
L06 - Main Theme (Pikmin)
L01 - World Map (Pikmin 2)
L07 - Stage Clear / Title (Pikmin)
L02 - Forest of Hope
L04 - Ai no Uta
L08 - Ai no Uta (French Version)
L05 - Tane no Uta
L03 - Environmental Noises
R08 - Title (Big Brain Academy)
Smashville
N01 - Title (Animal Crossing)
N02 - Go K.K. Rider!
N03 - 2:00 a.m.
N06 - Town Hall and Tom Nook's Store
N05 - The Roost
N07 - K.K. Crusin'
N08 - K.K. Western
N09 - K.K. Gumbo
N10 - Rockin' K.K.
N11 - DJ K.K.
N12 - K.K. Condor
New Pork City
K07 - Porky's Theme
K09 - Unfounded Revenge / Smashing Song of Praise
K08 - Mother 3 Love Theme
K10 - You Call This a Utopia?!
K05 - Humoresque of a Little Dog
K01 - Snowman
Summit
Q07 - Ice Climber
Q06 - Balloon Trip
Q08 - Shin Onigashima
Q05 - Clu Clu Land
W13 - Icicle Mountain (Melee)
Skyworld
P01 - Underworld
P03 - Skyworld
P02 - Title (Kid Icarus)
P04 - Kid Icarus Original Medley
75M
B04 - Donkey Kong
B03 - Opening (Donkey Kong)
B09 - 25m BGM
Mario Bros.
A17 - Mario Bros.
Q02 - Gyromite
Q01 - Famicom Medley
Q13 - Power-Up Music
Q14 - Douchuumen (Nazo no Murasamejo)
Flat Zone 2
R04 - Flat Zone 2
Q04 - Chill (Dr. Mario)
W14 - Flat Zone (Melee)
Pictochat
R02 - PictoChat
R10 - Mii Channel
R11 - Wii Shop Channel
R15 - Brain Age: Train Your Brain in Minutes a Day
R16 - Opening Theme (Wii Sports)
R17 - Charge! (Wii Play)
R13 - Shaberu! DS Cooking Navi
R06 - Lip's Theme (Panel de Pon)
W20 - Dr. Mario (Melee)
Shadow Moses Island
S06 - MGS4 ~Theme of Love~ Smash Bros. Brawl Version
S02 - Encounter
S03 - Theme of Tara
S08 - Battle in the Base
S04 - Yell "Dead Cell"
S07 - Cavern
S05 - Snake Eater (Instrumental)
S10 - Theme of Solid Snake
S11 - Calling to the Night
Green Hill Zone
U01 - Green Hill Zone
U04 - Angel Island Zone
U02 - Scrap Brain Zone
U03 - Emerald Hill Zone
U06 - Sonic Boom
U07 - Super Sonic Racing
U08 - Open Your Heart
U09 - Live & Learn
U10 - Sonic Heroes
U11 - Right There, Ride On
U12 - HIS WORLD (Instrumental)
U13 - Seven Rings In Hand
Temple
C03 - Great Temple / Temple
W24 - Temple (Melee)
Yoshi's Island (Melee)
W05 - Yoshi's Island (Melee)
W15 - Super Mario Bros. 3 (Melee)
Jungle Japes
W03 - Jungle Japes (Melee)
W26 - Kong Jungle (Melee)
Onett
W12 - Mother (Melee)
W19 - Mother 2 (Melee)
Corneria
W08 - Corneria (Melee)
W28 - Venom (Melee)
Rainbow Cruise
W02 - Rainbow Cruise (Melee)
W01 - Princess Peach's Castle (Melee)
Green Greens
W07 - Green Greens (Melee)
W06 - Fountain of Dreams (Melee)
Big Blue
W11 - Big Blue (Melee)
W29 - Mute City (Melee)
Brinstar
W27 - Brinstar (Melee)
W04 - Brinstar Depths (Melee)
Pokémon Stadium
W09 - Pokémon Stadium (Melee)
W16 - Battle Theme (Melee)
W10 - Poké Floats (Melee)
Menu
X01 - Super Smash Bros. Brawl Main Theme
X02 - Menu 1
X03 - Menu 2
W30 - Menu (Melee)
Subspace Emissary
Y01 - Adventure Map
X17 - Adventure Map Ver. 2
Y02 - Step: The Plain
Y03 - Step: The Cave
Y04 - Step: Subspace
Y09 - Jungle Theme (Donkey Kong Country)
Y10 - Airship Theme (Super Mario Bros. 3) (SSE)
Y11 - Menu (Metroid Prime)
Y13 - Brinstar (Metroid)
Y14 - Step: Subspace Ver.2
Y15 - Step: Subspace Ver.3
Y05 - Boss Battle Song 1
Y07 - Boss Battle Song 2
Y08 - Save Point
X27 - Credits
Y16 - Ambient
Y17 - Clear
Victory Themes
Z01 - Mario Series
Z02 - Donkey Kong Series
Z03 - Legend of Zelda Series
Z04 - Metroid Series
Z05 - Yoshi
Z06 - Kirby Series
Z07 - Star Fox Series
Z08 - Pokémon Series
Z10 - Captain Falcon
Z11 - Mother Series
Z16 - Ice Climbers
Z17 - Fire Emblem Series
Z18 - Mr. Game & Watch
Z21 - Wario
Z22 - Meta Knight
Z23 - Pit
Z25 - Olimar
Z35 - R.O.B.
Z46 - Solid Snake
Z47 - Sonic The Hedgehog
Other Sound Effects & Music
X04 - How To Play
X06 - Clear
X07 - Online Practice Stage
X08 - Results Display Screen
X09 - Tournament Registration
X10 - Tournament Grid
X11 - Tournament Match End
X13 - Classic: Results Screen
X15 - All-Star Rest Area
X16 - Home-Run Contest
X17 - Cruel Brawl
X18 - Boss Battle
X19 - Trophy Gallery
X20 - Sticker Album / Album / Chronicle
X21 - Coin Launcher
X22 - Classic Mode Clear
X23 - Stage Builder
X26 - Target Smash!!
T05 - Master Hand
Z50 - Continue
Z51 - Game Over
Z54 - New Feature 01
Z55 - New Feature 02
Z56 - New Feature 03
Z57 - New Feature 04
Z58 - New Feature 05


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 06, 2014, 09:41:46 PM
Thank you so much. Exactly what I needed


Title: Re: The Brawl Expansion Project
Post by: chocodino on August 07, 2014, 12:32:40 AM
Edit: How do you make a character compatible with rotation? [I guess one only needs a stock icon, but I don't know where the rotation files are stored].


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 07, 2014, 09:42:50 PM
On topic: Has anything happened since the Zelda/ROB/Toon Link REL?

Off Topic: I'm going dark until the next Brawl EX update. I want to go back to playing video games so I'm stepping away until the next step goes into motion. Which is why I haven't been here or responded to anything. I'm playing Fire Emblem 1-11. Wish me luck.



Title: Re: The Brawl Expansion Project
Post by: Unkown Kokiri on August 07, 2014, 09:54:55 PM
sammi when will you be posting the updated one?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 07, 2014, 10:55:03 PM
On topic: Has anything happened since the Zelda/ROB/Toon Link REL?

Far as I've seen they all work decently.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 08, 2014, 01:41:27 PM
Far as I've seen they all work decently.

The Zelda one?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 08, 2014, 04:03:33 PM
The Zelda one?
Works well for me.


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 08, 2014, 05:49:06 PM
Does anyone know if the "Unstable Build" can brick wiis? Or does in only work on dolphin...

P.S. Is playing on a WiiU Risky? It's what I've been doing so far.


EDIT: Do the Zelda/Rob/Whozzit EXModules/RELs work on earlier versions of brawlex?


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 08, 2014, 06:58:33 PM
The "Unstable Build" probably has a good bit of bugs in it and the fact it hasn't been tested on an actual Wii, so it could have a slight chance of bricking your Wii.

I have heard using a Wii U's vWii can be risky, but that is with anything involving modding or hacking in general. Just don't be stupid and 99% you should be good.

I haven't tried the new Rels yet since I've been using the stable release. If I can get a chance, I'll test the Unstable version on my actual Wii and get back to you about your questions.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on August 08, 2014, 08:17:45 PM
Does anyone know if the "Unstable Build" can brick wiis? Or does in only work on dolphin...

P.S. Is playing on a WiiU Risky? It's what I've been doing so far.


EDIT: Do the Zelda/Rob/Whozzit EXModules/RELs work on earlier versions of brawlex?

I don't think there is any chance of bricking your Wii/WiiU. The worst that will happen is a crash.
All of the RELs seem to work just fine, with the exception of Captain Falcon. Captain Falcon clones will crash if their final smash loads the Blue Falcon or the raceway.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 08, 2014, 08:46:22 PM
How are you able to get the new RELs to work? I've been trying to load the zelda alone REL with no luck. The game freezes on loading when the stage is selected, so I'm assuming I messed up installing her module. Is it suppose to be renamed to "ft_zelda.rel"? And seeing from post 6351 on page 424, I think the newer fighter dat files need to be edited with a hex editor since the config utility 1.3 doesn't work for them.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on August 08, 2014, 09:16:03 PM
So I'm experiencing a problem in my Project M Loader... For some reason.. If I don't use the "Unknown Code" from the Project M gct, the loader won't work. If I merge it with some other codes, the loader works, but it would freeze after I press "Play". Last time, we only just the "Unknown Code" and instead of their hacks, I replaced them with mine. There were some problems, but the beginning worked. The only problems I had there were "The CSS was missing some characters for some reason..., the BrawlEX clone didn't show up in the CSS, and I think there was one more problem but I forgot." But I'm pretty sure that it has nothing to do with my hacks because before BrawlEX was released, I used to use BeyondYou's riivo, and before that I used to use Gecko. I deleted all .xml's from Riivo to make it work like Gecko and for some reason, I'm not sure why this is happening. Please help.

saw people kinda ignored you. first off this isn't really the thread to ask that kinda thing as its not BeX related. Second. project M launcher really is just gecko without reloading ios38. its not really as special as everyone seems to make it out to be. the launcher will work with any GCT file just load the game as you would thru gecko. you don't need any particular code to make it work.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 09, 2014, 12:31:42 AM
Does anyone know if the "Unstable Build" can brick wiis? Or does in only work on dolphin...

P.S. Is playing on a WiiU Risky? It's what I've been doing so far.
The unstable build can't brick your wii, it's not doing anything to affect your wii's system menu or related system stuff. The worst it could ever have the possibility of doing would be to corrupt your save file, and I doubt in its current state it could even do that. Mind you due to its instability I'd still recommend the older build for better enjoyment.

Also I wouldn't think playing it on a wii u would be risky in any way, unless Ninty decided to take action against homebrew on the vwii.

On topic: Has anything happened since the Zelda/ROB/Toon Link REL?

Off Topic: I'm going dark until the next Brawl EX update. I want to go back to playing video games so I'm stepping away until the next step goes into motion. Which is why I haven't been here or responded to anything. I'm playing Fire Emblem 1-11. Wish me luck.

I can't recall anything new happening, I've been keeping up with the forums but I've been taking a break on updating my stuff too. I've got a huge stack of games that has been building up for awhile now that's in well need of being played.


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 09, 2014, 07:32:08 AM
So the maximum amount of character slots is 100 right? But is it possible to have 100 individual slots each with their own cosmetics and such? Because the most I've gotten is 85, and that's including the unused configs that you have to link together manually. So where would these other 15 slots come from?


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 09, 2014, 09:48:08 AM
Thanks for all the answers, guys! Except you didn't answer one thing, which was if the new EXModules from the unstable build work on the stable release.


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 09, 2014, 09:52:04 AM
I've ran Project M Loader and everything works fine but the CSS won't show the extra character I added. I needed to have another Lucas slot but it didn't work. I added everything needed and I'm not sure what's wrong. And adding to that, I'm not sure why in "My Music", the "Menu" is showing double track song for "SSBB Main Theme". Seperate info is that why doesn't Project M read some of my other codes like "Fox No Entry, Popo No Result, Pit has Ganon voice, etc." Please Help. :(

Image for My Music Error: http://i.imgur.com/iH8bn1B.jpg (http://i.imgur.com/iH8bn1B.jpg)



Title: Re: The Brawl Expansion Project
Post by: Makarew on August 09, 2014, 10:09:44 AM
So the maximum amount of character slots is 100 right? But is it possible to have 100 individual slots each with their own cosmetics and such? Because the most I've gotten is 85, and that's including the unused configs that you have to link together manually. So where would these other 15 slots come from?

Are you including boss slots, alloys, forbidden 7, Warioman, Giga Bowser, Sheik, ZSS, Individual Pokemon and trainer.

Thanks for all the answers, guys! Except you didn't answer one thing, which was if the new EXModules from the unstable build work on the stable release.

All the modules can be used with any release. So, yes.


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 09, 2014, 10:18:24 AM
All the modules can be used with any release. So, yes.

YAHOO! Zelda clone, here I come!


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 09, 2014, 11:23:51 AM
:roy:
 So I've started working with this again, and I've gotten past the strap loader screen (THANK GOD), but whenever I try to go to the Character Select, the game freezes. I'm using SammyHusky's tool, if that helps anyone.


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 09, 2014, 12:50:41 PM
Are you including boss slots, alloys, forbidden 7, Warioman, Giga Bowser, Sheik, ZSS, Individual Pokemon and trainer.

Yes I am. I've used up every available slot up to ID 3E except the none slot because I've heard it causes bad damages. I've also used every ID from 3F to 63, so I'm really not sure how we're supposed to get 100 characters :s


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on August 09, 2014, 01:37:05 PM
Yes I am. I&#039;ve used up every available slot up to ID 3E except the none slot because I&#039;ve heard it causes bad damages. I&#039;ve also used every ID from 3F to 63, so I&#039;m really not sure how we&#039;re supposed to get 100 characters :s

you will not be able to use all 100 slots unless you either use the unstable build of brawlex version 2 or unless you wait until phantom wing uploads an update to brawlex version 2 making it stable.

otherwise the max amount of character slots you can have will be arond 87 or so i think, however it may be less than the amount i said or slightly more but one thing is for sure you can't have up to the full 100 slots with any of the stable biulds released so far however you can get really colse to the max by adding the alloy slots the forbidden 7 and even a couple more by using popo and nana's slots. otherwise like i said you will have to use the unstable build of version 2 brawlex.


Title: Re: The Brawl Expansion Project
Post by: Gigaeel on August 09, 2014, 01:50:52 PM
Good, all I needed to know. I just thought I was missing something since I only had enough configs for about 86 slots


Title: Re: The Brawl Expansion Project
Post by: zutox on August 09, 2014, 02:21:08 PM
YAHOO! Zelda clone, here I come!

I have not gotten any zelda clones to work using the new module of her yet :/


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 09, 2014, 04:57:59 PM
I have not gotten any zelda clones to work using the new module of her yet :/

Well, I just did. Maybe it only works on console.


Title: Re: The Brawl Expansion Project
Post by: corpsra on August 09, 2014, 07:49:41 PM
Well, I just did. Maybe it only works on console.
what did you do to get yours working?  :>.>:


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 10, 2014, 09:13:40 AM
what did you do to get yours working?  :>.>:

I just put the module in "Module" and the files in the BrawlEx folder. However, once I added the CSPs, it crashed. So I guess it only works without custom CSPs.


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 10, 2014, 03:28:56 PM
:ylink:
Eheheh... Got it working, nevermind.
Next time, I gotta remember to have all the files included in the downloads.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 10, 2014, 04:42:32 PM
I'm having a very odd problem. Any clone with a franchise mark above 30 freezes on the result screen, when the match ends. I made sure that the correct marks were in STGRESULT, yet it still freezes. All of my other clones up to 29 work fine, even without a proper result screen mark. Anyone else have this problem? Anyone know how to fix it?
Far as I know 29 franchises is the limit, I've also been trying to get 30+ with no luck.


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 10, 2014, 04:57:49 PM
:drmario:
Aaaand I'm back. Same god damn problem, it still isn't working. Can someone please help me? I'm really desperate here.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 10, 2014, 05:08:16 PM
Sorry, what problem are you having?
uh... do you have hooktype set to AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 10, 2014, 07:15:40 PM
Sorry, what problem are you having?
uh... do you have hooktype set to AXNextFrame?
:mewtwo:
I do have AXNextFrame enabled, yes, and everything works fine until I try to go to the character select. I'm using Sammyhusky's clone tool, and I don't have the CSS Code in my .gct file. those are the only thing that I think might cause that issue.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 10, 2014, 07:32:33 PM
:mewtwo:
I do have AXNextFrame enabled, yes, and everything works fine until I try to go to the character select. I'm using Sammyhusky's clone tool, and I don't have the CSS Code in my .gct file. those are the only thing that I think might cause that issue.
Are you using cssroster.dat? if so then you won't need the code.


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 10, 2014, 07:50:13 PM
Are you using cssroster.dat? if so then you won't need the code.
:roy:
 Yeah, I didn't think so. The only codes I have are:

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

File Patch Code v3.5.1
* 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 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

Disable Custom Stages
* 046B841C 48000040


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 10, 2014, 08:08:41 PM
I just put the module in "Module" and the files in the BrawlEx folder. However, once I added the CSPs, it crashed. So I guess it only works without custom CSPs.

Did you have to change the name of the module at all? like zelda is "ft_zelda alone BX v1.1.rel" from the download, but do you need to rename it to "ft_zelda alone.rel"?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 10, 2014, 08:21:42 PM
Did you have to change the name of the module at all? like zelda is "ft_zelda alone BX v1.1.rel" from the download, but do you need to rename it to "ft_zelda alone.rel"?
You name it to whatever the character is. For Zelda it would just be 'ft_zelda.rel'


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 10, 2014, 08:27:19 PM
So I've recently just got brawlEx to work for me, without using any packs like nebulons, and I'm having this weird problem. I've successfully added in 8 clones so far (Lloyd Irving, Kratos Aurion, Waluigi, Goku, Shulk, Shadow, Roy, and Mewtwo) but for some reason, whenever I try to add another clone on the next slots (I've tested with config slots 46 and 47) both load in game just fine, but the game crashes while about to load the result screen. would this be a problem with my result screen itself, or the config IDs I'm using? Like I said, the other 8 load flawlessly, and cause absolutely no problems. help would be greatly appreciated. :)


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 10, 2014, 08:29:09 PM
So I've recently just got brawlEx to work for me, without using any packs like nebulons, and I'm having this weird problem. I've successfully added in 8 clones so far (Lloyd Irving, Kratos Aurion, Waluigi, Goku, Shulk, Shadow, Roy, and Mewtwo) but for some reason, whenever I try to add another clone on the next slots (I've tested with config slots 46 and 47) both load in game just fine, but the game crashes while about to load the result screen. would this be a problem with my result screen itself, or the config IDs I'm using? Like I said, the other 8 load flawlessly, and cause absolutely no problems. help would be greatly appreciated. :)
Are you trying to add a new franchise icon or something? If so then that would be the problem.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 10, 2014, 08:30:11 PM
Oh, ok. The extra alone threw me off since all the other beta modules seemed to have the same pattern with the naming convention other than the Zelda alone file. Thanks, Kitsu.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 10, 2014, 08:34:24 PM
I guess I should Mention, I don't use sammi's clone tool, as it won't even load on my computer, no matter what I do. (windows 8) I use the original way of loading characters in, but I have a modified css i got from the brawl vault that has most of the editing for cosmetic placement finished. everything else I've done manually and had no issues. I've tried with a tails over meta knight, and knuckles over sonic, and naruto over ike. Kitsu-chan, I'm not using a franchise Icon, I set only a few up for some characters on the character select screen, I think i'm close to the limit, but on the result screen, I've only used one.


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 10, 2014, 08:36:01 PM
So I've recently just got brawlEx to work for me, without using any packs like nebulons, and I'm having this weird problem. I've successfully added in 8 clones so far (Lloyd Irving, Kratos Aurion, Waluigi, Goku, Shulk, Shadow, Roy, and Mewtwo) but for some reason, whenever I try to add another clone on the next slots (I've tested with config slots 46 and 47) both load in game just fine, but the game crashes while about to load the result screen. would this be a problem with my result screen itself, or the config IDs I'm using? Like I said, the other 8 load flawlessly, and cause absolutely no problems. help would be greatly appreciated. :)
:drmario:
 Do you have custom CSP's and such for said clone? If so, be sure you have everything set to the same cosmetic ID.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 10, 2014, 08:37:23 PM
that smley was 8 and ) put together...whoops, I meant to say windows 8!

Post Merge: August 10, 2014, 08:52:15 PM
yes, I'm positive the cosmetic ID isn't the issue. the css came with cosmetics that just say EX slot, and I edit and replace them When I confirm the character works. I'll put a link tot eh actual css template I'm using. it's called the brawlex cosmetic template,
 http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=5829&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=5829&Moderated=All)


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 10, 2014, 09:22:26 PM
Some Clones Need Result files, Ex: FitShadowResults.pac If you can't find any results files, then make sure your clones' fighter config for Results set to none. That's happened to me when I first did a Toon Link clone.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 10, 2014, 10:14:10 PM
I never knew that. I just went and tried it...and still a freeze. I'm starting to think the PSA itself might be corrupt? It's unlikely, because the three movesets I've tested all come from nebulon's pack, (I'm making my own pack with my favourite characters, and I like a few characters from his pack.) Anyway, I set the results to none on knuckles and Naruto, and Both still freze. It's a weird different freeze too. for naruto the screen goes black like it was about to display the results screen, but is crashed, as I can't escape from the screen. there is no loud beep. for knuckles, when the game ends, and the announcer says "Game!" or whatever, there's a few seconds of slo-mo before it loads the results screen, but it freezes before it goes to the result screen. It still shoes the fight scene, but frozen. again no beep and I can't escape the screen. I don't understand why it's doing this, I literally added in waluigi, then moved on to knuckles right after, and it didn't work. :/


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 10, 2014, 10:44:08 PM
Odd I'm using some fighters from Nebulon's pack and they work for me for example I'm have Waluigi in my pack and he works perfectly. Try adding in a STGRESULT.pac into the folder for your stages.


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on August 11, 2014, 12:03:44 AM
how do u make a zelda clone that can transform into sheik?


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 11, 2014, 01:57:02 AM
I do have a result.pac, and I've tried different result.pac files as well. With a soft crash, I know it means it's missing files, but you can still press home and leave, right? at least that's how it's been with my soft crashes in the past. it just straight up freezes, and i have to turn the system off. there is no compression on any of the miscdata files in the result pac, and everything is named correctly. Brstmguy, I am also using that waluigi, and it works just fine. I have him on slot 45, so far anything on 46, 47, or 48 as I've checked, doesn't work.


Title: Re: The Brawl Expansion Project
Post by: Superlucario603 on August 11, 2014, 02:23:42 AM
how do u make a zelda clone that can transform into sheik?

Be more specific.... What do you mean a Zelda clone? Like toon Zelda? Or someone that goes over Zelda? 


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 11, 2014, 10:34:45 AM
Okay, guys, I've found the problem - it isn't CSPs, it's because I was using a custom moveset that failed. So, I fixed the problem, but now have another one - whenever I use Farore's Wind, it crashes when I re-appear. Any Idea's of what went wrong?


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 11, 2014, 11:17:01 AM
:pichu:
 So, I fixed it.
I don't know how, But I fixed it.


Title: Re: The Brawl Expansion Project
Post by: Goko567 on August 11, 2014, 11:38:00 AM
How do I make custom announcer calls for a custom character?


Title: Re: The Brawl Expansion Project
Post by: The Professor on August 11, 2014, 01:58:10 PM
How do I make custom announcer calls for a custom character?
:drmario:
To my current knowledge, I believe you have to replace one of the boss's sound files with the announcer call, and change the ID of the announcer call to the sound you replaced's ID.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 11, 2014, 03:11:56 PM
You have to replace one of the Announcer's existing clips such as the, "Rotation!" Clip with the the Announcer call of the clone such as, "Young Link!" And edit a certain portion of the cosmetic to the Audio ID of that clip with a Hex Editor. As to find out the Audio's ID You have to use the Smashbros.brsar to find out


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 11, 2014, 07:35:57 PM
I was referring to the result screen portraits located at pf\menu\common\char_bust_tex. Each character has to have 1 file that has these that matches up with their cosmetic number. This is probably what you're missing.

Nope, I have result screen portraits preset for about 50 extra slots for when I use them. I feel Like I should upload my SD card contents somewhere and let others see what could be the issue, after all, I could have totally made a noobish mistake somewhere - wherever the hack it is.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 12, 2014, 05:43:43 PM
Can someone tell me where the new .rel files for toon link, rob, zelda, etc. are? I've downloaded just about everything on the front page and there's nothing in there. Better yet, can someone just link them? Thanks in advance and sorry for the trouble! xI
They're found in the unstable build.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on August 13, 2014, 12:43:52 AM
Ahh i suppose i should have posted in this thread as well. I've made a thread specifically for tools or modifications to existing tools that i have made. Figured if i was inclined to make changes to the things i used for convenience then others would probably benefit from it as well. In the thread, i've also updated the clone tool. You can find the changelog for it there, but i can tell you it's fixed all the current bugs that were reported to me as well as added a button for patching the module, and asking to re-encode textures as cmpr automatically when using the "compress filesize" in the cosmetic form. You can find the thread  here (http://forums.kc-mm.com/index.php?topic=70217.0)


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on August 13, 2014, 02:01:51 PM
So I've gotten as far as adding the clone to the CSS, but after I follow sammi huskys tutorial and after I finish I get a random icon instead of (ex. Dr mario) icon. I've followed the video again and again and still end up with the same results. I feel like a n00b asking these questions but that's what we're all here for right? To help haha thanks in advance guys!


Title: Re: The Brawl Expansion Project
Post by: Real on August 13, 2014, 03:01:59 PM
So I've gotten as far as adding the clone to the CSS, but after I follow sammi huskys tutorial and after I finish I get a random icon instead of (ex. Dr mario) icon. I've followed the video again and again and still end up with the same results. I feel like a n00b asking these questions but that's what we're all here for right? To help haha thanks in advance guys!

Have you watched the end of the video? The Hex Editing? And have you changed the modules to the clone id (3F?)


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 13, 2014, 03:09:31 PM
So I've gotten as far as adding the clone to the CSS, but after I follow sammi huskys tutorial and after I finish I get a random icon instead of (ex. Dr mario) icon. I've followed the video again and again and still end up with the same results. I feel like a n00b asking these questions but that's what we're all here for right? To help haha thanks in advance guys!

Do you have the correct hook? It should be AXNextFrame.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 13, 2014, 03:23:35 PM
Ahh i suppose i should have posted in this thread as well. I've made a thread specifically for tools or modifications to existing tools that i have made. Figured if i was inclined to make changes to the things i used for convenience then others would probably benefit from it as well. In the thread, i've also updated the clone tool. You can find the changelog for it there, but i can tell you it's fixed all the current bugs that were reported to me as well as added a button for patching the module, and asking to re-encode textures as cmpr automatically when using the "compress filesize" in the cosmetic form. You can find the thread  here ([url]http://forums.kc-mm.com/index.php?topic=70217.0[/url])
I feel like this is the first bit of good news that this thread has gotten in a while... It's just been a lot of questions lately. I keep checking back for updates, but there never seems to be any. :P
I am definitely gonna be downloading the updated tool! Thanks again Sammi! XD


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on August 13, 2014, 04:37:05 PM
Have you watched the end of the video? The Hex Editing? And have you changed the modules to the clone id (3F?)
Do you have the correct hook? It should be AXNextFrame.
Yes I have edited the module and everything hex that needed and yes the hook type is axnextframe


Title: Re: The Brawl Expansion Project
Post by: Doq on August 13, 2014, 04:59:42 PM
Well it does seem that using the VBI hooktype does work properly with BrawlEx (http://brawlminus.net/forums/threads/trouble-with-gecko-os-1-9-3-1.581/#post-8522). Testing required.


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on August 13, 2014, 05:04:21 PM
Well it does seem that using the VBI hooktype does work properly with BrawlEx ([url]http://brawlminus.net/forums/threads/trouble-with-gecko-os-1-9-3-1.581/#post-8522[/url]). Testing required.

Ill test that out I haven't tested any only the axnextframe which seems to work 99% of the time


Title: Re: The Brawl Expansion Project
Post by: superluigi220 on August 13, 2014, 05:27:41 PM
i don't know to make a zelda clone transform into a sheik clone


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 13, 2014, 05:42:22 PM
Little update here, I slowly just reworked everything into nebulon's brawlex pack, and things worked flawlessly. I'm now adding and replacing and removing characters. I'm taking characters I didn't like from the pack and putting in my favourite characters. Thanks to those that gave me suggestions here.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 13, 2014, 07:17:45 PM
Ill test that out I haven't tested any only the axnextframe which seems to work 99% of the time

To add to all this, OSSleepthread works with varying success too. I find I still get crashes half the time on boot though, with USB.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 13, 2014, 10:06:23 PM
Little update here, I slowly just reworked everything into nebulon's brawlex pack, and things worked flawlessly. I'm now adding and replacing and removing characters. I'm taking characters I didn't like from the pack and putting in my favourite characters. Thanks to those that gave me suggestions here.

Who did you use? I'm interested in looking for more people. Also has PW mentioned when yhe next update is?


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on August 13, 2014, 11:02:26 PM
If somebody could show me how to change sfx and announcer calls for the clones that'd be great if possible


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 13, 2014, 11:04:20 PM
If somebody could show me how to change sfx and announcer calls for the clones that'd be great if possible

i might make a tut for the announcer calls


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 14, 2014, 09:40:38 AM
Who did you use? I'm interested in looking for more people. Also has PW mentioned when yhe next update is?

I've been using a bunch of different PSAs I enjoy and can competently play with. This includes Shulk, Lloyd, Kratos Aurion, Asch, Luffy, Issac (not the new one that came out recently) and I'm thinking of putting in Brawl DX's louie, as it's looking to be pretty cool, and amazing olimar-exclusive hacks are hard to find.
I check in on updates to some brawl packs, including yours, Nebulon, for updated or new PSAs I might enjoy. I'm close to 80 characters now, I beleive.


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on August 14, 2014, 02:24:44 PM

I've been using a bunch of different PSAs I enjoy and can competently play with. This includes Shulk, Lloyd, Kratos Aurion, Asch, Luffy, Issac (not the new one that came out recently) and I'm thinking of putting in Brawl DX's louie, as it's looking to be pretty cool, and amazing olimar-exclusive hacks are hard to find.
I check in on updates to some brawl packs, including yours, Nebulon, for updated or new PSAs I might enjoy. I'm close to 80 characters now, I beleive.
You should release your pack man that'd be cool


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 14, 2014, 02:45:07 PM
You should release your pack man that'd be cool
I would like to, but I want to make sure everything works just fine before I do so. there are a few graphical issues that need to be fixed. I think Nebulon had a tutorial on non-colliding graphics between characters? I need to find that. XD


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 14, 2014, 04:53:02 PM
I would like to, but I want to make sure everything works just fine before I do so. there are a few graphical issues that need to be fixed. I think Nebulon had a tutorial on non-colliding graphics between characters? I need to find that. XD

Yes, he has one.

However, it is really hard.

ASF1nk made one too, but too short. I can't understand what to do.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 14, 2014, 09:24:23 PM
Yes, he has one.

However, it is really hard.

ASF1nk made one too, but too short. I can't understand what to do.
Oh, jeez, really? Guess if I can't understand it, there's nothing I can do. :/


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 14, 2014, 09:42:51 PM
Oh, jeez, really? Guess if I can't understand it, there's nothing I can do. :/

There's a video tutorial made by SonicBrawler.
I haven't seen it, but you should check it out.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 14, 2014, 09:56:17 PM
https://www.youtube.com/watch?v=UmeyJhx8isM (https://www.youtube.com/watch?v=UmeyJhx8isM)


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 14, 2014, 10:03:50 PM
https://www.youtube.com/watch?v=UmeyJhx8isM (https://www.youtube.com/watch?v=UmeyJhx8isM)
definitely gonna check this out. thanks!


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on August 15, 2014, 03:08:59 AM

Jaja Yeah, SonicBrawler pretty much got it.
You might also want to find the original file from where the enemy/trophy ef_file is loaded and rename that ef_file too and put it in your sd card to avoid any possible conflict.

Also clones with traces/sword traces might be a bit more complicated. From what I recall the sub ef_file needs to also have traces/zanzou and there is an extra parameter that needs to be edited for the swordglow on the PSA. I think I posted a list of the Trace/Zanzou IDs somewhere some one might have it. :P

This from the top of my head and I didn't really get to test much with gfx. Maybe you could try the unused/nulled ef_files?

Anyways, good work! jaja




Title: Re: The Brawl Expansion Project
Post by: Lillith on August 15, 2014, 03:18:18 AM
This from the top of my head and I didn't really get to test much with gfx. Maybe you could try the unused/nulled ef_files?
Already tried them, they just don't work. Although it's good if your character doesn't use GFX stuff.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on August 15, 2014, 03:40:23 AM
Now I know. lol


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 15, 2014, 08:29:15 AM
Now I know. lol
http://youtu.be/pele5vptVgc (http://youtu.be/pele5vptVgc)
I couldn't resist. :P


Also has anyone gotten a Zelda clone to work? Cause I am having some weird stuff happening with having the Spiderman and Pheonix PSA's on the original Sheik & Zelda. And I want to know if splitting them into different clones would be better.  :P


Title: Re: The Brawl Expansion Project
Post by: SumRndmDde on August 15, 2014, 09:36:36 AM
Can someone please give me a link to download the BrawlEx Clone Tool. The link on this page doesn't work anymore and I cannot find it anywhere else. Anyone willing to help a new BrawlEx user?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 15, 2014, 09:40:15 AM
Can someone please give me a link to download the BrawlEx Clone Tool. The link on this page doesn't work anymore and I cannot find it anywhere else. Anyone willing to help a new BrawlEx user?
Here: http://forums.kc-mm.com/index.php?topic=70217.0 (http://forums.kc-mm.com/index.php?topic=70217.0)


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 15, 2014, 10:41:00 AM

Jaja Yeah, SonicBrawler pretty much got it.
You might also want to find the original file from where the enemy/trophy ef_file is loaded and rename that ef_file too and put it in your sd card to avoid any possible conflict.

Also clones with traces/sword traces might be a bit more complicated. From what I recall the sub ef_file needs to also have traces/zanzou and there is an extra parameter that needs to be edited for the swordglow on the PSA. I think I posted a list of the Trace/Zanzou IDs somewhere some one might have it. :P

This from the top of my head and I didn't really get to test much with gfx. Maybe you could try the unused/nulled ef_files?

Anyways, good work! jaja





That must explain why I keep getting weird textures happening with a cloned Goku over Pit. When I have normal Pit and Goku fighting, Pit will start to shoot Goku's cloud and his Kamehameha wave appears when, I believe, he flies. I'm still unsure how the second one happens since a computer is doing this.

On a side note, is it possible to expand Stages as clones too? I looked through the thread below abit and it got me thinking if anyone knew a method to increase stage slots.
http://forums.kc-mm.com/index.php?topic=20291.0 (http://forums.kc-mm.com/index.php?topic=20291.0)


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 15, 2014, 07:18:57 PM
Hi I have an issue with BrawlEx.. when it's activated the game freezes upon selecting a stage. I have BrawlEx's core files "sc_selcharacter" & the stage expansion's "sc_selmap" together in one Common5 but still getting freezing. Here are my codes & if other info is needed let me know.. appreciated.

Codefile: http://1drv.ms/1sKq9Dh (http://1drv.ms/1sKq9Dh)


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 15, 2014, 07:57:11 PM
Brawlex is currently not compatible with common5 that's why sc_character and sc_selmap are separate files in various packs.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 15, 2014, 08:00:52 PM
Brawlex is currently not compatible with common5 that's why sc_character and sc_selmap are separate files in various packs.

Ok I tried using sc_selcharacter and sc_selmap as separate files in the Menu2 folder & removed the previous Common5 but still no luck. Any suggestions?


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 15, 2014, 08:03:21 PM
Hi I have an issue with BrawlEx.. when it's activated the game freezes upon selecting a stage. I have BrawlEx's core files "sc_selcharacter" & the stage expansion's "sc_selmap" together in one Common5 but still getting freezing. Here are my codes & if other info is needed let me know.. appreciated.

Codefile: [url]http://1drv.ms/1sKq9Dh[/url] ([url]http://1drv.ms/1sKq9Dh[/url])


Do you have the bx_fighter.rel and the BrawlEx Kirby module? Do you have all required files for you character


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 15, 2014, 09:17:02 PM
Do you have the bx_fighter.rel and the BrawlEx Kirby module? Do you have all required files for you character

Yes I have all required files for the clone and BrawlEx's necessary files. I just can't tell if anything else I have is conflicting.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 15, 2014, 09:38:29 PM
That must explain why I keep getting weird textures happening with a cloned Goku over Pit. When I have normal Pit and Goku fighting, Pit will start to shoot Goku's cloud and his Kamehameha wave appears when, I believe, he flies. I'm still unsure how the second one happens since a computer is doing this.

On a side note, is it possible to expand Stages as clones too? I looked through the thread below abit and it got me thinking if anyone knew a method to increase stage slots.
[url]http://forums.kc-mm.com/index.php?topic=20291.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=20291.0[/url])


PW had mentioned it previously, but as with all of his mentionings, we won't truly know what's going on until he resurfaces.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 16, 2014, 12:11:50 AM
Yes I have all required files for the clone and BrawlEx's necessary files. I just can't tell if anything else I have is conflicting.
Does your clone have it's entry set to single or multiple? If it does, that may be your problem which all you'd have to do is set the entry to none.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 16, 2014, 10:37:37 AM
Does your clone have it's entry set to single or multiple? If it does, that may be your problem which all you'd have to do is set the entry to none.

The clone's files are completely default (from original brawl files). The only thing changed by me was the filename. The freezing happens when you click a stage--even if the clone is NOT selected as one of the characters I'm using. Suggestions anyone..?


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 16, 2014, 12:53:32 PM
Hey guys, I'm new to this BrawlEx and when I try to add a new character a Random icon shows up and as soon as I scroll to it, it freezes. I've read the Troubleshooting and every file is there. I'm using Riivolution and I was thinking is the XML file? Is there any specific XML file I need to have? Thanks.


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 16, 2014, 01:00:33 PM
Hey guys, I'm new to this BrawlEx and when I try to add a new character a Random icon shows up and as soon as I scroll to it, it freezes. I've read the Troubleshooting and every file is there. I'm using Riivolution and I was thinking is the XML file? Is there any specific XML file I need to have? Thanks.

What xml are you using?


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 16, 2014, 01:02:42 PM
What xml are you using?
A really old one, Beyond's XML
It's the only one that works for me.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 16, 2014, 01:12:37 PM
A really old one, Beyond's XML
It's the only one that works for me.

Beyond's XML forces you to use common5 to have a hacked CSS.

common5 CSS is not supported by BrawlEx ATM.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 16, 2014, 01:17:23 PM
Beyond's XML forces you to use common5 to have a hacked CSS.

common5 CSS is not supported by BrawlEx ATM.
That explains everything, so do I need to delete the common5 and use another XML?
Edit:
Got everything working Thanks, but now that I added Marth, Roy's SFX was replaced by Marth's SFX and is bugging me. Anyway we can change that?


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 16, 2014, 02:38:22 PM
Okay, you all ignored me last time, but does anyone know what's wrong? I made a perfectly vanilla Zelda clone, but she crashes when I use her up B!

Also, it only crashes when I re-appear in air.


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 16, 2014, 04:52:16 PM
PW had mentioned it previously, but as with all of his mentionings, we won't truly know what's going on until he resurfaces.

Ah, ok. So stage expansions might be in the makings, but it is unsure if this ever becomes a reality at this time.

Okay, you all ignored me last time, but does anyone know what's wrong? I made a perfectly vanilla Zelda clone, but she crashes when I use her up B!

Also, it only crashes when I re-appear in air.

Well the Zelda module is still in beta state, so it could be the fact that the module has bugs in it causing your freezes.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on August 16, 2014, 09:16:49 PM
Brawlex is currently not compatible with common5 that's why sc_character and sc_selmap are separate files in various packs.
Beyond's XML forces you to use common5 to have a hacked CSS.

common5 CSS is not supported by BrawlEx ATM.
What are you two talking about? Common5 CSS works just fine with BrawlEx. I use it without any problems in my build, not to mention that Brawl Minus uses common5.pac with their build as well.
You two need to stop spreading misinformation.  :>.>palm:



Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 16, 2014, 09:25:47 PM
What are you two talking about? Common5 CSS works just fine with BrawlEx. I use it without any problems in my build, not to mention that Brawl Minus uses common5.pac with their build as well.
You two need to stop spreading misinformation.  :>.>palm:



Brawl Minus has a different codeset from vBrawl.

And common5 CSS doesn't work for me and others, so....


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 16, 2014, 10:16:06 PM
Bgeo25 Mind if I ask, What stage or stages do the games crash upon choosing?


Title: Re: The Brawl Expansion Project
Post by: Ratmon19 on August 16, 2014, 10:51:54 PM
Nebulon's BrawlEx Pack is awesome but some characters crash the game could anyone please remove does unplayable.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 16, 2014, 11:53:40 PM
Nebulon's BrawlEx Pack is awesome but some characters crash the game could anyone please remove does unplayable.

You can do that by your own.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 17, 2014, 02:29:18 AM
Nebulon's BrawlEx Pack is awesome but some characters crash the game could anyone please remove does unplayable.
if you have the config utility program and the cssroster file from the brawlex download, you can remove them, or replace them with characters you do want in the game. it's not really that hard to do...


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on August 17, 2014, 10:26:01 AM
Nebulon's BrawlEx Pack is awesome but some characters crash the game could anyone please remove does unplayable.

That's odd. I use Nebulon's pack and i have never had it crash and i use every character. Do you exit out of the css after every match? Also, random does not work due to the fact that Nebulon's pack uses boss slots.


Title: Re: The Brawl Expansion Project
Post by: Ratmon19 on August 17, 2014, 01:09:21 PM
Can anyone please help me, how do you add portraits for the characters your adding? Where do you assign the number?


Title: Re: The Brawl Expansion Project
Post by: DTST on August 17, 2014, 01:13:47 PM
Can anyone please help me, how do you add portraits for the characters your adding? Where do you assign the number?

Read the first page, don't skim your eyes across actually read.


Title: Re: The Brawl Expansion Project
Post by: Ssisk on August 17, 2014, 03:16:31 PM
Hey I was using the brawl ex clone tool and I went to the load brawl ex clone tool and when i selected my PF folder this error message poped up. If any one knows how to fix this error id be very thankfull.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.Int32.Parse(String s, NumberStyles style)
   at WindowsFormsApplication2.MainWindow.LoadClones()
   at WindowsFormsApplication2.MainWindow.SelectFolderB utton_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18449 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlEx Clone Tool
    Assembly Version: 0.1.0.0
    Win32 Version: 0.1.0.0
    CodeBase: file:///C:/Users/chiro/Desktop/BrawlEx%20Clone%20Tool/BrawlEx%20Clone%20Tool.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.20.5337.19371
    Win32 Version: 0.20.1.0
    CodeBase: file:///C:/Users/chiro/Desktop/BrawlEx%20Clone%20Tool/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18046 built by: FX45RTMGDR
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18045 built by: FX45RTMGDR
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18058 built by: FX45RTMGDR
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 17, 2014, 04:51:33 PM
Um...
1st: Try using a spoilers tag to hide all of that huge wall of text.
Code:
[spoiler]Your text here![/spoiler]

2nd: Try posting your question again in this thread that is specifically for the tool. http://forums.kc-mm.com/index.php?topic=70217.0 (http://forums.kc-mm.com/index.php?topic=70217.0) People there will be able to answer it better. :P


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 17, 2014, 05:37:48 PM
Bgeo25 Mind if I ask, What stage or stages do the games crash upon choosing?

Freezing issue happens for all characters and stages.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 17, 2014, 05:45:23 PM
Freezing issue happens for all characters and stages.

Freezes with more frequence in Nebulon's pack due to the extreme load of codes in the GCT.
And some PSA's have issues. For example Ryu, Spiderman, Vegeta, Cloud and Sora.

I can't use Sora at all, Ryu has the Neutral B freezing issue since it was created, Vegeta freezes when the sawnd file is introduced (Nebulon's pack doesn't use it so there's no problem) and the Cloud in his pack can't use Final Smash in the air (only freezes when fighting in big stages).
Spiderman was made over Sheik, that's why it has some issues.


Title: Re: The Brawl Expansion Project
Post by: Ratmon19 on August 17, 2014, 05:50:14 PM
Ok so I'm trying to add The Villager to Project EX version, and I follow all the instructions and on the clone tool everything looks correct including the menu portrait but in the game it gets the wrong menu portrait(other portrait are correct) and I don't get where the menu name bars are configure in. Please could someone please help me I'm getting really frustrated cause I'm really trying to follow all instructions.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 17, 2014, 06:15:19 PM
I think I did something wrong. On a hex editor I made a few changes to the roster, when usually I would use the clone tool for that. But then the clone tool doesn't work on my roster anymore, and I have a Mario icon in the end of my CSS that I don't know how to remove (because the ID for Mario does not appear there after the random when I use the hex editor). What do I do?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 17, 2014, 06:18:14 PM
I think I did something wrong. On a hex editor I made a few changes to the roster, when usually I would use the clone tool for that. But then the clone tool doesn't work on my roster anymore, and I have a Mario icon in the end of my CSS that I don't know how to remove (because the ID for Mario does not appear there after the random when I use the hex editor). What do I do?
I've had that same kind of thing happen to me before... I couldn't figure out how to fix it, so I just made a new CSSRoster.dat. :P That was faster than me trying to troubleshoot and figure out what was wrong.


Title: Re: The Brawl Expansion Project
Post by: Slick76jakers on August 17, 2014, 07:15:47 PM
I think I did something wrong. On a hex editor I made a few changes to the roster, when usually I would use the clone tool for that. But then the clone tool doesn't work on my roster anymore, and I have a Mario icon in the end of my CSS that I don't know how to remove (because the ID for Mario does not appear there after the random when I use the hex editor). What do I do?
I've never been able to even use the program, never works for me. It never actually opened up until this newest update, but it still can't identify my pf file. Doing things manually has been the bane of my summer so far XD

Post Merge: August 17, 2014, 07:20:08 PM
Also, I've been adding and modifying alternate colours and costumes, but EVERY. SINGLE. TIME. I try to add a new texture, I have to check the game and make sure it works. not close to the filesize limit or anything, I have no idea how or why any of the textures are doing this, all I can do is hope for the best.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 17, 2014, 11:11:39 PM
I have to ask:

I want to make a Kamen Rider character, but I can't seem to find a Captain Falcon ExModule. Is there one in existence, plans to make one, or a way to do it without the EXModule?


Title: Re: The Brawl Expansion Project
Post by: Tiberious on August 17, 2014, 11:32:47 PM
Has anyone discovered why Multi-Man Brawl crashes when playing as an Alloy, even with this mod in use?

I understand that this is geared towards multiplayer matches, but getting added characters to work everywhere would be a great thing to achieve, IMO.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on August 18, 2014, 07:46:37 AM
I have to ask:

I want to make a Kamen Rider character, but I can't seem to find a Captain Falcon ExModule. Is there one in existence, plans to make one, or a way to do it without the EXModule?
Um... It is included in the v2.0.0.x unstable build. Or if you don't trust that I have a link to it here. (https://www.dropbox.com/s/2egf47t2g21yfgg/ft_captain%20BX%20%20%5BPikazz%20%26%20Sammi-Husky%5D.rel)


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 18, 2014, 01:45:44 PM
Um... It is included in the v2.0.0.x unstable build. Or if you don't trust that I have a link to it here. (https://www.dropbox.com/s/2egf47t2g21yfgg/ft_captain%20BX%20%20%5BPikazz%20%26%20Sammi-Husky%5D.rel)

That's weird, I downloaded the v2.0.0.x build and it wasn't in there. either way, thanks! ^^


Title: Re: The Brawl Expansion Project
Post by: corpsra on August 19, 2014, 04:55:13 PM
does anyone else's falco freezes when you select a stage?


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 19, 2014, 06:32:54 PM
Damn... Captain Falcon's Final Smash causes the game to freeze when activated through a clone. >_<


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 19, 2014, 06:35:43 PM
Damn... Captain Falcon's Final Smash causes the game to freeze when activated through a clone. >_<


(http://www.vgcats.com/super/newsimage/slow.gif)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 19, 2014, 08:01:42 PM
Damn... Captain Falcon's Final Smash causes the game to freeze when activated through a clone. >_<

That was stated long ago.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 20, 2014, 01:23:05 PM
sorry i missed that then

another thing I've noted is that I have several Marth clones, each with its own moveset. however, I noticed that in battle when faced against each other, their effects tend to override the others. I.e. One character with Ichigo Kurosaki's moveset and another with Lucina's moveset, will sometimes cause them both to use the same effect file at random so sometimes Lucina will irradiate Ichigo dark waves, or Ichigo will have Lucina's yellow sword trail. Has this been noted and is there any workarounds or planned future fixes?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 20, 2014, 04:53:08 PM
Freezes with more frequence in Nebulon's pack due to the extreme load of codes in the GCT.
And some PSA's have issues. For example Ryu, Spiderman, Vegeta, Cloud and Sora.

I can't use Sora at all, Ryu has the Neutral B freezing issue since it was created, Vegeta freezes when the sawnd file is introduced (Nebulon's pack doesn't use it so there's no problem) and the Cloud in his pack can't use Final Smash in the air (only freezes when fighting in big stages).
Spiderman was made over Sheik, that's why it has some issues.

I don't have an 'extreme' load of codes in the GCT it's actually just a few. In addition I tested it without PSA characters (regular) and it still freezes when I select a stage. Suggestions?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 21, 2014, 08:45:20 AM
I don't have an 'extreme' load of codes in the GCT it's actually just a few. In addition I tested it without PSA characters (regular) and it still freezes when I select a stage. Suggestions?

Sounds like the stage you're trying to load might be bugged up then. Try checking both your stages and your stage modules and make sure they're all right for whatever you're using them for.


Title: Re: The Brawl Expansion Project
Post by: Mariohuge on August 21, 2014, 11:57:20 AM
I had a problem with Brawlex, and I don't know if a fix was stated earlier. Each time I load a clone with their respective character, their GFX conflicts. That's not the problem I have, though. If I exit that match and change the non-clone character to a different one, the clone will suddenly "de-load" their GFX. Like, if I have a Link clone fight Link, then I change the CPU's character from Link to Marth, the Link clone won't have sword slash effects. Is there a way to fix this?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 21, 2014, 12:04:59 PM
I had a problem with Brawlex, and I don't know if a fix was stated earlier. Each time I load a clone with their respective character, their GFX conflicts. That's not the problem I have, though. If I exit that match and change the non-clone character to a different one, the clone will suddenly "de-load" their GFX. Like, if I have a Link clone fight Link, then I change the CPU's character from Link to Marth, the Link clone won't have sword slash effects. Is there a way to fix this?

You need to back out of the CSS to have a "clean-slate" of the CSS so to speak. It's required in my pack.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 21, 2014, 01:50:02 PM
I had a problem with Brawlex, and I don't know if a fix was stated earlier. Each time I load a clone with their respective character, their GFX conflicts. That's not the problem I have, though. If I exit that match and change the non-clone character to a different one, the clone will suddenly "de-load" their GFX. Like, if I have a Link clone fight Link, then I change the CPU's character from Link to Marth, the Link clone won't have sword slash effects. Is there a way to fix this?

That's because most of the sword characters share the same GFX ef_file.
Once a character is deselected, the ef_file is deloaded. It won't load again unless you exit from the CSS and go back in.

He didn't change the GFX in most characters because there are not enough ef_files in the game for all clones.


Title: Re: The Brawl Expansion Project
Post by: Mariohuge on August 21, 2014, 11:17:04 PM
You need to back out of the CSS to have a "clean-slate" of the CSS so to speak. It's required in my pack.
That's because most of the sword characters share the same GFX ef_file.
Once a character is deselected, the ef_file is deloaded. It won't load again unless you exit from the CSS and go back in.

He didn't change the GFX in most characters because there are not enough ef_files in the game for all clones.
Ah, alright then. Thanks for the help. Hopefully this will be fixed/prevented in a future update.


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 22, 2014, 08:13:13 AM
Hi. So I have a freeze after the strap sreen and Dolphin send me this error

39:50:822 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu/boot/Boot.pac) 
39:50:845 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: File Read  (DVD): /menu/boot/Boot.pac (size:64832 byte, adr:0x926403c0) at 882
39:50:969 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Non-recoverable Exception 2
39:50:970 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
39:50:970 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x00000000 (             0)
39:50:970 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r1   = 0x805b4eb0 (   -2141499728)  r17  = 0x00000000 (             0)
39:50:970 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x00000000 (             0)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r3   = 0x00000004 (             4)  r19  = 0x00000000 (             0)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x00000000 (             0)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r5   = 0x801dd644 (   -2145528252)  r21  = 0x43300000 (    1127219200)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r6   = 0xffffffff (            -1)  r22  = 0x80000000 (   -2147483648)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r7   = 0x00000001 (             1)  r23  = 0x805b4fd8 (   -2141499432)
39:50:971 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r8   = 0x00000000 (             0)  r24  = 0x00000001 (             1)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r9   = 0x0000c200 (         49664)  r25  = 0x00000001 (             1)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r10  = 0x0000c208 (         49672)  r26  = 0x805bacc0 (   -2141475648)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r11  = 0x805b4eb0 (   -2141499728)  r27  = 0x00000000 (             0)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r12  = 0x8005c5f0 (   -2147105296)  r28  = 0x444dc08f (    1145946255)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x805bb860 (   -2141472672)
39:50:972 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x805bb864 (   -2141472668)
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r15  = 0x00000000 (             0)  r31  = 0x00000000 (             0)
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: LR   = 0x8001672c                   CR   = 0x44400088
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: SRR0 = 0x801dd644                   SRR1 = 0x00001030
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: GQRs----------
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr0 = 0x00000000     gqr4 = 0x00060006
39:50:973 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr1 = 0x00000000     gqr5 = 0x00070007
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr2 = 0x00040004     gqr6 = 0x05070507
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr3 = 0x00050005     gqr7 = 0x08070807
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: FPRs----------
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr0    = 0     fr1    = 5
39:50:974 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr2    = 3     fr3    = 16777048
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr4    = 662     fr5    = 240
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr6    = 320     fr7    = 320
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr8    = 0     fr9    = 16777048
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr10    = 0     fr11    = 0
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr12    = -1     fr13    = 0
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr14    = 0     fr15    = 0
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr16    = 0     fr17    = 0
39:50:975 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr18    = 0     fr19    = 0
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr20    = 0     fr21    = 0
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr22    = 0     fr23    = 0
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr24    = 0     fr25    = 0
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr26    = 0     fr27    = 1
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr28    = -1     fr29    = -1
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr30    = 1     fr31    = 59
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:976 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: PSFs----------
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps0    = 0x0     ps1    = 0x157b
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps2    = 0x6f     ps3    = 0xffffffff
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps4    = 0xffffffff     ps5    = 0xffffffff
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps6    = 0xffffffff     ps7    = 0xffffffff
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps8    = 0x0     ps9    = 0xffffffff
39:50:977 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps10    = 0x0     ps11    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps12    = 0xffffffff     ps13    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps14    = 0x0     ps15    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps16    = 0x0     ps17    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps18    = 0x0     ps19    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps20    = 0x0     ps21    = 0x0
39:50:978 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps22    = 0x0     ps23    = 0x0
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps24    = 0x0     ps25    = 0x0
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps26    = 0x0     ps27    = 0x0
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps28    = 0xffffffff     ps29    = 0xffffffff
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps30    = 0x0     ps31    = 0xffffffff
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:979 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Address:      Back Chain    LR Save
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4eb0:   0x805b4ed0    0x8001672c
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x800175fc
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x800171c8
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:980 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x52534245
39:50:981 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: TB = 0x0063b863444dc814
39:50:981 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:981 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Instruction at 0x801dd644 (read from SRR0) attempted to access invalid address 0x52534245 (read from DAR)
39:50:981 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:981 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Last interrupt (18): SRR0 = 0x801f2444  TB = 0x0063b863444dc08f
I used the stable packs of brawlEx and tried to do portraits for a jigglypuff clone and other stuff... Is the boot.pac file the problem ?
I have seen in Dolphin that the files of BrawlEx are loaded. Tis problem can be not caused by the brawlex files but, since I introduced the brawlEx files, there is that freeze.
I don't know how I can precise this problem more.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 22, 2014, 10:28:48 AM
Couldn't GFX conflicts be fixed by like renaming the internal files of the FitCharacter.pac file? like instead of ef_marth, change it to like ef_keiro or ef_bashur?


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 22, 2014, 11:26:51 AM
Hello I have a problem with my LucasEX and all other rel ported characters. When a stage is clicked in the SSS, it results in a silent freeze. Characters that are not rel ported but still may have a texture/PSA DO work. Does anyone have a clue to what may be going on and how to fix it?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 22, 2014, 11:38:45 AM
Couldn't GFX conflicts be fixed by like renaming the internal files of the FitCharacter.pac file? like instead of ef_marth, change it to like ef_keiro or ef_bashur?
It works if you rename them to an assist trophy or subspace enemy's ef file, but only if the ef file in question had the same resources that you're using in the brawlex character (so null or empty ef files don't work).


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on August 22, 2014, 02:39:48 PM
Two quick questions:

1)  I recently redid my sc_selcharacter.pac to get the CSS Expansion working, and it's working fine in the sense that extra icons are added and my characters work, but now my CSS Icon pictures are not appearing - instead, they all have the same CSS Icon picture as my 'Random' icon. The characters all work fine and the actual CSP load fine, but it means people won't exactly know what character they're selecting. How to fix this? (It's similar to some of the issues on the 1st post, but different enough that I think it'd have a different fix)

2) Are the new modules in the unstable build okay? I don't care about the Pikmin one, but do the other ones work okay? In particular, it says Toon Link is untested on Console, so has anyone tested? Will Captain Falcon work fine if the PSA replaces the Final Smash? How does the Zelda-Alone and Zelda-Shiek ones work (I.e Can Sheik alone work fine or not yet? Are the others okay? Also, do I need to redo everything the files specific to the Unstable download?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 22, 2014, 02:46:01 PM
Two quick questions:

1)  I recently redid my sc_selcharacter.pac to get the CSS Expansion working, and it's working fine in the sense that extra icons are added and my characters work, but now my CSS Icon pictures are not appearing - instead, they all have the same CSS Icon picture as my 'Random' icon. The characters all work fine and the actual CSP load fine, but it means people won't exactly know what character they're selecting. How to fix this? (It's similar to some of the issues on the 1st post, but different enough that I think it'd have a different fix)

2) Are the new modules in the unstable build okay? I don't care about the Pikmin one, but do the other ones work okay? In particular, it says Toon Link is untested on Console, so has anyone tested? Will Captain Falcon work fine if the PSA replaces the Final Smash? How does the Zelda-Alone and Zelda-Shiek ones work (I.e Can Sheik alone work fine or not yet? Are the others okay? Also, do I need to redo everything the files specific to the Unstable download?

Toon Link works fine as far as I know.
Captain Falcon freezes when using the Final Smash (the car and the road are the ones that freeze). If you have a different Final Smash, then you'll be fine.
Both Zelda modules freeze when using Up B. Probably Final Smash too.

About the CSS, I don't know exactly as i am having the same problem.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on August 22, 2014, 02:54:33 PM
Okay then - So don't really look at Zelda/Sheik yet, ROB, Toon Link and Falcon (If I swap Falcon's Final Smash, and I don't care about Pikmin) should be fine. But do I have to re-do any of the files, such as the two included modules, config files, and the common 2 file?

I really want to know how to fix the CSS still though


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 22, 2014, 03:39:27 PM
It works if you rename them to an assist trophy or subspace enemy's ef file, but only if the ef file in question had the same resources that you're using in the brawlex character (so null or empty ef files don't work).

I think the assets were modded, which begs the question, how would I get them into said assist trophy or SSE Enemy and how would I get them to work with a specific clone?

and while on the topic of assist trophies, does Resetti cause everyone's BrawlEX to freeze or is that just me?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 22, 2014, 10:27:38 PM
That's odd. I use Nebulon's pack and i have never had it crash and i use every character. Do you exit out of the css after every match? Also, random does not work due to the fact that Nebulon's pack uses boss slots.

Thanks for this :)


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 23, 2014, 06:52:56 AM
Hi. So I have a freeze after the strap sreen and Dolphin send me this error

39:50:822 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu/boot/Boot.pac) 
39:50:845 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: File Read  (DVD): /menu/boot/Boot.pac (size:64832 byte, adr:0x926403c0) at 882
39:50:969 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: Non-recoverable Exception 2
39:50:970 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
39:50:970 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x00000000 (             0)
39:50:970 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r1   = 0x805b4eb0 (   -2141499728)  r17  = 0x00000000 (             0)
39:50:970 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x00000000 (             0)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r3   = 0x00000004 (             4)  r19  = 0x00000000 (             0)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x00000000 (             0)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r5   = 0x801dd644 (   -2145528252)  r21  = 0x43300000 (    1127219200)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r6   = 0xffffffff (            -1)  r22  = 0x80000000 (   -2147483648)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r7   = 0x00000001 (             1)  r23  = 0x805b4fd8 (   -2141499432)
39:50:971 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r8   = 0x00000000 (             0)  r24  = 0x00000001 (             1)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r9   = 0x0000c200 (         49664)  r25  = 0x00000001 (             1)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r10  = 0x0000c208 (         49672)  r26  = 0x805bacc0 (   -2141475648)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r11  = 0x805b4eb0 (   -2141499728)  r27  = 0x00000000 (             0)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r12  = 0x8005c5f0 (   -2147105296)  r28  = 0x444dc08f (    1145946255)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x805bb860 (   -2141472672)
39:50:972 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x805bb864 (   -2141472668)
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: r15  = 0x00000000 (             0)  r31  = 0x00000000 (             0)
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: LR   = 0x8001672c                   CR   = 0x44400088
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: SRR0 = 0x801dd644                   SRR1 = 0x00001030
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: GQRs----------
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr0 = 0x00000000     gqr4 = 0x00060006
39:50:973 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr1 = 0x00000000     gqr5 = 0x00070007
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr2 = 0x00040004     gqr6 = 0x05070507
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr3 = 0x00050005     gqr7 = 0x08070807
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: FPRs----------
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr0    = 0     fr1    = 5
39:50:974 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr2    = 3     fr3    = 16777048
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr4    = 662     fr5    = 240
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr6    = 320     fr7    = 320
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr8    = 0     fr9    = 16777048
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr10    = 0     fr11    = 0
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr12    = -1     fr13    = 0
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr14    = 0     fr15    = 0
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr16    = 0     fr17    = 0
39:50:975 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr18    = 0     fr19    = 0
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr20    = 0     fr21    = 0
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr22    = 0     fr23    = 0
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr24    = 0     fr25    = 0
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr26    = 0     fr27    = 1
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr28    = -1     fr29    = -1
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: fr30    = 1     fr31    = 59
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:976 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: PSFs----------
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps0    = 0x0     ps1    = 0x157b
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps2    = 0x6f     ps3    = 0xffffffff
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps4    = 0xffffffff     ps5    = 0xffffffff
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps6    = 0xffffffff     ps7    = 0xffffffff
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps8    = 0x0     ps9    = 0xffffffff
39:50:977 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps10    = 0x0     ps11    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps12    = 0xffffffff     ps13    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps14    = 0x0     ps15    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps16    = 0x0     ps17    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps18    = 0x0     ps19    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps20    = 0x0     ps21    = 0x0
39:50:978 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps22    = 0x0     ps23    = 0x0
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps24    = 0x0     ps25    = 0x0
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps26    = 0x0     ps27    = 0x0
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps28    = 0xffffffff     ps29    = 0xffffffff
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: ps30    = 0x0     ps31    = 0xffffffff
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:979 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: Address:      Back Chain    LR Save
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4eb0:   0x805b4ed0    0x8001672c
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x800175fc
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x800171c8
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:980 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x52534245
39:50:981 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: TB = 0x0063b863444dc814
39:50:981 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:981 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: Instruction at 0x801dd644 (read from SRR0) attempted to access invalid address 0x52534245 (read from DAR)
39:50:981 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]:
39:50:981 SrcHWEXI_DeviceIPL.cpp:297 N[OSREPORT]: Last interrupt (18): SRR0 = 0x801f2444  TB = 0x0063b863444dc08f
I used the stable packs of brawlEx and tried to do portraits for a jigglypuff clone and other stuff... Is the boot.pac file the problem ?
I have seen in Dolphin that the files of BrawlEx are loaded. Tis problem can be not caused by the brawlex files but, since I introduced the brawlEx files, there is that freeze.
I don't know how I can precise this problem more.

Anyone has an idea ?

Edit : I found the problem. It was the info2 files. I had to redo them.


Post Merge: August 23, 2014, 06:59:16 AM
Hello I have a problem with my LucasEX and all other rel ported characters. When a stage is clicked in the SSS, it results in a silent freeze. Characters that are not rel ported but still may have a texture/PSA DO work. Does anyone have a clue to what may be going on and how to fix it?
Well.. that can be caused by wrong files for PSA (maybe a wrong renaming files).
Are you using CSS expansion ? Did you try to place icons etc ?


Post Merge:

I have a new problem that I don't think I can solve alone. I want to have Icons pillar in the CSS but with Brawlex, the icons are too big and not thin whereas I changed the scale in the animation of model for Icons positions . How can I do that so ?


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 24, 2014, 09:04:40 AM
Hey, How can I add SFX to a Expansion Character (Roy)?


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on August 24, 2014, 09:45:20 AM
Thanks for this :)

No problem, it just peeves me when someone says it is the hack's fault when they are the ones messing up.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 10:45:32 AM
Hey, How can I add SFX to a Expansion Character (Roy)?

Ah.
This was explained long time ago (neh, a few months).

ATM we ONLY can make the clones have SFX in 2 ways:

1. By replacing others' (the most used are the bosses).
2. By making the characters share a soundbank, but just use some specific SFX (you'll need to edit both the original character and the PSA you want to use).

The last one is not fully recommended as both characters will still share the KO's and Final Smash SFX.

But you need to replace the SFX ID's first in order to have SFX for them.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 24, 2014, 12:50:52 PM
Ah.
This was explained long time ago (neh, a few months).

ATM we ONLY can make the clones have SFX in 2 ways:

1. By replacing others' (the most used are the bosses).
2. By making the characters share a soundbank, but just use some specific SFX (you'll need to edit both the original character and the PSA you want to use).

The last one is not fully recommended as both characters will still share the KO's and Final Smash SFX.

But you need to replace the SFX ID's first in order to have SFX for them.
Ah... Sorry, I just replaced Rayquaza voice over Roy but, I need to know Rayquaza soundbank.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 01:03:01 PM
Ah... Sorry, I just replaced Rayquaza voice over Roy but, I need to know Rayquaza soundbank.

13A


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 24, 2014, 01:50:35 PM
13A
Thanks!


Title: Re: The Brawl Expansion Project
Post by: GaM3r2Xtreme on August 24, 2014, 02:01:54 PM
sorry i missed that then

another thing I've noted is that I have several Marth clones, each with its own moveset. however, I noticed that in battle when faced against each other, their effects tend to override the others. I.e. One character with Ichigo Kurosaki's moveset and another with Lucina's moveset, will sometimes cause them both to use the same effect file at random so sometimes Lucina will irradiate Ichigo dark waves, or Ichigo will have Lucina's yellow sword trail. Has this been noted and is there any workarounds or planned future fixes?

I've had the same issues with goku and pit. I still can't find the solution to the problem though...


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 24, 2014, 02:28:02 PM
I have a new little problem. I've added CSP's and Names to the BrawlEx, but now when I grab the little coin from the Random button it freezes my game, anybody does have this problem?


Title: Re: The Brawl Expansion Project
Post by: erikpasta123 on August 24, 2014, 02:31:34 PM
Hey guys - does anyone know if its possible to do a rel port on a normal character in BrawlEx. Seems I am having difficulty in achieving this. For example porting a Marth moveset over wario with a .rel file. 


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 24, 2014, 04:06:56 PM
Anyone has an idea ?

Edit : I found the problem. It was the info2 files. I had to redo them.


Post Merge: August 23, 2014, 06:59:16 AM
Well.. that can be caused by wrong files for PSA (maybe a wrong renaming files).
Are you using CSS expansion ? Did you try to place icons etc ?


Post Merge:

I have a new problem that I don't think I can solve alone. I want to have Icons pillar in the CSS but with Brawlex, the icons are too big and not thin whereas I changed the scale in the animation of model for Icons positions . How can I do that so ?

Hi thanks for the help [dragonbleapiece] regarding Jasonvalle22's issue (also my issue).. however the PSAs worked before we added a Lucas clone with BrawlEx (clone has all of Lucas's necessary files). The problem is that REL ported PSAs freeze upon stage selection. How could the files be the issue if they worked on PM loader (same as now) but just without BrawlEx?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 06:50:21 PM
Hey guys - does anyone know if its possible to do a rel port on a normal character in BrawlEx. Seems I am having difficulty in achieving this. For example porting a Marth moveset over wario with a .rel file. 

The objective of this Clone Engine is to add characters, not to replace them.

You can't .rel port a character over another. I've tried that before and it didn't work.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 07:24:30 PM
The objective of this Clone Engine is to add characters, not to replace them.

You can't .rel port a character over another. I've tried that before and it didn't work.


That's not true. You can i have  rel ported several characters  before

Hey guys - does anyone know if its possible to do a rel port on a normal character in BrawlEx. Seems I am having difficulty in achieving this. For example porting a Marth moveset over wario with a .rel file.  

Who do you wanna port i can do it for you however it may not work depending on its filesize(i think that's only a problem with riivolution)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 07:28:27 PM

That's not true. You can i have  rel ported several characters  before

Who do you wanna port i can do it for you however it may not work depending on its filesize(i think tha's only a problem with riivolution)

Show then.

Phantom Wings said that .rel porting isn't compatible with this.
I tried and he was right.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 07:29:20 PM
Show then.

Phantom Wings said that .rel porting isn't compatible with this.
I tried and he was right.

Then let me show you. Tell who you want ported where

He said that the plug & play rels arent compatible not these ones


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 07:32:18 PM
Then let me show you. Tell who you want ported where

Deadpool (Snake) over Ness.

Post Merge: August 24, 2014, 07:38:48 PM
Then let me show you. Tell who you want ported where

He said that the plug & play rels arent compatible not these ones

So you edit your comment right after I respond you?

Let me tell you, Phantom Wings said that .rel porting isn't compatible with this.

He was also refering to the ones that require codes.

Using the Configs doesn't let you port either. I tried but it didn't work.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 07:39:07 PM
Deadpool (Snake) over Ness.

Challenge accepted! :)
give me a bit


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 24, 2014, 07:50:44 PM
It is possible to rel port characters with this, although I think it also depends on the character being replaced... It works exactly the same as adding new characters in, but by using an existing characters slot.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 07:58:52 PM
Deadpool (Snake) over Ness.

Post Merge: August 24, 2014, 07:38:48 PM
So you edit your comment right after I respond you?

Let me tell you, Phantom Wings said that .rel porting isn't compatible with this.

He was also refering to the ones that require codes.

Using the Configs doesn't let you port either. I tried but it didn't work.


Now let me tell you :P

Try and confirm things before spreading misinformation

i'll take any sass or hate towards me after you tell me this doesn't work

https://www.dropbox.com/sh/da65ixtj8pfhf9r/AAB4tBATqxaxxjb24Hz72TKwa?dl=0 (https://www.dropbox.com/sh/da65ixtj8pfhf9r/AAB4tBATqxaxxjb24Hz72TKwa?dl=0)

This is the SECOND time i've fought with you and i don't plan on a third so let's shake hands and be done with it!  :)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 08:23:37 PM
It is possible to rel port characters with this, although I think it also depends on the character being replaced... It works exactly the same as adding new characters in, but by using an existing characters slot.

How were you able to do that?

I tried once and the game froze right when I selected the Stage.


Now let me tell you :P

Try and confirm things before spreading misinformation

i'll take any sass or hate towards me after you tell me this doesn't work

https://www.dropbox.com/sh/da65ixtj8pfhf9r/AAB4tBATqxaxxjb24Hz72TKwa?dl=0 (https://www.dropbox.com/sh/da65ixtj8pfhf9r/AAB4tBATqxaxxjb24Hz72TKwa?dl=0)

This is the SECOND time i've fought with you and i don't plan on a third so let's shake hands and be done with it!  :)



I always try and confirm things first before saying.


It didn't work.

Where did you test that?
If you tested it on Dolphin, then it has a 50% probability that it won't work on Wii.

And which Fighter.dat is that? Ness, Snake or who else?

I tried porting Sonic over Pikachu using Pikachu's and the game froze.
Same when using Sonic's.

Both Fighter.dats were edited to match the codeset.


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 08:29:55 PM
How were you able to do that?

I tried once and the game froze right when I selected the Stage.


I always try and confirm things first before saying.


It didn't work.

Where did you test that?
If you tested it on Dolphin, then it has a 50% probability that it won't work on Wii.

And which Fighter.dat is that? Ness, Snake or who else?

I tried porting Sonic over Pikachu using Pikachu's and the game froze.
Same when using Sonic's.

Both Fighter.dats were edited to match the codeset.

If i had any idea what dolphin was i'd say i use it. I tested it on the Wii with gecko and it works just fine. As for your other questions, i''l answer them with a  PM seeing as were slowly going off topic....


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 24, 2014, 08:36:56 PM
I'm going to use Roy as my example then. Roy (Well, RoyEx is the name for no reason, but whatever) over Meta Knight to be exact.
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/ex_zpsbab04bc1.jpg)
Set up exactly like a normal clone, just using Meta Knights slot stuff.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 24, 2014, 08:39:27 PM
If i had any idea what dolphin was i'd say i use it. I tested it on the Wii with gecko and it works just fine. As for your other questions, i''l answer them with a  PM seeing as were slowly going off topic....


Indeed.

I'm going to use Roy as my example then. Roy (Well, RoyEx is the name for no reason, but whatever) over Meta Knight to be exact.
([url]http://i41.photobucket.com/albums/e289/Kitsu-chan8/ex_zpsbab04bc1.jpg[/url])
Set up exactly like a normal clone, just using Meta Knights slot stuff.


I did everything you said.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 24, 2014, 08:46:53 PM
I'm just going to put the files I did here, I'm way too tired to explain coherently.
https://www.dropbox.com/sh/euh77mjfep98cet/AACB-vAFspgCvZ0l0up6_ZfMa?dl=0 (https://www.dropbox.com/sh/euh77mjfep98cet/AACB-vAFspgCvZ0l0up6_ZfMa?dl=0)


Title: Re: The Brawl Expansion Project
Post by: frozenfire on August 24, 2014, 09:25:17 PM
I'm just going to put the files I did here, I'm way too tired to explain coherently.
https://www.dropbox.com/sh/euh77mjfep98cet/AACB-vAFspgCvZ0l0up6_ZfMa?dl=0 (https://www.dropbox.com/sh/euh77mjfep98cet/AACB-vAFspgCvZ0l0up6_ZfMa?dl=0)

He said it didn't work as well so we're trying to figure it out via PM


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 25, 2014, 07:04:14 AM
Hi thanks for the help [dragonbleapiece] regarding Jasonvalle22's issue (also my issue).. however the PSAs worked before we added a Lucas clone with BrawlEx (clone has all of Lucas's necessary files). The problem is that REL ported PSAs freeze upon stage selection. How could the files be the issue if they worked on PM loader (same as now) but just without BrawlEx?

The REL of the PSA freezes since you added a Lucas clone ? (Sorry I have complications to understand)


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 25, 2014, 09:42:21 AM
The REL of the PSA freezes since you added a Lucas clone ? (Sorry I have complications to understand)

Original Marth + LucasEx = silent freeze
Original Marth + Rel ported PSA = silent freeze
Original Marth + Original Marth = works

This is the same case for every stage.
The freezing (although silent) is the issue.


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 25, 2014, 01:01:22 PM
Original Marth + LucasEx = silent freeze
Original Marth + Rel ported PSA = silent freeze
Original Marth + Original Marth = works

This is the same case for every stage.
The freezing (although silent) is the issue.

The freeze happens only with marth ???


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 25, 2014, 04:16:52 PM
Hey guys, I don't get what's going on.

Days ago I added KJP's updated vBrawl Mewtwo, and it worked great, but now it doesn't. It just shows as a random slot that freezes upon hovering over. What could possibly be causing this?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 25, 2014, 04:18:41 PM
it could just be brawlex didnt load up. try sitting thru the strap menu part


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 25, 2014, 04:23:28 PM
it could just be brawlex didnt load up. try sitting thru the strap menu part

But I have other clones and they did load... like Deadpool, Scott, etc.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 25, 2014, 04:52:26 PM
The freeze happens only with marth ???

When I say "Original Marth" I mean any character that's not expansion and not a rel-ported PSA. I should've mentioned that sorry.. it's just that Marth is basically an unedited character since there is no "marth" folder in fighters. Since I play an original character versing an expansion OR rel-ported character and the game freezes but does NOT freeze if I use for example Marth vs. Marth is what's odd. Please help anyone.. it's quite bewildering..


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 25, 2014, 05:29:04 PM
When I say "Original Marth" I mean any character that's not expansion and not a rel-ported PSA. I should've mentioned that sorry.. it's just that Marth is basically an unedited character since there is no "marth" folder in fighters. Since I play an original character versing an expansion OR rel-ported character and the game freezes but does NOT freeze if I use for example Marth vs. Marth is what's odd. Please help anyone.. it's quite bewildering..
You use gecko or Riivolution ? With riivo, it can be a wrong XML regarding modules.
Or else, I can't help you, sorry...
Anyway, I have to say that I have complications to help me and other... or to be helped...


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 25, 2014, 05:54:49 PM
Hey guys, I don't get what's going on.

Days ago I added KJP's updated vBrawl Mewtwo, and it worked great, but now it doesn't. It just shows as a random slot that freezes upon hovering over. What could possibly be causing this?
That happened to me when I didn't have a proper common5.pac (I think it was corrupted) and also when I didn't set my hook type to AxFrameNext


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 25, 2014, 05:56:29 PM
That happened to me when I didn't have a proper common5.pac (I think it was corrupted) and also when I didn't set my hook type to AxFrameNext

I'll probably have to get a new common5, then.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 25, 2014, 07:23:50 PM
You use gecko or Riivolution ? With riivo, it can be a wrong XML regarding modules.
Or else, I can't help you, sorry...
Anyway, I have to say that I have complications to help me and other... or to be helped...

Project M launcher through homebrew.. but with my own hacks


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 25, 2014, 07:32:18 PM
Wait, I don't have a common5 lol


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 25, 2014, 07:46:08 PM
Wait, I don't have a common5 lol
Are you using Gecko? If you're using Gecko then try to change your sc_selcharacter.pac


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 25, 2014, 09:08:58 PM
Are you using Gecko? If you're using Gecko then try to change your sc_selcharacter.pac

I'm trying to fix it as we speak. By the way, where do we change the CSS Icon Count value?

EDIT: I mean, where do we change how many characters we have on the CSS?


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 25, 2014, 10:07:57 PM
Ok, had this on the brain for a bit, I gotta know, Is it possible to give clones their own victory themes?


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 25, 2014, 10:19:09 PM
I'm trying to fix it as we speak. By the way, where do we change the CSS Icon Count value?

EDIT: I mean, where do we change how many characters we have on the CSS?

You mean adding clones to the CSS? If your using the CSSRoster.dat, open it in the BrawlEx Config Utility, add one, insert the clone ID, and save. Also, remember to add to random.


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 27, 2014, 02:39:28 AM
I have a new problem that I don't think I can solve alone. I want to have Icons pillar in the CSS but with Brawlex, the icons are too big and not thin whereas I changed the scale in the animation of model for Icons positions . How can I do that so ?
Please help.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 27, 2014, 02:50:17 AM
Thank you all for the tips :D


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 27, 2014, 07:10:29 AM
Please help.


At this point in time I don't think anyone had successfully changed the shape pf the css for ex. People are trying though. But none of it has been cracked as far as I've seen. So someone knowin how to help you is a thin chance :/ sorry.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 27, 2014, 07:32:39 AM
Ok, had this on the brain for a bit, I gotta know, Is it possible to give clones their own victory themes?

I'm gonna assume there's no way todo it, or there is and no one saw my question.


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 27, 2014, 03:05:05 PM
At this point in time I don't think anyone had successfully changed the shape pf the css for ex. People are trying though. But none of it has been cracked as far as I've seen. So someone knowin how to help you is a thin chance :/ sorry.
Without brawlex, we can change the shape of the icons changing their scale.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 27, 2014, 04:21:06 PM
I'm trying to fix it as we speak. By the way, where do we change the CSS Icon Count value?

EDIT: I mean, where do we change how many characters we have on the CSS?
FrameCount: 1111 I'm pretty sure its like that.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 27, 2014, 05:16:33 PM
At this point in time I don't think anyone had successfully changed the shape pf the css for ex. People are trying though. But none of it has been cracked as far as I've seen. So someone knowin how to help you is a thin chance :/ sorry.

It is indeed very possible with BRawl EX
i even scaled several icons on my CSS,
(http://i.imgur.com/PY3xqEk.jpg)


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 27, 2014, 05:18:05 PM
It is indeed very possible with BRawl EX
i even scaled several icons on my CSS,
([url]http://i.imgur.com/PY3xqEk.jpg[/url])


How were you able to do that? Are you willing to release it?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 27, 2014, 05:21:09 PM
probably not at the moment
till i fill out and add the max amount of characters
im just waiting for the right PSA's

ive also figure out how to get rotated CSP icons automatically
so that both characters would always be facing each other
just like in MOrtal Kombat.
kinda like this
(http://i227.photobucket.com/albums/dd47/bossofthenorth/Mortal%20Kombat/MK9%20Game%20Pictures/MortalKombatCharacterSelectScreen.jpg)]
or this

(http://fc03.deviantart.net/fs70/f/2012/306/e/3/terrordrome_character_select_screen_by_marratokensuto-d5jt0y3.png)

its pretty cool i may say


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on August 27, 2014, 05:58:16 PM
It is indeed very possible with BRawl EX
i even scaled several icons on my CSS,
([url]http://i.imgur.com/PY3xqEk.jpg[/url])

dude i have been trying to do this for so long....


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 27, 2014, 06:03:00 PM
It is indeed very possible with BRawl EX
i even scaled several icons on my CSS,
([url]http://i.imgur.com/PY3xqEk.jpg[/url])


That set up is amazing... But you're not sure if it'd work with a 100 CSS Icon count? I could easily test that :)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 27, 2014, 08:27:32 PM
In fact it is pretty possible. I've shown here another custom BrawlEx CSS a while ago.

(http://i.imgur.com/GzGY6ib.jpg)

Disregard them Randoms and Marios, lol. I needed to test the layout with enough icons.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 27, 2014, 08:33:37 PM
In fact it is pretty possible. I've shown here another custom BrawlEx CSS a while ago.

([url]http://i.imgur.com/GzGY6ib.jpg[/url])

Disregard them Randoms and Marios, lol. I needed to test the layout with enough icons.


I hate giving incorrect information lol

Last I had seen was someone tryin but not being able to figure it out. I had no idea anyone had made a new format for the css.

The allignment and orientation of icons is done with the css coding right?


Title: Re: The Brawl Expansion Project
Post by: Doq on August 27, 2014, 08:57:12 PM
lol @ marios

This is totally relevant.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 27, 2014, 10:36:45 PM
so i made a clone and decided i wanted to create another. when i hit add i go this error:

Unhandled exception has occurred in your application, If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately. Input string was not in correct format

When i hit continue no clone is added and if i hit quit the tool closes. how do i fix this error without losing my clone?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 27, 2014, 10:55:22 PM
I hate giving incorrect information lol

Last I had seen was someone tryin but not being able to figure it out. I had no idea anyone had made a new format for the css.

The allignment and orientation of icons is done with the css coding right?
not at all
its done by editing ur selcharacter pac file.
once u have ur desired css screen
by default all ur clones go to scale 0,0,0
and transition 0,0,0
so u have to arrange each one by hand to ur desired spot
save in brawlbox
and close
keep in mind that u need to add all the necessary portraits

and it goes a little more complicated than that
but me just jabbering would only make more confusion lol
but like i said
ill probably relase mine wheni add more characters


Title: Re: The Brawl Expansion Project
Post by: dragonbleapiece on August 28, 2014, 02:24:44 AM
I tried to change the scale of each icon, but it gives me a css with too big icons and I can't navigate in the CSS because to that. Whereas I changed the scale X to 0.5 and scale Y to 1.9...


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 28, 2014, 07:49:25 AM
I hate giving incorrect information lol

Last I had seen was someone tryin but not being able to figure it out. I had no idea anyone had made a new format for the css.

The allignment and orientation of icons is done with the css coding right?

It was done through bone animations within the selcharacter file.

lol @ marios

This is totally relevant.

I'm testing it as I make it to make sure it will have no glitches to new users. Once everything is tested and set so there are no bugs, I'll release it on the vault as an option for BrawlEx users.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 11:32:32 AM
dont wanna be a bother but if anyone knows how to get past my error that would be awesome. cant find it anywhere online so i came here


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on August 28, 2014, 12:32:12 PM
dont wanna be a bother but if anyone knows how to get past my error that would be awesome. cant find it anywhere online so i came here
You are gonna need to tell us your error...
lol How will we help if we don't know it.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 12:52:31 PM
so i made a clone and decided i wanted to create another. when i hit add i go this error:

Unhandled exception has occurred in your application, If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately. Input string was not in correct format

When i hit continue no clone is added and if i hit quit the tool closes. how do i fix this error without losing my clone?


^That's his error.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 01:59:20 PM
You are gonna need to tell us your error...
lol How will we help if we don't know it.
yeah sorry about that. it was like 3 or 4 posts above. nebulon quoted it right there ^

Post Merge: August 28, 2014, 02:08:19 PM
^That's his error.
are you nebulon like from the nebulon pack?!  


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 28, 2014, 02:12:23 PM
In fact it is pretty possible. I've shown here another custom BrawlEx CSS a while ago.

([url]http://i.imgur.com/GzGY6ib.jpg[/url])

Disregard them Randoms and Marios, lol. I needed to test the layout with enough icons.


That is so cool.... Could you release it anytime soon, preferably without the gigantic random? I'v been trying to do this for so long...


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 02:27:42 PM
yeah sorry about that. it was like 3 or 4 posts above. nebulon quoted it right there ^

Post Merge: August 28, 2014, 02:08:19 PM
are you nebulon like from the nebulon pack?!  

That is correct :)


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 02:29:28 PM
That is correct :)
thats awesome man. your pack is sick. took me like 2 days to add one character to brawl. your's just blows my mind


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 03:32:43 PM
thats awesome man. your pack is sick. took me like 2 days to add one character to brawl. your's just blows my mind

I've actually come back to make it more "crisp". People message me with their 2 cents and tell me what works and what glitches, etc. So I'll be updating it soon. The link is broken for now but I'll put it back up once I'm done.

Then I'll go back to playing all the Fire Emblem games that weren't released here. At least until PW comes back.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 04:01:17 PM
I've actually come back to make it more "crisp". People message me with their 2 cents and tell me what works and what glitches, etc. So I'll be updating it soon. The link is broken for now but I'll put it back up once I'm done.

Then I'll go back to playing all the Fire Emblem games that weren't released here. At least until PW comes back.
do you use the clone tool and all that stuff or do you do it in some other way? cause no one can help me with my error and i really dont wanna stop adding clones


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 04:08:58 PM
do you use the clone tool and all that stuff or do you do it in some other way? cause no one can help me with my error and i really dont wanna stop adding clones

I add them all manually. I used the tool and then it caused a mistake. I undid it and tried again and it caused another mistake. So after that I've done it manually. The tool works fine now supposedly. But I don't think it can utilizae boss data and other random data to make new slots... so yet again I couldn't use the tool.

So yeah... all manual. But I like it that way. :)

What is your error? I don't fully understand it.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 04:16:09 PM
I add them all manually. I used the tool and then it caused a mistake. I undid it and tried again and it caused another mistake. So after that I've done it manually. The tool works fine now supposedly. But I don't think it can utilizae boss data and other random data to make new slots... so yet again I couldn't use the tool.

So yeah... all manual. But I like it that way. :)

What is your error? I don't fully understand it.

honestly i dont fully know either. i added a clone of wolf that i turned into vegeta. worked perfect and i even replaced pics and stuff. then i tried to clone pit and i got the error. so i tried a different one i think mario and i got the error too. so im not really sure whats wrong or how to fix it. honestly a youtuber just told me he does his manually as well so im thinking of trying that. do you have any tutorials? im decent with computer stuff but i need the tutorial when im getting started


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 04:29:37 PM
honestly i dont fully know either. i added a clone of wolf that i turned into vegeta. worked perfect and i even replaced pics and stuff. then i tried to clone pit and i got the error. so i tried a different one i think mario and i got the error too. so im not really sure whats wrong or how to fix it. honestly a youtuber just told me he does his manually as well so im thinking of trying that. do you have any tutorials? im decent with computer stuff but i need the tutorial when im getting started

The guy who made the tool made the initial tutorials.

How many do you have? Are you still using 3F-63? or are you making your own slots?


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 04:39:08 PM
The guy who made the tool made the initial tutorials.

How many do you have? Are you still using 3F-63? or are you making your own slots?
well its project m+, which come with 5 clones already. then my vegeta but it shows that i have 2 vegeta clones and idk why since i never added a second. i think the highest clone is 44


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 28, 2014, 05:03:13 PM
well its project m+, which come with 5 clones already. then my vegeta but it shows that i have 2 vegeta clones and idk why since i never added a second. i think the highest clone is 44

Well... it could be: the tool causing an error or... it could be something strange with the build. Either way that's not supposed to happen. Do you save your builds? I suggest starting over. I'd also message the creators of that build. I've never messed with Project M so I don't know if the tool is compatible with that particular build...


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 05:05:44 PM
Well... it could be: the tool causing an error or... it could be something strange with the build. Either way that's not supposed to happen. Do you save your builds? I suggest starting over. I'd also message the creators of that build. I've never messed with Project M so I don't know if the tool is compatible with that particular build...

well project m isnt compatible. project m+ uses brawlex. like i said he has clones in the clone tool already so it works. i just dont know whats going on.


Title: Re: The Brawl Expansion Project
Post by: Isle on August 28, 2014, 05:06:07 PM
Having problems, not sure why.

What I did:
-Download BrawlEX 1.2.0 and CSS Expansion 1.0.2
-Put BrawlEX core files in relevant place
-I used BrawlEX Clone tool.
-Created a clone of Ganondorf.
-Added in all files (renamed FitGanon00.yyy to FitGanonFake.yyy, using the clones name in place of Ganon of course).
-Used BrawlEX CSS config to add correct slot and name to end of CSS (changed the name of slot 3F in the 'RosterIDNames.txt')
-Set to AXNextFrame
-Ganon Character icon shows up.
-Freeze on selecting stage (sometimes a silent freeze, sometimes a beep freeze, I always feel the 'rumble' though).

Before it would always silent freeze on stage because I stupidly left out MotionEtc, but there was no rumble (at least, I don't think so).


Title: Re: The Brawl Expansion Project
Post by: Doq on August 28, 2014, 05:15:08 PM
-Added in all files (renamed FitGanon00.yyy to FitGanonFake.yyy, using the clones name in place of Ganon of course).
.yyy? Should be .pac and .pcs, respectively.
Also, use the Fake from the Brawl Data if it doesn't come with one.


Title: Re: The Brawl Expansion Project
Post by: Isle on August 28, 2014, 05:31:56 PM
.yyy? Should be .pac and .pcs, respectively.

That's what I meant, replace .yyy with pac and pcs.


Also, use the Fake from the Brawl Data if it doesn't come with one.

Ganon doesn't have a Fake, earlier in this thread someone said to rename 'a FitGanon' to 'FitGanonFake', and I of course assumed that since no 'FitGanon.pcs' existed, they meant a 'FitGanonXX'.


Title: Re: The Brawl Expansion Project
Post by: Doq on August 28, 2014, 06:07:07 PM
Ganon doesn't have a Fake, earlier in this thread someone said to rename 'a FitGanon' to 'FitGanonFake', and I of course assumed that since no 'FitGanon.pcs' existed, they meant a 'FitGanonXX'.
Whoever it was they were an idiot. If you're missing ANY of these files, grab them from the Brawl Data in Resources.

FitGanon.pac
FitGanon00.pac/pcs
FitGanon01.pac/pcs
FitGanon02.pac/pcs
FitGanon03.pac/pcs
FitGanon04.pac/pcs
FitGanon05.pac/pcs
FitGanonDark.pac/pcs
FitGanonSpy.pac/pcs
FitGanonFinal.pac
FitGanonFinalSpy.pac
FitGanonMotionEtc.pac

Especially the Dark and Spy ones.


Title: Re: The Brawl Expansion Project
Post by: Isle on August 28, 2014, 06:16:39 PM
If you're missing ANY of these files, grab them from the Brawl Data in Resources.

I have all of those.

Also, just to throw out there, I set the character's name to 'Demise' in the tool, and hence all of those  are 'FitDemisestuff'. I'm pretty sure that's correct.


Title: Re: The Brawl Expansion Project
Post by: HaxMax on August 28, 2014, 07:12:19 PM
Hello people... I'm experiencing a problem on BrawlEX... The clone works fine, all PSA's work fine but there's one problem. Whenever I select a .rel ported PSA character, and I select a stage, it freezes. I tried to change the module ID in Brawlbox (just as a test), Roy over Diddy (Originally over Marth with no .rel), his Module ID was 115. I changed it to Diddy's module ID, 73. It froze when I selected Diddy on the CSS. Please help.

- Clone works fine
- PSA characters that aren't .rel ported work fine


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 10:04:56 PM
new problem lol. so when i hit fight/brawl and its going to the character select screen it freezes and does the loud beep. anyone know why?


Title: Re: The Brawl Expansion Project
Post by: corpsra on August 28, 2014, 10:21:39 PM
how and where do i edit the announcer voice for a character?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 28, 2014, 10:45:23 PM
new problem lol. so when i hit fight/brawl and its going to the character select screen it freezes and does the loud beep. anyone know why?
u may be missing the selcharacter provided in the download


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 28, 2014, 11:08:33 PM
u may be missing the selcharacter provided in the download
fixed this^ i had a 0 frame index when i needed 20.
new issue. i have a vegeta and goku. both have separate texture files and their own name for the character select screen. but when it loads up i have 2 vegetas and it crashes if i bring my cursor near either one. someone please help this is driving me nuts


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 29, 2014, 09:08:09 AM
fixed this^ i had a 0 frame index when i needed 20.
new issue. i have a vegeta and goku. both have separate texture files and their own name for the character select screen. but when it loads up i have 2 vegetas and it crashes if i bring my cursor near either one. someone please help this is driving me nuts

For the two Vegetas, I guessing you just accidently gave Goku Vegeta's. Look in Goku's files and see if it needs to be changed. The crashes are most likely corrupt modules. Redownload them and insert.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 29, 2014, 12:07:50 PM
For the two Vegetas, I guessing you just accidently gave Goku Vegeta's. Look in Goku's files and see if it needs to be changed. The crashes are most likely corrupt modules. Redownload them and insert.
gave him what? vegeta is miscdata[150] and goku is miscdata[151] (i know thats sorta high but there are 5 other clones at random numbers.) just checked and theyre both correct same with the modules. its weird cause before i added portraits goku was just pit on the css and it loaded up fine.

Post Merge: August 29, 2014, 01:34:58 PM
okay fixed all my other errors. last one (hopefully) i load up the css, it has vegeta and goku both there with their own textures. then it crashes and i get the loud beep. why is this happening?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 29, 2014, 06:32:48 PM
Please help.. still experiencing a problem with BrawlEx and characters with RELs (except for my only clone that works now). If I choose a character that uses a REL (ported PSA) then the game freezes.. I've tried numerous things like checking the module IDs, changing the hex code in a module file to a different slot ID, and changing the CSS order in my roster file but STILL the same issue. I'm using an ordinary CSS with one clone.

Is there something else that I'm missing..?? Keep in mind that these PSAs worked before I switched to BrawlEx and no changes have been made to them or their modules.. Can someone suggest a tip or solution for while I'm waiting for Ricky's BrawlEx CSS? Much appreciated.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on August 29, 2014, 07:57:07 PM
Did the next version of the brawlex clone tool by sammi come out?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 29, 2014, 08:00:42 PM
Can someone help me with this?

I tried adding cosmetics with Sammy's cosmetic option for the new BrawlEx clone tool, and it worked great for the CSPs, but... as soon as it enters the battle, the game freezes. I saw before it froze that it loaded Sonic's emblem and for some reason Yellow Alloy's name?

Can anyone who sucessfully added the cosmetics this way tell me what I did wrong?

Did the next version of the brawlex clone tool by sammi come out?

The most recent one is on his tool thread


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on August 29, 2014, 10:54:31 PM
Please help.. still experiencing a problem with BrawlEx and characters with RELs (except for my only clone that works now). If I choose a character that uses a REL (ported PSA) then the game freezes.. I&#039;ve tried numerous things like checking the module IDs, changing the hex code in a module file to a different slot ID, and changing the CSS order in my roster file but STILL the same issue. I&#039;m using an ordinary CSS with one clone.

Is there something else that I&#039;m missing..?? Keep in mind that these PSAs worked before I switched to BrawlEx and no changes have been made to them or their modules.. Can someone suggest a tip or solution for while I&#039;m waiting for Ricky&#039;s BrawlEx CSS? Much appreciated.

tell me which clone you have on which character that is giveing you the problem, because i have a feeling i know what your problem is and i think i know how to fix it too.

Post Merge: August 29, 2014, 11:06:05 PM
Can someone help me with this?

I tried adding cosmetics with Sammy&#039;s cosmetic option for the new BrawlEx clone tool, and it worked great for the CSPs, but... as soon as it enters the battle, the game freezes. I saw before it froze that it loaded Sonic&#039;s emblem and for some reason Yellow Alloy&#039;s name?

Can anyone who sucessfully added the cosmetics this way tell me what I did wrong?

The most recent one is on his tool thread

i think you may need to fix this problem without the clone tool because the problem you are experiencing is the same one i had with my jiggly puff a while back except my when my jiggly puff froze it said green alloy instead of yellow alloy, the way i fixed it was by first making sure my battle portrite was named right and by making sure it was in the right folder by lookin up brawlex tourials on youtube, on youtube there is a tutorial that tells you a different way to set up the battle portrites so the'll work and the way you set them up is far easier than sammis video on how to set them up, if you would like i can get you a link to the video i used to set up my battle poritrites of my clones.


Title: Re: The Brawl Expansion Project
Post by: FUnKy67 on August 30, 2014, 01:01:16 AM
so the most updated clone tool is v0.75 right?


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 30, 2014, 09:10:31 AM
Can someone help me with this?

I tried adding cosmetics with Sammy's cosmetic option for the new BrawlEx clone tool, and it worked great for the CSPs, but... as soon as it enters the battle, the game freezes. I saw before it froze that it loaded Sonic's emblem and for some reason Yellow Alloy's name?

Can anyone who sucessfully added the cosmetics this way tell me what I did wrong?

The most recent one is on his tool thread
What character did you cloned? Sonic?..
This is because you didn't add the in-game portrite to the character you cloned, so go to info/potrite and create: "InfFace1101" then add the BP's, and It should work and it appears the Yellow Alloy Name because you haven't added the "MenSelchrChrNmS.1101" to your info.pac and add the Franchise emblem too "MenSelchrMark.21" (I'm using the 3F slot)


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 30, 2014, 10:50:05 AM
Ok, had this on the brain for a bit, I gotta know, Is it possible to give clones their own victory themes?

I'm gonna assume there's no way todo it, or there is and no one saw my question.

Great, I have to become that guy to get an answer around here. I hate being that guy. >_<


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 30, 2014, 10:57:58 AM
if you look in the OP, you can see its possible. in the slot config


Slot Config
0x00 Tag ("SLTC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Level

0x10 *Slot Characters (0x10 bytes)
0x20 Victory Fanfare


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 30, 2014, 11:05:19 AM
if you look in the OP, you can see its possible. in the slot config


Slot Config
0x00 Tag ("SLTC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Level

0x10 *Slot Characters (0x10 bytes)
0x20 Victory Fanfare

OK, so that's the hex address? because the 0x throws me off a bit.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 30, 2014, 11:08:36 AM
yup open the file in hxd or somethign and edit that spot


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 30, 2014, 11:15:59 AM
yup open the file in hxd or somethign and edit that spot

...so if I were to use an unused slot like "Z56", what do I put in the slot?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 30, 2014, 11:25:45 AM
38, sonce that is 56 in hex.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 30, 2014, 11:27:45 AM
38, sonce that is 56 in hex.
...then where does the Z come in?


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 30, 2014, 12:20:41 PM
...then where does the Z come in?

The first letter just stands for the series it comes from. For example, A is the Mario series.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 30, 2014, 01:32:23 PM
What character did you cloned? Sonic?..
This is because you didn't add the in-game portrite to the character you cloned, so go to info/potrite and create: "InfFace1101" then add the BP's, and It should work and it appears the Yellow Alloy Name because you haven't added the "MenSelchrChrNmS.1101" to your info.pac and add the Franchise emblem too "MenSelchrMark.21" (I'm using the 3F slot)

Your advice helped me find the issue :D The program encoded the BP image in the wrong format.
It worked now. Thanks!


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 30, 2014, 02:47:29 PM
tell me which clone you have on which character that is giveing you the problem, because i have a feeling i know what your problem is and i think i know how to fix it too.

Post Merge: August 29, 2014, 11:06:05 PM
i think you may need to fix this problem without the clone tool because the problem you are experiencing is the same one i had with my jiggly puff a while back except my when my jiggly puff froze it said green alloy instead of yellow alloy, the way i fixed it was by first making sure my battle portrite was named right and by making sure it was in the right folder by lookin up brawlex tourials on youtube, on youtube there is a tutorial that tells you a different way to set up the battle portrites so the'll work and the way you set them up is far easier than sammis video on how to set them up, if you would like i can get you a link to the video i used to set up my battle poritrites of my clones.

Hi thanks for the response but the clone (LucasEx in slot 3F) is actually NOT what's giving me a problem. That works. However, my REL ported PSAs are the ones that cause the game to freeze.. I'm assuming that the modules are the issue but these PSAs worked before I started using BrawlEx but not anymore. Do you think any other files for BrawlEx could conflict with REL ported PSAs?

EDIT: Okay I got one rel ported character (Roy over Marth ported to Diddy) to work but as soon as his entry is about to play at the beginning of the battle the game freezes. I thought this was strange because I have an entry file for him and even without the entry file the game still freezes.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on August 30, 2014, 04:36:22 PM
The first letter just stands for the series it comes from. For example, A is the Mario series.

but then how would Brawl Ex know I'm using the unused Y and Z IDs?


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 30, 2014, 04:54:10 PM
Guys, you gotta help me... My clone is crashing and I don't know why! It crashes when he enters the battle. Like, Mario jumps out and it says "3"! and then it crashes. I have the filler files, and I have the correct module. HELP! (P.S. The clone is Dark Link)


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 30, 2014, 05:39:54 PM
Guys, you gotta help me... My clone is crashing and I don't know why! It crashes when he enters the battle. Like, Mario jumps out and it says "3"! and then it crashes. I have the filler files, and I have the correct module. HELP! (P.S. The clone is Dark Link)

Hi. Does your module have the correct slot ID in its hex code? Clone slot IDs start at 3F, and then go 40, 41, etc.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on August 30, 2014, 05:47:04 PM
The first letter just stands for the series it comes from. For example, A is the Mario series.

what? no. not even close

but then how would Brawl Ex know I'm using the unused Y and Z IDs?

its alreayd preprogrammed to take in the Z ones.


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 30, 2014, 06:04:54 PM
Hi. Does your module have the correct slot ID in its hex code? Clone slot IDs start at 3F, and then go 40, 41, etc.

Yeah, it has the right ID. It's ID 61. Does that slot have any glitches like slot 54?

Oh, and the clone is over Marth. It's not the CSPs or BPs because I tested it with marth's BPs.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 30, 2014, 07:06:21 PM
its alreayd preprogrammed to take in the Z ones.


Actually, this isn't the case. It isn't pre-programmed to use any group of tracks. The letter Z just identifies it as one of the various fanfares used in the game (victory themes, "new trophy", "game over", etc), similar to how the letter I identifies F-Zero songs, or A identifies Mario songs. If you wanted to, you could use any of the stage BGMs as a victory theme.

For example, ROB's victory theme is Z35.brstm. Open his SlotConfig file (Slot26.dat) in a hex editor, and you get this:


53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 23 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 28 5C 19 CC CC CC CC CC CC CC CC CC CC CC


The numbers in red (these start at location 0x20 - in HxD, with default settings, this is at the start of the third line) are the hex ID of ROB's victory theme (note that 0x0000285C refers to neither "Z" nor "35"). Say you want to replace it with the Mute City theme - filename I01, hex ID 0x00002778. Replace the numbers in red above with Mute City's ID:


53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 23 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 27 78 19 CC CC CC CC CC CC CC CC CC CC CC


Save this as /private/wii/app/rsbe/pf/BrawlEx/SlotConfig/Slot26.dat. Load the game, play as ROB, and win. You should be greeted by the Mute City theme (or whatever else you might have as track I01).

...not that you'd actually use Mute City as a victory theme, since it just loops endlessly :P I just did that as an example, you'd want to replace I01.brstm with an actual victory theme if you planned on doing this.

(this example can apply to any character, for using any track as their victory theme - just use the appropriate base SlotConfig file, and change the hex ID to point to the desired victory theme.)

@KeiroStarr: as far as I can tell, the only way to give clones their own victory themes is to overwrite existing BRSTMs, but as above, you don't necessarily have to replace other victory themes. You could put your clone's victory theme over a stage BGM you don't particularly like, set that BGM to never load in My Music, and edit the SlotConfig so it loads the correct file instead of the original character's victory theme (in the SlotConfig file, the victory theme ID will always be those four bytes at 0x20, and the first two bytes will always be 00 00). You can't just pick a random number like Z66 that doesn't already exist, and expect it to work, since it won't have a hex ID within the game's coding pointing at it.

(I have a full list of song/SFX hex IDs that I found somewhere else on this forum or another, but I don't remember where exactly, and I don't want to just repost them without giving credit. I'll try and find the original post, and add it here later)


EDIT: Okay I got one rel ported character (Roy over Marth ported to Diddy) to work but as soon as his entry is about to play at the beginning of the battle the game freezes. I thought this was strange because I have an entry file for him and even without the entry file the game still freezes.


Is this (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25804) the port you're using? If so, all you need from there to get Roy working in BrawlEx are the files in the "For yah boy" folder. The ft_diddy.rel probably doesn't work with BrawlEx (which I suspect may be your problem - please correct me if I'm wrong!) - you'll need to use Marth's ExModule, which should have been included in the BrawlEx download. Open it with the module editor, and click on "ft_marth BX V1.1.rel". On the right, change the ID to 0x90 (or something else if that's already used). Click on the (+) to expand the menu, go to section [8], and click "Memory viewer". In the next screen that appears, double-click the highlighted section, and change 11 to 40 (or whichever ID you used for Roy). Close, and save the file as <sd>/private/wii/app/rsbe/pf/module/ft_roy.rel (don't save it over the original Marth REL!). This is working for me, at least - let me know if it still won't work for you.


Guys, you gotta help me... My clone is crashing and I don't know why! It crashes when he enters the battle. Like, Mario jumps out and it says "3"! and then it crashes. I have the filler files, and I have the correct module. HELP! (P.S. The clone is Dark Link)


Sounds like the module to me - did you change the IDs in the module itself (like I said above)?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 30, 2014, 07:36:20 PM
These are the song values in hex:

Code:
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
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
270F Stage Builder
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 (Unused)
271F MORINOKINOKO (Unused)
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 (Unused)
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 (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
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 0 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 (Unused)
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 (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
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 (Unused)
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 (Unused)
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 (Unused)
27D2 PictoChat
27D3 ELECTRO
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 (Unused)
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 (Unused)
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 (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
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 Kongo Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
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)

Hope that helps.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on August 30, 2014, 07:40:00 PM
Okay, so I've got one that's been bugging me for a few days now. No matter who I clone to 5C ends up freezing the game at the stage select (if using a gamecube controller; silent freeze) or when the stage starts to load the character (if using a wii controller; loud freeze). I'm not sure why.

I thought it might be an issue with the CSS but after replacing all the CSS pics it still freezes. I've found that the character CAN work, but only if you don't change the CSS picture using the CloneTool.

Now, I may be a bit picky, but it would bother me having two of the same character on the same screen and I'd like everyone to have their own pic. I've been using the newer clone tool (75a) to do all the modding thus far on this version. Is there any way to make my 5C slot load a  picture without freezing? Has anyone else had this problem?


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 30, 2014, 07:52:41 PM
Okay, so I've got one that's been bugging me for a few days now. No matter who I clone to 5C ends up freezing the game at the stage select (if using a gamecube controller; silent freeze) or when the stage starts to load the character (if using a wii controller; loud freeze). I'm not sure why.

I thought it might be an issue with the CSS but after replacing all the CSS pics it still freezes. I've found that the character CAN work, but only if you don't change the CSS picture using the CloneTool.

Now, I may be a bit picky, but it would bother me having two of the same character on the same screen and I'd like everyone to have their own pic. I've been using the newer clone tool (75a) to do all the modding thus far on this version. Is there any way to make my 5C slot load a  picture without freezing? Has anyone else had this problem?
Have you checked your battle portraits filesize I had a similar problem with Mewtwo for quite some time. Turned out the filesize was one KB over what the other BPs have.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 30, 2014, 07:57:08 PM
These are the song values in hex:

Looks like what I've got, thanks. Just missing the values for the victory themes, so I'll add those:

Code:
283D Mario victory theme
283E DK victory theme
283F Legend of Zelda victory theme
2840 Metroid victory theme
2841 Yoshi victory theme
2842 Kirby victory theme
2843 Star Fox victory theme
2844 Pokémon victory theme
2845 Luigi victory theme (unused, redirects to 0x283D)
2846 F-Zero victory theme
2847 Mother victory theme
2848 Bowser victory theme (unused, redirects to 0x283D)
2849 Peach victory theme (unused, redirects to 0x283D)
284A Zelda victory theme (unused, redirects to 0x283F)
284B Sheik victory theme (unused, redirects to 0x283F)
284C Ice Climbers victory theme
284D Fire Emblem victory theme
284E Game & Watch victory theme
284F Falco victory theme (unused, redirects to 0x2843)
2850 Ganondorf victory theme (unused, redirects to 0x283F)
2851 Wario victory theme
2852 Meta Knight victory theme
2853 Kid Icarus victory theme
2854 Zero Suit Samus victory theme (unused, redirects to 0x2840)
2855 Pikmin victory theme
2856 Lucas victory theme (unused, redirects to 0x2847)
2857 Diddy Kong victory theme (unused, redirects to 0x283E)
2858 Pokémon Trainer victory theme (unused, redirects to 0x2844)
2859 Dedede victory theme (unused, redirects to 0x2842)
285A Lucario victory theme (unused, redirects to 0x2844)
285B Ike victory theme (unused, redirects to 0x284D)
285C R.O.B. victory theme
285D Jigglypuff victory theme (unused, redirects to 0x2844)
285E Mewtwo victory theme (unused, redirects to 0x2844)
285F Roy victory theme (unused, redirects to 0x284D)
2860 Toon Link victory theme (unused, redirects to 0x283F)
2861 Metal Gear victory theme
2862 Sonic victory theme
2863 Continue?
2864 Game Over
2865 Achievement 1
2866 Achievement 2
2867 Trophy Get
2868 Rare Trophy Get
2869 Challenger Approaching
286A Record 1
286B Record 2

"redirects to" = if you try to use this, it plays the character's series theme instead, regardless of what you put in the pf/sound/strm folder


Okay, so I&#039;ve got one that&#039;s been bugging me for a few days now. No matter who I clone to 5C ends up freezing the game at the stage select (if using a gamecube controller; silent freeze) or when the stage starts to load the character (if using a wii controller; loud freeze). I&#039;m not sure why.

I thought it might be an issue with the CSS but after replacing all the CSS pics it still freezes. I&#039;ve found that the character CAN work, but only if you don&#039;t change the CSS picture using the CloneTool.

Now, I may be a bit picky, but it would bother me having two of the same character on the same screen and I&#039;d like everyone to have their own pic. I&#039;ve been using the newer clone tool (75a) to do all the modding thus far on this version. Is there any way to make my 5C slot load a  picture without freezing? Has anyone else had this problem?

What's the size of your sc_selcharacter.pac? (If you need to, use Brawlbox to extract it from common5.pac) It should be no bigger than 3.79 MB. Anything over that, and the game will freeze when loading the CSS.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on August 30, 2014, 08:24:53 PM
Have you checked your battle portraits filesize I had a similar problem with Mewtwo for quite some time. Turned out the filesize was one KB over what the other BPs have.
I suppose it could be.... where can I find the filesizes for the portraits?

Post Merge: August 30, 2014, 08:27:21 PM
What's the size of your sc_selcharacter.pac? (If you need to, use Brawlbox to extract it from common5.pac) It should be no bigger than 3.79 MB. Anything over that, and the game will freeze when loading the CSS.

Can't be that. The size is 3.67 and besides, slot 5C is the only one that freezes. I've tried pit, metaknight, lucario and wolf over it and whenever the CSP is changed it causes them to freeze.

Post Merge: August 30, 2014, 09:05:29 PM
Made everything as small as I could and it's still freezing. I really can't think of anything else to do.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 30, 2014, 09:50:49 PM
Just look in your portraits folder, pf/info/portrite and look at the portrait with your clone's costume id.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on August 31, 2014, 12:05:56 AM
1.62kb Most of the others are the same size... seems pretty normal to me.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 31, 2014, 12:43:49 AM
Wait a minute, I checked back at your post and it said you were using Sammi's Latest update to the clone tool. Have you tried removing the configs for your clone and tried adding them back in manually?


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on August 31, 2014, 12:54:23 AM
Wait a minute, I checked back at your post and it said you were using Sammi's Latest update to the clone tool. Have you tried removing the configs for your clone and tried adding them back in manually?

No, I haven't. Is there an issue with that?

Post Merge: August 31, 2014, 02:08:43 AM
Just tried it and it worked! Wonder what happened? Guess the tool goofed somehow.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on August 31, 2014, 05:31:27 AM
Hi thanks for the response but the clone (LucasEx in slot 3F) is actually NOT what's giving me a problem. That works. However, my REL ported PSAs are the ones that cause the game to freeze.. I'm assuming that the modules are the issue but these PSAs worked before I started using BrawlEx but not anymore. Do you think any other files for BrawlEx could conflict with REL ported PSAs?

EDIT: Okay I got one rel ported character (Roy over Marth ported to Diddy) to work but as soon as his entry is about to play at the beginning of the battle the game freezes. I thought this was strange because I have an entry file for him and even without the entry file the game still freezes.

oh ok i see and now i know what your problem is and i know how to fix it too, because a while ago i had the same problem with my shadow that's ported over fox, here is and example of how to fix your problem i hope it helps: first take your ported character and open the first color slot you have on them like fitness00.pcs or .pac dosent mater if once you have this open it says a different name than the character your trying to put somthing over, like for instance it says pit or marth instead of ness than that means you are going to have to do something that's a bit long winded but i will tell you how to do it anyway.

Post Merge: August 31, 2014, 06:47:28 AM
first: go ahead and grab all the same things as if you were about to add a clone to brawlex, don't worry though were not adding a clone, take all your configs, such as SlotConfig CSSSlotConfig and CosmeticConfig except for fighterconfig you want to
make sure each config is the character your porting to but make sure the fighter config is the original character so in other words make sure that if your puting roy on ness you go ahead and have slotconfig, cssslotfig and cosmeticconfig are all ness's original configs but make sure the fighterconfig is marth's because that is who roy is originally over and then open the fighter config change the name to to ness save and than close it out next, well what we need to do next is do you see how all the configs you grabed already have a number at the end, well here is what we do different than adding a clone get each config rename each one so only the number is left, and now the important part keep the
numbers of each config exactly the way they are don't change them to any other number than what they had originaly except make sure you change the figher configs number. in order to now know what number to change it to we need to go into where ever you keep the fighterconfigs of each of your clones find ness's fighterconfig check and see what number it has in it's name that number is the number you want to name your fighterconfig that we were using before next put
each config in each folder like you normally would next remember how at the start we opened fitness00.pcs or .pac well now is
when we need to remember which character it said so if it said marth, so go ahead and grab the .rel of marth from amoung your brawlex .rels (you have to use brawlex .rels when .rel porting or cloning characters original .rels for ports wont work)
so seeing as this is the case you can see we are somewhat limited to which characters we can .rel port with brawlex but .rel
porting still dose work as long as we use the .rels that were included in the download of brawlex, so first grab the .rel from amoung your brawlex .rels for the character your porting so if the character is roy on ness you would grab a ft_marth.rel than name it to ft_ness.rel than open the .rel that you just named to ft_ness.rel open it with module editor 3.3 and go to section 8 click on memory viewer than change the number like you normally would for a clone but make sure you chang it to the character your .rel porting to so if your porting to ness you would change the number to 0A than close the memory viewer but not the module editor because you still need to save it, so click file than click save after that just close the file, next put the .rel
you just edited into your module folder after that there is only on more thing to check make sure all the files of your ported your character to are in there folder such as fitness.pac, fitness00.pcs up to fitness06.pcs are all there in the ness folder also make sure in the ness folder you have just as many .pac files as you do .pcs files when it comes to colors also make sure you have the two FitnessSpy files are in your ness folder also make sure you have the two FitnessDark files and the two FitnessFake files
are in your ness folder also make sure you have both the FitnessmotionEtc.pac and the Fitnessfinal.pac are all in the ness folder, if you are missing any of these you can get them from the data partition, also alot of characters in the data partition don't have any fake.pcs and fake.pac so you should make them yourself by grabing both a fitness00.pac and a fitness00.pcs make a copy of each one and than name one copy to fitnessfake.pac and the other to fitnessfake.pcs than put those files in your ness folder as well after that your done wahoo! also the reason you wan to put the fake files in your ness folder is because for every single character in the fighterconfig you will notice the load out will have all the files listed for a clone and no
matter which character it will say it has a fake.pac and a fake.pcs file so just to be safe make sure you always include these files when making clones or when .rel porting. (it will help prevent freezes).


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 07:45:11 AM
Sounds like the module to me - did you change the IDs in the module itself (like I said above)?

Yes, and like I said above, I changed in to 61 in Section 8 part 03.  And I just checked, 61 is the right ID.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 08:33:32 AM
I just tried putting a Link clone in slot 61 manually (didn't change any cosmetics), and it worked, so it's not a problem with slot 61. Are you using the clone tool? Maybe just try adding the BrawlEx config files manually, and using the fighter config tool for Fighter61.dat, and see if that works.


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 09:57:53 AM
I just tried putting a Link clone in slot 61 manually (didn't change any cosmetics), and it worked, so it's not a problem with slot 61. Are you using the clone tool? Maybe just try adding the BrawlEx config files manually, and using the fighter config tool for Fighter61.dat, and see if that works.

Yeah, I'm using the clone tool. I'll try it manually.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 10:36:44 AM
oh ok i see and now i know what your problem is and i know how to fix it too, because a while ago i had the same problem with my shadow that's ported over fox, here is and example of how to fix your problem i hope it helps: first take your ported character and open the first color slot you have on them like fitness00.pcs or .pac dosent mater if once you have this open it says a different name than the character your trying to put somthing over, like for instance it says pit or marth instead of ness than that means you are going to have to do something that's a bit long winded but i will tell you how to do it anyway.

Post Merge: August 31, 2014, 06:47:28 AM
first: go ahead and grab all the same things as if you were about to add a clone to brawlex, don't worry though were not adding a clone, take all your configs, such as SlotConfig CSSSlotConfig and CosmeticConfig except for fighterconfig you want to
make sure each config is the character your porting to but make sure the fighter config is the original character so in other words make sure that if your puting roy on ness you go ahead and have slotconfig, cssslotfig and cosmeticconfig are all ness's original configs but make sure the fighterconfig is marth's because that is who roy is originally over and then open the fighter config change the name to to ness save and than close it out next, well what we need to do next is do you see how all the configs you grabed already have a number at the end, well here is what we do different than adding a clone get each config rename each one so only the number is left, and now the important part keep the
numbers of each config exactly the way they are don't change them to any other number than what they had originaly except make sure you change the figher configs number. in order to now know what number to change it to we need to go into where ever you keep the fighterconfigs of each of your clones find ness's fighterconfig check and see what number it has in it's name that number is the number you want to name your fighterconfig that we were using before next put
each config in each folder like you normally would next remember how at the start we opened fitness00.pcs or .pac well now is
when we need to remember which character it said so if it said marth, so go ahead and grab the .rel of marth from amoung your brawlex .rels (you have to use brawlex .rels when .rel porting or cloning characters original .rels for ports wont work)
so seeing as this is the case you can see we are somewhat limited to which characters we can .rel port with brawlex but .rel
porting still dose work as long as we use the .rels that were included in the download of brawlex, so first grab the .rel from amoung your brawlex .rels for the character your porting so if the character is roy on ness you would grab a ft_marth.rel than name it to ft_ness.rel than open the .rel that you just named to ft_ness.rel open it with module editor 3.3 and go to section 8 click on memory viewer than change the number like you normally would for a clone but make sure you chang it to the character your .rel porting to so if your porting to ness you would change the number to 0A than close the memory viewer but not the module editor because you still need to save it, so click file than click save after that just close the file, next put the .rel
you just edited into your module folder after that there is only on more thing to check make sure all the files of your ported your character to are in there folder such as fitness.pac, fitness00.pcs up to fitness06.pcs are all there in the ness folder also make sure in the ness folder you have just as many .pac files as you do .pcs files when it comes to colors also make sure you have the two FitnessSpy files are in your ness folder also make sure you have the two FitnessDark files and the two FitnessFake files
are in your ness folder also make sure you have both the FitnessmotionEtc.pac and the Fitnessfinal.pac are all in the ness folder, if you are missing any of these you can get them from the data partition, also alot of characters in the data partition don't have any fake.pcs and fake.pac so you should make them yourself by grabing both a fitness00.pac and a fitness00.pcs make a copy of each one and than name one copy to fitnessfake.pac and the other to fitnessfake.pcs than put those files in your ness folder as well after that your done wahoo! also the reason you wan to put the fake files in your ness folder is because for every single character in the fighterconfig you will notice the load out will have all the files listed for a clone and no
matter which character it will say it has a fake.pac and a fake.pcs file so just to be safe make sure you always include these files when making clones or when .rel porting. (it will help prevent freezes).


Hi thanks. I'm trying to fix one port right now and it's Roy over Marth ported to Diddy. I followed all directions but the game still froze when I selected a stage. You mentioned that I should see (when I open Diddy's pac file) a FitMarth, the original character that Roy was meant for. Does this have to be changed to FitDiddy? I downloaded extra filler files from the data partition and they have FitDiddy in them. I'm not sure if they all have to be the same name when opened. Also, the module hex needs to have Diddy's fighter hex code or slot hex code or something else? Right now I'm using 1B.


Title: Re: The Brawl Expansion Project
Post by: Makarew on August 31, 2014, 11:19:41 AM
Hi thanks. I'm trying to fix one port right now and it's Roy over Marth ported to Diddy. I followed all directions but the game still froze when I selected a stage. You mentioned that I should see (when I open Diddy's pac file) a FitMarth, the original character that Roy was meant for. Does this have to be changed to FitDiddy? I downloaded extra filler files from the data partition and they have FitDiddy in them. I'm not sure if they all have to be the same name when opened. Also, the module hex needs to have Diddy's fighter hex code or slot hex code or something else? Right now I'm using 1B.

Open your fighterconfig in some kind of text editor, hex editor, or the BrawlEx Config Utility and see if the filenames are correct.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 12:15:54 PM
Open your fighterconfig in some kind of text editor, hex editor, or the BrawlEx Config Utility and see if the filenames are correct.

Yes the filenames are correct. They're all Diddy.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 12:33:57 PM
Diddy's config files are:
Cosmetic1A.dat
CSSSlot1A.dat
Fighter1B.dat
Slot1C.dat

Since you're creating a Marth clone, use Marth's config files as bases, and save them to the above locations. Open Fighter1B.dat with the fighter config tool, and change Marth to Diddy.

The files in the pf/fighter/diddy folder should all be named FitDiddy##.pac/pcs.

For the module, use Marth's ExModule as a base, and name it ft_diddy.rel. Give the module an unused ID (0x90 and above should be free), and in section 8, change 00000011 to 0000001B. Roy should now load whenever Diddy is selected.

This will load Marth's cosmetics over Diddy Kong's (so, for example, Marth appears where Diddy was on the CSS). If you want it to load Diddy's instead (so you can replace those with Roy textures), open Cosmetic 1A.dat in a hex editor, and change byte 0x10 (the first one on the second line, should be 10) to 1A. You can also use this file to set the name on the results screen to Roy instead of Marth (on the third line, change 4D 61 72 74 68 to 52 6F 79 00 00).


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 01:43:08 PM
Diddy's config files are:
Cosmetic1A.dat
CSSSlot1A.dat
Fighter1B.dat
Slot1C.dat

Since you're creating a Marth clone, use Marth's config files as bases, and save them to the above locations. Open Fighter1B.dat with the fighter config tool, and change Marth to Diddy.

The files in the pf/fighter/diddy folder should all be named FitDiddy##.pac/pcs.

For the module, use Marth's ExModule as a base, and name it ft_diddy.rel. Give the module an unused ID (0x90 and above should be free), and in section 8, change 00000011 to 0000001B. Roy should now load whenever Diddy is selected.

This will load Marth's cosmetics over Diddy Kong's (so, for example, Marth appears where Diddy was on the CSS). If you want it to load Diddy's instead (so you can replace those with Roy textures), open Cosmetic 1A.dat in a hex editor, and change byte 0x10 (the first one on the second line, should be 10) to 1A. You can also use this file to set the name on the results screen to Roy instead of Marth (on the third line, change 4D 61 72 74 68 to 52 6F 79 00 00).

Aha Roy works 100% with this thanks! However, my only clone, LucasEx, with all of Lucas's regular files is now causing freezing but before it didn't.. I know that LucasEx's module ID is 91 and the new Roy module is 92 so that shouldn't be the problem.. what could be the problem now lol..


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 01:52:51 PM
NOOOOOOOOOO It didn't work.

I used a regular Link clone with fresh, Data Partition 2 files, Fresh, brawl ex module, and manual fighter files... And it still crashed when he entered the battle. What am I doing wrong?!?!?!


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 02:18:47 PM
Aha Roy works 100% with this thanks! However, my only clone, LucasEx, with all of Lucas's regular files is now causing freezing but before it didn't.. I know that LucasEx's module ID is 91 and the new Roy module is 92 so that shouldn't be the problem.. what could be the problem now lol..

Weird, this isn't happening to me. Try removing the LucasEx config files, and adding them again.


NOOOOOOOOOO It didn't work.

I used a regular Link clone with fresh, Data Partition 2 files, Fresh, brawl ex module, and manual fighter files... And it still crashed when he entered the battle. What am I doing wrong?!?!?!

Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 31, 2014, 03:15:43 PM
NOOOOOOOOOO It didn't work.

I used a regular Link clone with fresh, Data Partition 2 files, Fresh, brawl ex module, and manual fighter files... And it still crashed when he entered the battle. What am I doing wrong?!?!?!
Careful with those Caps, When it freezes can you see Link's In-Game Battle Portrait and name? If not then means you need to add the BP's


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 03:25:37 PM
Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.
Careful with those Caps, When it freezes can you see Link's In-Game Battle Portrait and name? If not then means you need to add the BP's

I'm using the ID of my clone (61), and it uses the regular Link CSPs and stuff, so it has Battle Portraits. And it crashes before his name and BP appear... and what do you mean caps?


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 03:30:28 PM
When you open the module in the module editor, and click on ft_darklink.rel (at the top of the tree), the ID you enter there (the module's ID) is not the same as the fighter's ID. Try something other than 0x61, say 0xA0. You only enter the fighter's ID in section 8.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 31, 2014, 03:34:45 PM
I'm using the ID of my clone (61), and it uses the regular Link CSPs and stuff, so it has Battle Portraits. And it crashes before his name and BP appear... and what do you mean caps?
This is because you didn't add the in-game portrite to the character you cloned, so go to info/potrite and create: "InfFace1101" then add the BP's, and It should work and it appears the Yellow Alloy Name because you haven't added the "MenSelchrChrNmS.1101" to your info.pac and add the Franchise emblem too "MenSelchrMark.21" (I'm using the 3F slot)
It must be that, try it.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 03:39:36 PM
It must be that, try it.

Actually if he's just using Link's cosmetic config unchanged, it should just load Link's portrite.


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 31, 2014, 03:40:49 PM
Actually if he's just using Link's cosmetic config unchanged, it should just load Link's portrite.
Hmm, That's true. Maybe some of the files are corrupted?


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 03:48:29 PM
Well, actually, I'm not using the Memory Viewer, I'm using Brawlbox. What files could be corrupted? And again, what do you mean Caps?


Title: Re: The Brawl Expansion Project
Post by: Infernape on August 31, 2014, 04:00:30 PM
Well, actually, I'm not using the Memory Viewer, I'm using Brawlbox. What files could be corrupted? And again, what do you mean Caps?
Just don't write with caps you can get warned. Any of the files can be corrupted, or perhaps did you named them correctly?


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 04:04:59 PM
I don't usually use BrawlBox for editing ExModules, but it's a pretty similar process. Open ft_darklink.rel, and click on the top of the tree. In the "ARC Entry" section to the right, under "Relocatable Module", set Module ID to 160 (BrawlBox seems to use decimal for module IDs). Open section 8 with the memory viewer, and on the first line, change 00 00 00 02 to 00 00 00 5C.


Title: Re: The Brawl Expansion Project
Post by: r_stronghammer on August 31, 2014, 04:08:07 PM
Just don't write with caps you can get warned. Any of the files can be corrupted, or perhaps did you named them correctly?
Oh, ok. I thought you meant something like file size limit.
I don't usually use BrawlBox for editing ExModules, but it's a pretty similar process. Open ft_darklink.rel, and click on the top of the tree. In the "ARC Entry" section to the right, under "Relocatable Module", set Module ID to 160 (BrawlBox seems to use decimal for module IDs). Open section 8 with the memory viewer, and on the first line, change 00 00 00 02 to 00 00 00 5C.
Okay, I'll do that, except with ID 61 instead of ID 5C.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 06:16:08 PM
Weird, this isn't happening to me. Try removing the LucasEx config files, and adding them again.


Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.

I redid LucasEx's config files but still no luck.. I also made sure that LucasEx's module has a unique ID and the section 8 hex code has 3F in the right place. I currently see two Lucas slots and two Marths on my CSS. The game freezes right after the announcer says "3" at the beginning of a battle, and this started happening after I ported Roy over Marth to Diddy.

P.S. I used Module Editor 3.3, NOT BrawlBox for editing the module(s).


Title: Re: The Brawl Expansion Project
Post by: Doq on August 31, 2014, 06:26:13 PM
Just gonna throw this out here:

BrawlBox's Module Editor is ass and breaks any edited ExModule. Use the Module Editor 3.3 if you need to make edits.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 06:53:36 PM
I redid LucasEx's config files but still no luck.. I also made sure that LucasEx's module has a unique ID and the section 8 hex code has 3F in the right place. I currently see two Lucas slots and two Marths on my CSS. The game freezes right after the announcer says "3" at the beginning of a battle, and this started happening after I ported Roy over Marth to Diddy.

P.S. I used Module Editor 3.3, NOT BrawlBox for editing the module(s).

Set mine up exactly as you have it - Roy over Diddy, and a Lucas clone in slot 3F - and it worked perfectly. I've been setting up the config files manually, though - are you using the clone tool, or doing them manually?


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 07:28:30 PM
Set mine up exactly as you have it - Roy over Diddy, and a Lucas clone in slot 3F - and it worked perfectly. I've been setting up the config files manually, though - are you using the clone tool, or doing them manually?

Both characters worked perfectly? The port AND the clone? I've been doing the config files with the BrawlEx config utility application.. but since I'm editing a small part of the hex code and typing in 3F/1B/whatever, wouldn't it be considered manually? Or is manually something else? If this is what you mean by manually then yes I've been doing it manually lol.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 31, 2014, 07:42:33 PM
Just gonna throw this out here:

BrawlBox's Module Editor is ass and breaks any edited ExModule. Use the Module Editor 3.3 if you need to make edits.

Uh... I've been using it from the start with no problems...


Title: Re: The Brawl Expansion Project
Post by: Doq on August 31, 2014, 07:48:18 PM
Uh... I've been using it from the start with no problems...
Which version doesn't break exmodules? I used .69 and .71.


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 07:50:20 PM
Both characters worked perfectly? The port AND the clone? I've been doing the config files with the BrawlEx config utility application.. but since I'm editing a small part of the hex code and typing in 3F/1B/whatever, wouldn't it be considered manually? Or is manually something else? If this is what you mean by manually then yes I've been doing it manually lol.

Yep, everything worked 100%, I even had the Roy port, the Lucas clone and the original Lucas in the same battle, and all worked fine. Here's what I've done:

  • Copy all of Lucas' files to pf/fighter/lucasex
  • Rename all to FitLucasEx##.pac/pcs
    • you should now have:
    • FitLucasEx.pac
    • FitLucasEx##.pac and .pcs
    • FitLucasExDark.pac and .pcs
    • FitLucasExEntry.pac
    • FitLucasExFinal.pac
    • FitLucasExMotionEtc.pac
    • FitLucasExResult.pac
    • FitLucasExSpy.pac and .pcs
    • note the config tool will tell you you need FitLucasExFake.pac - you don't, as there is no such file among Lucas' original files
  • Copy Lucas' config files to the pf/BrawlEx folders
  • Rename all to ##3F.dat
  • Open Fighter3F.dat in the config utility, change Lucas to LucasEx, set Kirby hat to None
  • Copy the Lucas ExModule to pf/modules, rename it to ft_lucasex.rel
  • Open ft_lucasex.rel in the BrawlEx module editor, set module ID to 0xAB
  • In section 8, change 0000001A to 0000003F
  • Add 3F to CSSRoster.dat somewhere


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on August 31, 2014, 08:01:00 PM
Which version doesn't break exmodules? I used .69 and .71.

I think I was using the last version by BJ (Young Lad). 0.71b, if I remember correctly? IDK. I've just recently started using the newer one by the new devs.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on August 31, 2014, 08:11:16 PM
Yep, everything worked 100%, I even had the Roy port, the Lucas clone and the original Lucas in the same battle, and all worked fine. Here's what I've done:

  • Copy all of Lucas' files to pf/fighter/lucasex
  • Rename all to FitLucasEx##.pac/pcs
    • you should now have:
    • FitLucasEx.pac
    • FitLucasEx##.pac and .pcs
    • FitLucasExDark.pac and .pcs
    • FitLucasExEntry.pac
    • FitLucasExFinal.pac
    • FitLucasExMotionEtc.pac
    • FitLucasExResult.pac
    • FitLucasExSpy.pac and .pcs
    • note the config tool will tell you you need FitLucasExFake.pac - you don't, as there is no such file among Lucas' original files
  • Copy Lucas' config files to the pf/BrawlEx folders
  • Rename all to ##3F.dat
  • Open Fighter3F.dat in the config utility, change Lucas to LucasEx, set Kirby hat to None
  • Copy the Lucas ExModule to pf/modules, rename it to ft_lucasex.rel
  • Open ft_lucasex.rel in the BrawlEx module editor, set module ID to 0xAB
  • In section 8, change 0000001A to 0000003F
  • Add 3F to CSSRoster.dat somewhere

It WORKS now thank you! The only thing that was different with my setup and yours was the module ID. I always thought that module IDs don't matter as long as they're not the same as any other module.. what does 0xAB symbolize so I know what to do for other clones/ports?


Title: Re: The Brawl Expansion Project
Post by: moydow on August 31, 2014, 08:25:08 PM
It WORKS now thank you! The only thing that was different with my setup and yours was the module ID. I always thought that module IDs don't matter as long as they're not the same as any other module.. what does 0xAB symbolize so I know what to do for other clones/ports?

Awesome! 0xAB doesn't symbolise anything in particular, I just used that because I knew for certain I had no other module with the ID 0xAB :P The module ID can be any hex number from 8F to FF that isn't already used by another module. If you had no other modules, I don't know why 91 wouldn't work - in fact I just tried LucasEx with module ID 0x91 and it worked fine, so I'm lost as to why it didn't work for you.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on September 01, 2014, 09:37:29 AM
@KeiroStarr: as far as I can tell, the only way to give clones their own victory themes is to overwrite existing BRSTMs, but as above, you don't necessarily have to replace other victory themes. You could put your clone's victory theme over a stage BGM you don't particularly like, set that BGM to never load in My Music, and edit the SlotConfig so it loads the correct file instead of the original character's victory theme (in the SlotConfig file, the victory theme ID will always be those four bytes at 0x20, and the first two bytes will always be 00 00). You can't just pick a random number like Z66 that doesn't already exist, and expect it to work, since it won't have a hex ID within the game's coding pointing at it.

(I have a full list of song/SFX hex IDs that I found somewhere else on this forum or another, but I don't remember where exactly, and I don't want to just repost them without giving credit. I'll try and find the original post, and add it here later)

I see... well I saw a method by "Diddy Kong" that actually makes use of unused brstms listed in the brsar to give each person a different theme. I assume by IDing the unused BRSTMs, one could mark them down in the Slot Config so you could use them without modifying any BRSTMs in use


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 01, 2014, 01:58:39 PM
Can anyone give me a light about custom Victory Themes for BrawlEx characters?


Title: Re: The Brawl Expansion Project
Post by: E-scope12 on September 01, 2014, 02:50:41 PM
Does BrawlEX work for Project M 3.02?


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on September 01, 2014, 02:58:35 PM
Can anyone give me a light about custom Victory Themes for BrawlEx characters?

It's what I'm trying to find out as well.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 01, 2014, 03:10:17 PM
It's what I'm trying to find out as well.

I have been making experiments by myself, but I couldn't get to a good result.

Just thought I might ask.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on September 01, 2014, 04:12:59 PM
Does BrawlEX work for Project M 3.02?
Check out one of the links in this thread: http://forums.kc-mm.com/index.php?topic=66871.120 (http://forums.kc-mm.com/index.php?topic=66871.120)


Title: Re: The Brawl Expansion Project
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This is the second time I see you posting things like that.

You better stop.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 01, 2014, 05:03:59 PM
This is the second time I see you posting things like that.

You better stop.

He's been posting that all day. It's most likely a bot.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 01, 2014, 05:05:35 PM
He's been posting that all day. It's most likely a bot.

Isn't it against the rules?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 01, 2014, 05:08:22 PM
Isn't it against the rules?

Just report his posts for Spam. The mods will take care of it.


Title: Re: The Brawl Expansion Project
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Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 01, 2014, 05:23:47 PM
Just report his posts for Spam. The mods will take care of it.

I wish I was one of them to do it right now.
Neh, they'll know what to do.


Title: Re: The Brawl Expansion Project
Post by: KeiroStarr on September 01, 2014, 05:55:06 PM
so... back to the topic of BrawlEx Clone Victory Themes, please. :)


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on September 02, 2014, 06:01:17 PM
Just a wanted to mention this really quick, I'm not sure if it's addressed in the OP (didn't see any) but I had some crashing on a character just after winning a match with a clone. If anyone else experiences this problem try replacing the .rel, it's probably corrupted. Replaced a .rel for one of my crashes and it fixed everything :>


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on September 02, 2014, 07:46:13 PM
Just a wanted to mention this really quick, I'm not sure if it's addressed in the OP (didn't see any) but I had some crashing on a character just after winning a match with a clone. If anyone else experiences this problem try replacing the .rel, it's probably corrupted. Replaced a .rel for one of my crashes and it fixed everything :>

When winning? You're probably missing results screen portraits...


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on September 02, 2014, 08:55:02 PM
When winning? You're probably missing results screen portraits...

No way! I made sure they were in. Everything was in and I couldn't figure it out so I went to the front page and read up and thought, well, what if the rel was bad somehow? I replaced it with one I had just downloaded and it worked just fine.


Title: Re: The Brawl Expansion Project
Post by: Reisaki on September 02, 2014, 11:46:31 PM
Hello. Sorry about this but I've looked all over for a replacement and the BrawlEX Clone tool download link isn't working. Does anyone have a way to download it or could a new download link be provided? Pls and Thank you.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on September 03, 2014, 01:02:00 AM
Hello. Sorry about this but I've looked all over for a replacement and the BrawlEX Clone tool download link isn't working. Does anyone have a way to download it or could a new download link be provided? Pls and Thank you.


http://www.mediafire.com/download/vai3uieqmya2olz/New+Clone+Too%3Bl+-+Copy.zip (http://www.mediafire.com/download/vai3uieqmya2olz/New+Clone+Too%3Bl+-+Copy.zip)

I re-uploaded it here for ya. Hope it works!


Title: Re: The Brawl Expansion Project
Post by: Reisaki on September 03, 2014, 01:17:58 AM
Thanks so much!   :af2: ^^


Title: Re: The Brawl Expansion Project
Post by: BronzeGreekGod on September 04, 2014, 09:30:17 AM
Hey guys, so quick question (ive asked around about this and i want a 2nd opinion). Is it possible to clone a character more than once? Like if i have mewtwo in my game who is a clone of lucario, can i clone lucario again to make another new character (because i'm making a mod where his psa is the base of). or is there some kind of work around to make something like this work?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on September 04, 2014, 10:05:01 AM
Hey guys, so quick question (ive asked around about this and i want a 2nd opinion). Is it possible to clone a character more than once? Like if i have mewtwo in my game who is a clone of lucario, can i clone lucario again to make another new character (because i'm making a mod where his psa is the base of). or is there some kind of work around to make something like this work?
Yes you can add duplicate clones. You could have like 15 Lucario clones if you really wanted to. I think the only issues that could arise are conflicting gfx issues, but they aren't that big of a problem in my opinion because they don't cause the game to freeze. :P


Title: Re: The Brawl Expansion Project
Post by: chocodino on September 04, 2014, 04:09:00 PM
I have been making experiments by myself, but I couldn't get to a good result.

Just thought I might ask.
it's in the OP


Title: Re: The Brawl Expansion Project
Post by: BronzeGreekGod on September 04, 2014, 06:37:14 PM
Yes you can add duplicate clones. You could have like 15 Lucario clones if you really wanted to. I think the only issues that could arise are conflicting gfx issues, but they aren't that big of a problem in my opinion because they don't cause the game to freeze. :P

sweet. Can those gfx issues be worked around and avoided?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on September 04, 2014, 06:42:30 PM
sweet. Can those gfx issues be worked around and avoided?

yup. i cant link it now, but i made a tut on hwo to edit the gfx stuff


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 04, 2014, 09:28:35 PM
Next module should be Falco.

There's a cool Silver PSA.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 04, 2014, 11:54:50 PM
Next module should be Falco.

There's a cool Silver PSA.

I'm hoping for that along with Bowser and Zero Suit Samus and fixes for the Zelda and CF modules. That's all I'll need when the next expansion to the roster is made. And I don't expect it BUT it'd be cool if you could change the Shiek and Zelda selection by tapping the CSP (which I believe is broken) and if a Pokemon Trainer Module was completed.

While I know PW said he'd make the count up to 100, I hope that he'll make the CSS 128 since with the boss slot data and whatnot that I work with I can do 128, I just don't know how to make a CSS that supports that. I'm almost ready to release my final build until his next update. I'll only need 2 more days I believe.

Then I've got everything set up for however many more slots are possible.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on September 05, 2014, 01:37:07 AM
Okay, ran into another problem here, still using the clone tool. I've realized that anytime I add a clone past the 4D slot the clone in 4D crashes upon selecting a stage. I have the .rel, all the files for the fighter and all the configs. I've tried swapping the CSP, CSS, BP and Victory Portrait and it still freezes.

I don't understand what's up with it... 4D works when there aren't any clones after it; you can select, fight, win, whatever no problem. But after that it just locks up. Any ideas?? It's the last slot giving me issues and I just want it done with.


Title: Re: The Brawl Expansion Project
Post by: zutox on September 05, 2014, 05:23:43 AM
I too am hoping to see Zero suit and bowser, along with the ice climbers. There are some nice PSA over them.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on September 05, 2014, 11:47:49 AM
A Bowser/Giga Bowser module would be the bomb. I would love to clone my Little Mac PSA. XD

Anyway, I'm having an issue with the files from my upcoming Ridley PSA. The PSA is over Pit, and I changed the rel and stuff properly. He worked over normal Pit, but over a clone slot (49, to be exact), he won't. Can anyone help? PS I edited bone references in Tabuu/OpenSA3 and hexed ones it didn't handle.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 05, 2014, 01:30:41 PM
Can anyone tell me what determines the Announcer Call ID? Comparing the clone tool and the .sawnd file, I can't see exactly.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on September 05, 2014, 02:00:59 PM
Bowser and Wario should be next (considering it s possible, even if reasearch is needed) because they would be the most difficult to make so it might as well be pushed out of the way early on.
Been so many years, the new smash is coming out and we are just getting started. STRANGE ISN'T IT?!!

Next module should be Falco.

There's a cool Silver PSA.
ITS NO USE!!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 05, 2014, 02:41:13 PM
ITS NO USE!!

 :>.>palm:


Title: Re: The Brawl Expansion Project
Post by: loyyid on September 06, 2014, 12:03:48 AM
so is nebulons pack with none used extra character slots?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 06, 2014, 06:34:43 AM
so is nebulons pack with none used extra character slots?

I have them. And I'm going to update it wither today or tomorrow. I went for a more.... Professional approach. I'll have two links for it for DL and PW can put it in OP pf course if he'd like as he did with the previous build :)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 06, 2014, 12:36:43 PM
Managed to get the announcer to say Free-For-All, Multi Man-Brawl and Fighting Alloy team when selecting my 3 clones. However, does anyone have a list of the IDs for the announcer calls? Preferably someone who already got to give custom announcer calls to the BrawlEx roster.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on September 06, 2014, 02:34:35 PM
Managed to get the announcer to say Free-For-All, Multi Man-Brawl and Fighting Alloy team when selecting my 3 clones. However, does anyone have a list of the IDs for the announcer calls? Preferably someone who already got to give custom announcer calls to the BrawlEx roster.

what I did was replace the wiimote sfx with the announcer calls. if you want, i can get you the ids for the wiimote sfx


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 06, 2014, 02:38:23 PM
what I did was replace the wiimote sfx with the announcer calls. if you want, i can get you the ids for the wiimote sfx

I'd like that. I need to put in some calls


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on September 06, 2014, 02:43:00 PM
if people need it, i could make a tut for it, but its pretty straight forward

http://opensa.dantarion.com/wiki/CSS_Slots (http://anonym.to/?http://opensa.dantarion.com/wiki/CSS_Slots) this is where the things are to put in the config file for the one that stores the announcer call


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 06, 2014, 02:49:14 PM
if people need it, i could make a tut for it, but its pretty straight forward

[url]http://opensa.dantarion.com/wiki/CSS_Slots[/url] ([url]http://anonym.to/?http://opensa.dantarion.com/wiki/CSS_Slots[/url]) this is where the things are to put in the config file for the one that stores the announcer call


I just need  super saw dz and what not to actually work on my machine.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 06, 2014, 02:52:01 PM
Nah, I'm good. Sammi told me where to look to figure them out. I'll just look for unused sounds on the subspace emissary files.


Title: Re: The Brawl Expansion Project
Post by: Bgeo25 on September 07, 2014, 01:46:27 PM
Hi again.. in attempt to load Diddy's cosmetics over my Marth clone used for a Roy PSA, I edited the hex code in the Cosmetic1A.dat file & changed "Marth" to "Diddy" but only half of Marth has changed.. the result is that Diddy's CSP shows but there's still a sword icon in back of him, symbolizing the Fire Emblem franchise. In addition, selecting Diddy makes the announcer say "Marth." Does someone have an idea on how to fix this and make it completely Diddy?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 07, 2014, 01:51:30 PM
You can change the announcer call of your clone with Sammi's clone tool.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 08:19:52 AM
I have an issue. My CSS is freeazing. I redid every pictures myself and now there's an issue. I know it's not the amount, and te filesize is 3.45 mb. So I think one of the pics is corrupted. Is there a format we can't use? One of the formata I'm using is C18 for some of them. Os that game breaking?

Before I redo this I kust wanted to know if there were any formats we can't use or a filesize it can't be or a picture you can't replace.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 08:45:10 AM
You should use CMPR for all CSPs for better compatibility.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 08:55:00 AM
You should use CMPR for all CSPs for better compatibility.

Awe man, i wanted Olimar's visor to be transparent :/ i had an unhandled exception in the icon misc 70 section. I think that might have been it... :/ I won't be able to test it for 8 hours, but it always urks me whenever this happens since I've invested to much time into it. I just wanna know what's wrong with it. If I add in a corrupted picture does it ruin all of it? Or just the section? I should have made back ups and tested as I did it :/


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 08:57:47 AM
Awe man, i wanted Olimar's visor to be transparent :/ i had an unhandled exception in the icon misc 70 section. I think that might have been it... :/ I won't be able to test it for 8 hours, but it always urks me whenever this happens since I've invested to much time into it. I just wanna know what's wrong with it. If I add in a corrupted picture does it ruin all of it? Or just the section? I should have made back ups and tested as I did it :/

Safe and slow is best for these things, I had to reposition my 100 CSS bones more than once :'(

A backup is mandatory, always.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 09:16:26 AM
Safe and slow is best for these things, I had to reposition my 100 CSS bones more than once :'(

A backup is mandatory, always.
Safe and slow is best for these things, I had to reposition my 100 CSS bones more than once :'(

A backup is mandatory, always.
Safe and slow is best for these things, I had to reposition my 100 CSS bones more than once :'(

A backup is mandatory, always.

That sucks man :/

It couldn't br a cssslot thing could it? I changed all of the characters to properly load team colors too. So like, default Knuckles is Red team, default Dante is red Team, etc... That wouldn't be a problem would it? All I did was take the value in front of the ID in the Css slot (so it might read like: 05 00 00 01 04 02, and if I want costume 00 to be Red Team I'd take the 00 from 01 and swap it with the 05).

Or is that not how you do it??


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 01:31:50 PM
What do I do to add more costumes to a character? I know I have to edit the fighter config, but I also need to edit the CSS Slot config, right?

That sucks man :/

It couldn't br a cssslot thing could it? I changed all of the characters to properly load team colors too. So like, default Knuckles is Red team, default Dante is red Team, etc... That wouldn't be a problem would it? All I did was take the value in front of the ID in the Css slot (so it might read like: 05 00 00 01 04 02, and if I want costume 00 to be Red Team I'd take the 00 from 01 and swap it with the 05).

Or is that not how you do it??

I honestly have no clue lol


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 01:38:50 PM
What do I do to add more costumes to a character? I know I have to edit the fighter config, but I also need to edit the CSS Slot config, right?

I honestly have no clue lol

I've been able to confirm it's not a CSSslot.dat issue. I'm testing the icons by themselves now. So far it freezes with the CSPs.

Post Merge: September 08, 2014, 01:58:25 PM
It's the CSPs... I'm adding in the miscData[XX] a few at a time to try to isolate the issue.

Post Merge: September 08, 2014, 02:23:01 PM
Also, how do I change the costume it loads for team battle? It's in cssspot data right?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on September 08, 2014, 02:29:40 PM
I&#039;ve been able to confirm it&#039;s not a CSSslot.dat issue. I&#039;m testing the icons by themselves now. So far it freezes with the CSPs.

Post Merge: September 08, 2014, 01:58:25 PM
It&#039;s the CSPs... I&#039;m adding in the miscData[XX] a few at a time to try to isolate the issue.

i had a similar problem awhile back but i found that it was my sc_selcharacter.pac that got corrupted and i also found out why it got corrupted, it was because i was using the most updated version of brawlex, so once i went back to using brawlbox v0.69 for saving my sc_selcharacter.pac it didn't end up getting corrupted anymore.

Post Merge: September 08, 2014, 02:33:14 PM
team colors:

00=red team
01=blue team
03=green team

Post Merge: September 08, 2014, 02:52:03 PM
hey nebulon i noticed a few post back how you were saying it would be nice if we could use all 128 slots for characters, well i have an idea that just might let us get pretty close.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 02:52:21 PM
i had a similar problem awhile back but i found that it was my sc_selcharacter.pac that got corrupted and i also found out why it got corrupted, it was because i was using the most updated version of brawlex, so once i went back to using brawlbox v0.69 for saving my sc_selcharacter.pac it didn't end up getting corrupted anymore.

Post Merge: September 08, 2014, 02:33:14 PM
team colors:

00=red team
01=blue team
03=green team

So this is done in CSSslot.dat right? Do you also need to switch around other values? If I want costume 00 to be blue, then I put 03 in front of it. But does that mean if there was a 05 in front of 00 that I should then put that in front of the original blue team ID?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 02:59:22 PM
This will help you: http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on September 08, 2014, 03:00:03 PM
yes it is done through cssslot.dat for each clone or each original character dosen't matter which.

for red team for instance first you put the team color like this first team color 00 next would be which color slot you want to use
let's say it's color 05 so you would first put 00,05 than put the rest of the colors and team colors you want
team color is always first character color is always second.

Post Merge: September 08, 2014, 03:03:13 PM
This will help you: [url]http://forums.kc-mm.com/index.php?topic=66848.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66848.0[/url])


that wold help the only problem is he mix up the team colors, the way the team colors is suppose to be is
00 is red team, 01, is blue team and 03 is green team.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 03:29:40 PM
Apparently, the SlotXX.dat tells the game which Victory Announcer to load. However, I have not been able to change it so far...


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 08, 2014, 04:10:18 PM
yes it is done through cssslot.dat for each clone or each original character dosen't matter which.

for red team for instance first you put the team color like this first team color 00 next would be which color slot you want to use
let's say it's color 05 so you would first put 00,05 than put the rest of the colors and team colors you want
team color is always first character color is always second.

Post Merge: September 08, 2014, 03:03:13 PM
that wold help the only problem is he mix up the team colors, the way the team colors is suppose to be is
00 is red team, 01, is blue team and 03 is green team.
yes it is done through cssslot.dat for each clone or each original character dosen't matter which.

for red team for instance first you put the team color like this first team color 00 next would be which color slot you want to use
let's say it's color 05 so you would first put 00,05 than put the rest of the colors and team colors you want
team color is always first character color is always second.

Post Merge: September 08, 2014, 03:03:13 PM
that wold help the only problem is he mix up the team colors, the way the team colors is suppose to be is
00 is red team, 01, is blue team and 03 is green team.
yes it is done through cssslot.dat for each clone or each original character dosen't matter which.

for red team for instance first you put the team color like this first team color 00 next would be which color slot you want to use
let's say it's color 05 so you would first put 00,05 than put the rest of the colors and team colors you want
team color is always first character color is always second.

Post Merge: September 08, 2014, 03:03:13 PM
that wold help the only problem is he mix up the team colors, the way the team colors is suppose to be is
00 is red team, 01, is blue team and 03 is green team.

For extra costumes I've been putting 00 0X. So I should be putting 0X0X. Well this'll push back my release another day.

Post Merge: September 08, 2014, 04:12:20 PM
And thanks for everything. I'll come back if I get stuck.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 04:12:55 PM
Quote
Slot Config

0x00 Tag ("SLTC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Level
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.

Did anyone get this to work?


Title: Re: The Brawl Expansion Project
Post by: Archer(AkenoS3) on September 08, 2014, 04:23:39 PM
Did anyone get this to work?
I don't think... I didn't see any packs with this functionning properly...


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 08, 2014, 05:09:10 PM
I guess I'm going to make a video tutorial on everything BrawlEx related soon.
An all-in-one video that covers everything.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on September 08, 2014, 06:01:47 PM
seems easy imo. i havent tried it yet, but i dont see why i wouldnt be able to get it to work


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on September 08, 2014, 07:12:50 PM
The problem with the victory announcer call is that I believe either cssslotxx.dat or slotxx.dat is missing the line of hex numbers that loads victory announcer calls. PW added support in the unstable build, but if you try to use the unstable configs with the stable builds, the game will crash after, "The Winner is"


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on September 08, 2014, 09:43:49 PM
Quick question about cosmetics.

So I added my first clone to my new pack, and I did everything that I have done in the past for it to work... but this is weird and idk how to fix it. The clone does not freeze, but it's icon and csp name both display as random, while the csps are the correct images. How do I fix this? Also how do I change the franchise icon behind the csps. :P


Title: Re: The Brawl Expansion Project
Post by: Doq on September 08, 2014, 09:49:22 PM
Quick question about cosmetics.

So I added my first clone to my new pack, and I did everything that I have done in the past for it to work... but this is weird and idk how to fix it. The clone does not freeze, but it's icon and csp name both display as random, while the csps are the correct images. How do I fix this? Also how do I change the franchise icon behind the csps. :P
For the Random thing, you didn't change the framecount in the VIS0 (Is it VIS0? confirm plx).

Franchise icon is another CosmeticConfig option. I can't remember where exactly.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on September 08, 2014, 09:51:47 PM
For the Random thing, you didn't change the framecount in the VIS0 (Is it VIS0? confirm plx).

Franchise icon is another CosmeticConfig option. I can't remember where exactly.
1. VIS0?... What? Never heard of that...
2. I figured as much, but what specifically?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 09, 2014, 08:14:26 PM
I updated my pack. For those that use it. If you find any bugs, report them to me via pm. If you want to help me with my pack then pm me as well.

And PhantomWings, feel free to put it in your OP as you did with the other. If you'd like. No pressure.

On Topic: Is there any stage expansion beyond the adds 01-25 hex? I don't think I've asked, I've just assumed it was limited to that particular expansion.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on September 09, 2014, 08:23:45 PM
For the Random thing, you didn't change the framecount in the VIS0 (Is it VIS0? confirm plx).

Franchise icon is another CosmeticConfig option. I can't remember where exactly.

It's  PAT0, actually, and Sammi Husky has a tutorial out on YT.

It's been, like, forever since we last heard from PW, right? I wonder if next update will feature new rels... XD


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on September 09, 2014, 08:27:06 PM
I updated my pack. For those that use it. If you find any bugs, report them to me via pm. If you want to help me with my pack then pm me as well.
I'm downloading it right now, whats been changed since the previous version?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 09, 2014, 08:50:43 PM
I'm downloading it right now, whats been changed since the previous version?

Oh, I've got a note in the DL link that explains most of it. The only thing I would add is that it includes PSA edits not on the vault with the intention of balancing the pack. But yeah, just refer to the pdfs in the DL :)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 09, 2014, 08:58:02 PM
Oh, I've got a note in the DL link that explains most of it. The only thing I would add is that it includes PSA edits not on the vault with the intention of balancing the pack. But yeah, just refer to the pdfs in the DL :)

IDK how to PSA edit the SFX IDs, but I can help you making some SFX if you want.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 12, 2014, 06:38:48 PM
With big help from Alejandro I am able to give Goku sfx. I just need to know how to change the sfx ID from which it loads. We're using Crazy Hand's boss SFX. I know this sort of tihng has been answered before but I typed it into seach and couldn't find an answer so if someone could tell me I'll be on my way.

Since some SFX things are getting done I guess people can expect at least one more update before PW update EX.



Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 12, 2014, 07:07:44 PM
You have to change the soundbank for the clone and also, within PSA, make the specific move call for the specific SFX.

Did you see the tutorial for narrator calls that I PM'd you, Nebulon?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 12, 2014, 07:22:10 PM
You have to change the soundbank for the clone and also, within PSA, make the specific move call for the specific SFX.

Did you see the tutorial for narrator calls that I PM'd you, Nebulon?

I did get your message on announcer calls (sorry I didn't respond I've had a lot of pms lately).

I'm familiar with character sfx I just need to know where in the cssslot or slot... I'm pretty sure it's slot.... I just need to know where to put the value for Crazy hand is. I already went through the PSA and made it match up. :)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 12, 2014, 07:43:39 PM
Soundbank is on

FighterXX.dat

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.


Title: link broken?
Post by: Deather1928 on September 14, 2014, 05:51:01 PM
The MEGA Website sas that he deleted the download.. That True Or is it just this ricket rack laptop? is there a link to a repaired download?    NOTE:This Is The BrawlEx Clone Tool.


Title: Re: The Brawl Expansion Project
Post by: DoChobin on September 15, 2014, 07:09:36 PM
Quick question, is there any way to get a Falco clone working?


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on September 15, 2014, 07:32:27 PM
Quick question, is there any way to get a Falco clone working?
There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........ On another topic does ANYONE have a brawlex custom CSS yet, I would be very grateful to get my hands on it to be able to finish my pack...


Title: Re: The Brawl Expansion Project
Post by: DoChobin on September 16, 2014, 05:39:50 AM
There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........
All right, thanks! I'll ask if I can't get it to work.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 16, 2014, 06:19:16 AM
There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........ On another topic does ANYONE have a brawlex custom CSS yet, I would be very grateful to get my hands on it to be able to finish my pack...

As far as I know, I am the only one to have one, and maybe Asf1nk...


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on September 16, 2014, 08:02:19 AM
As far as I know, I am the only one to have one, and maybe Asf1nk...
Yea i was pretty sure you guys have them but from my understanding their still incomplete for a release right?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 16, 2014, 09:32:50 AM
I heard that PhantomWings was planning on having characters be able to have up to 12 costumes, as opposed to the default 10 for an upcoming BrawlEx update.

Does anyone else know more on this? As I haven't been keeping up with this thread lately.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 16, 2014, 09:53:30 AM
I heard that PhantomWings was planning on having characters be able to have up to 12 costumes, as opposed to the default 10 for an upcoming BrawlEx update.

Does anyone else know more on this? As I haven't been keeping up with this thread lately.

I haven't read that. All I've read is level expansion at some point, stable 100 character CSS and EX capacity, a few more modules, and that's all that was put here as far as I know.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 16, 2014, 10:19:30 AM
I haven't read that. All I've read is level expansion at some point, stable 100 character CSS and EX capacity, a few more modules, and that's all that was put here as far as I know.
Oh.

Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 16, 2014, 10:59:33 AM
Oh.

Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?

Well I'm no expert but since the IDs for the cosmetics go 01-10 on eachcharacter I'd think it would overlap and cause issues. The only reason Wario can is because there's a gap in the numbers after Wario. If Wario is 371-382 it's only because there's no character with 381-390.

Now I'm not sure how that works for custom characters, since I'd assume you could do the same thing as Wario since we're working with empty space as it is. So perhaps for them.

The Fighter modules bave check boxes for 10 and 11 recolors/alternates.... So maybe there's an intention for custom, but I can't see it for default on disc characters


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 16, 2014, 11:20:20 AM
Oh.

Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?

I don't think so.

The more you can have without conflicting is 10 costume slots per character (excluding Wario who has 12).

For example:

You want Mario to have 12 costumes. Only 10 will be possible because the next 2 costume slots are already used by Donkey Kong.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on September 16, 2014, 11:24:20 AM
Alright guys... I'm having some issues that I have never encountered before... I have documented them in this picture montage along with other info, but first:

What is wrong:
1. The css icon looks like Random even thought I'm pretty sure I have done everything right.
2. The CSP shows up, but the name says Random.
3. Just some other things to clean it up:
    -How do I either get rid of the franchise icons for everyone, or how do I change from the pokeball to a dragonball?
    -The name on the results screen; How do I change it?

Click the picture for a better view.
(http://i.imgur.com/DRS1AIg.jpg) (http://i.imgur.com/DRS1AIg.jpg)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 16, 2014, 07:23:15 PM
Yea i was pretty sure you guys have them but from my understanding their still incomplete for a release right?

Indeed. I can't release mine unless it's extensively tested, because I don't want to release it if it has any major bugs. So far, I've only went as far as reaching character 44 Hex (68 Dec). That means Random + 46 characters (including ZSS, Sheik and each individual pokémon).

(http://i.imgur.com/NchM5XV.jpg)


Title: Re: The Brawl Expansion Project
Post by: ShinF on September 17, 2014, 11:51:08 PM
Just came to see if there have been any updates since I was last around, but while I'm here:

I don't think so.

The more you can have without conflicting is 10 costume slots per character (excluding Wario who has 12).

For example:

You want Mario to have 12 costumes. Only 10 will be possible because the next 2 costume slots are already used by Donkey Kong.

I've been thinking about this. We can reassign character cosmetic slots via Cosmetic Config, right? The same way we assign Clones their own cosmetic slots. What if we did that for each default character?

Like, Mario is slot 00, but instead of giving DK the normal 01, we give him cosmetic 02. That way, Mario has room for 12 slots without conflicting with DK. Of course, moving DK to 02 means we'd need to move Link to 03, Samus to 04 and so on. We'd increment each characters' cosmetic slots by 1. To take the idea further, though, what if we could increment by two so that every character can have 12 costumes? IE assign Mario 00, DK to 02, Link to 04, Samus to 06, and so on. The only thing is, I'm not sure if there's a limit to the number of cosmetic slot IDs in the game...

Eh, just something I've been thinking about and thought I'd mention it.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on September 18, 2014, 12:49:55 AM
Just came to see if there have been any updates since I was last around, but while I'm here:

I've been thinking about this. We can reassign character cosmetic slots via Cosmetic Config, right? The same way we assign Clones their own cosmetic slots. What if we did that for each default character?

Like, Mario is slot 00, but instead of giving DK the normal 01, we give him cosmetic 02. That way, Mario has room for 12 slots without conflicting with DK. Of course, moving DK to 02 means we'd need to move Link to 03, Samus to 04 and so on. We'd increment each characters' cosmetic slots by 1. To take the idea further, though, what if we could increment by two so that every character can have 12 costumes? IE assign Mario 00, DK to 02, Link to 04, Samus to 06, and so on. The only thing is, I'm not sure if there's a limit to the number of cosmetic slot IDs in the game...

Eh, just something I've been thinking about and thought I'd mention it.
I feel like that would cause more headaches than it would be worth. It would be much simpler to just change the cssslot configs to use Miscdata 100 or something for the few characters you want it for rather than change the CSSSlot configs for every character.
That way, you don't need the CSSSlot configs for every single character and can avoid having to wait 5 minutes for the game to load.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 18, 2014, 11:56:48 PM
What were the issues with the SDHC codes and Brawl EX? Were there any? If you use Brawl EX and SDHC expansion, let me know if that opens up any limitations. Or did it just conflict with something else? If someone could tell me, that'd be swell.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 19, 2014, 03:02:44 AM
What were the issues with the SDHC codes and Brawl EX? Were there any? If you use Brawl EX and SDHC expansion, let me know if that opens up any limitations. Or did it just conflict with something else? If someone could tell me, that'd be swell.

I've been using them all along, with no issues whatsoever.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 19, 2014, 03:19:52 PM
Just came to see if there have been any updates since I was last around, but while I'm here:

I've been thinking about this. We can reassign character cosmetic slots via Cosmetic Config, right? The same way we assign Clones their own cosmetic slots. What if we did that for each default character?

Like, Mario is slot 00, but instead of giving DK the normal 01, we give him cosmetic 02. That way, Mario has room for 12 slots without conflicting with DK. Of course, moving DK to 02 means we'd need to move Link to 03, Samus to 04 and so on. We'd increment each characters' cosmetic slots by 1. To take the idea further, though, what if we could increment by two so that every character can have 12 costumes? IE assign Mario 00, DK to 02, Link to 04, Samus to 06, and so on. The only thing is, I'm not sure if there's a limit to the number of cosmetic slot IDs in the game...

Eh, just something I've been thinking about and thought I'd mention it.

The problem is that the slots were hard coded.
In order to make Mario have 12 slots we should replace another character, in this case Donkey Kong.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on September 19, 2014, 06:50:11 PM
I feel like that would cause more headaches than it would be worth. It would be much simpler to just change the cssslot configs to use Miscdata 100 or something for the few characters you want it for rather than change the CSSSlot configs for every character.
That way, you don't need the CSSSlot configs for every single character and can avoid having to wait 5 minutes for the game to load.
i would do it for characters that cant be cloned yet, that way we can at least have alternate costumes for these players


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 19, 2014, 09:53:42 PM
What were the issues with the SDHC codes and Brawl EX? Were there any? If you use Brawl EX and SDHC expansion, let me know if that opens up any limitations. Or did it just conflict with something else? If someone could tell me, that'd be swell.
Dantarion's alternate stage loader is incompatible, pretty sure is custom sound engine also breaks since I wasn't able to get new music tracks added in for alternate victory tunes or for more songs in the css song cycle code.
It works fine with BrawlEx though, I've been using it for awhile now.


Title: Re: The Brawl Expansion Project
Post by: Infernape on September 20, 2014, 03:25:14 PM
I cloned Marth and everything I have the correct files on the BrawlEx folder but when I play as the cloned Marth In-game appears like Mario, Can somebody help me.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 20, 2014, 04:18:10 PM
I cloned Marth and everything I have the correct files on the BrawlEx folder but when I play as the cloned Marth In-game appears like Mario, Can somebody help me.

Can you please post your codeset?


Title: Re: The Brawl Expansion Project
Post by: Infernape on September 20, 2014, 04:25:31 PM
Can you please post your codeset?
I will rephrase everything I said to a much easier thing: I get Mario instead of Marth in-game
Custom CSS
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 37290000


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 20, 2014, 05:08:50 PM
I will rephrase everything I said to a much easier thing: I get Mario instead of Marth in-game
Custom CSS
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 37290000


Is that the only code you have?


Title: Re: The Brawl Expansion Project
Post by: Infernape on September 20, 2014, 05:47:19 PM

Is that the only code you have?
nope, I though you would only need that one sorry, here:
RSBE01
Smash Bros Brawl (US)

GCT Edit TXT Output

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

Triple Jump Glitch Fix
04858DCC 38830003

Tags in Replays
0404B140 38A00000

Can start game with 1 player
0468D420 2C060001

Infinite length replays
040EB804 60000000

CSS fixes for Giga Bowser
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Custom CSS
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 293G0000

File Patch Code v3.5.1
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 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

Unknown Codes
040E5DE8 60000000
04953184 60000000
04953224 60000000
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
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
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
0477F8EC 60000000
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000
4A000000 90180F3A
38000000 00000028
4A000000 90180FB8
60000006 00000000
38000000 00002D00
10000000 00000017
38000001 00002D01
10000000 00000017
E2000001 00000000
4A100000 0000005C
62000000 00000000
E0000001 80008000
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000
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 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618132A 1D1E1B1C
2B2C2D2E 2F303100
006B92A4 00000026
066B9A58 00000026
32333435 36373839
3A252421 1F20233B
27223C26 283D3E3F
40414243 44454647
48494A4B 4C4D0000
06407AAC 0000009C
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
523C533D 543E553F
56405741 58425943
5A445B45 5C465D47
5E485F49 604A614B
624C634D 00000000
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
28708CEB 00000040
4A000000 90180F06
14000076 FF00C001
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF00C002
E0000000 80008000
28708CEB 00000042
4A000000 90180F06
14000076 FF00C003
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF00C004
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF00C005
E0000000 80008000
28708CEB 00000045
4A000000 90180F06
14000076 FF00C006
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF00C007
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF00C008
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00C009
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF00C00A
E0000000 80008000
28708CEB 0000004A
4A000000 90180F06
14000076 FF00C00B
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF00C00C
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00C00D
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF00C00E
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00C00F
E0000000 80008000
28708CEB 0000004F
4A000000 90180F06
14000076 FF00C010
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF00C011
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF00C012
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF00C013
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF00C014
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF00C015
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF00C016
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF00C017
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF00C018
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF00C019
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF00C01A
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF00C01B
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00C01C
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00C01D
E0000000 80008000
28708CEB 0000005D
4A000000 90180F06
14000076 FF00C01E
E0000000 80008000
28708CEB 0000005E
4A000000 90180F06
14000076 FF00C01F
E0000000 80008000
28708CEB 0000005F
4A000000 90180F06
14000076 FF00C020
E0000000 80008000
28708CEB 00000060
4A000000 90180F06
14000076 FF00C021
E0000000 80008000
28708CEB 00000061
4A000000 90180F06
14000076 FF00279A
E0000000 80008000
28708CEB 00000062
4A000000 90180F06
14000076 FF00C023
E0000000 80008000
28708CEB 00000063
4A000000 90180F06
14000076 FF00C024
E0000000 80008000
28708CEB 00000064
4A000000 90180F06
14000076 FF00C025
E0000000 80008000
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
040C464C 48000184
046B841C 48000040
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000
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 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618134D 1D4E1B1C
2A2B2C2D 2E2F3000
006B92A4 00000027
066B9A58 00000027
31323334 35362722
26283738 393A3B3C
3D3E3F40 41424344
45464748 494A4B4C
2524211F 20231E00
06407AAC 0000009E
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 634E2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40204121
42224323 44244525
46264727 48284929
4A2A4B2B 4C2C4D2D
4E2E4F2F 50305131
523D533E 543F5540
56415742 58435944
5A455B46 5C475D48
5E495F4A 604B614C
624D373C 251F0000
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
28708CEB 00000040
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF0026FE
E0000000 80008000
28708CEB 00000042
4A000000 90180F06
14000076 FF002702
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF002703
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF002705
E0000000 80008000
28708CEB 00000045
4A000000 90180F06
14000076 FF002707
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF002708
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF002709
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00270A
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF00270B
E0000000 80008000
28708CEB 0000004A
4A000000 90180F06
14000076 FF00270C
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF00270D
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00270E
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF002713
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00281F
E0000000 80008000
28708CEB 0000004F
4A000000 90180F06
14000076 FF002820
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF002821
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF002822
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF002823
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF002825
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF002826
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF002827
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF002828
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF002829
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF00282B
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF00282C
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF00282D
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00282E
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00282F
E0000000 80008000
28708CEB 0000005D
4A000000 90180F06
14000076 FF002863
E0000000 80008000
28708CEB 0000005E
4A000000 90180F06
14000076 FF002864
E0000000 80008000
28708CEB 0000005F
4A000000 90180F06
14000076 FF002867
E0000000 80008000
28708CEB 00000060
4A000000 90180F06
14000076 FF002868
E0000000 80008000
28708CEB 00000061
4A000000 90180F06
14000076 FF002869
E0000000 80008000
28708CEB 00000062
4A000000 90180F06
14000076 FF00286A
E0000000 80008000
28708CEB 00000063
4A000000 90180F06
14000076 FF00286B
E0000000 80008000
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
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


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on September 20, 2014, 05:48:05 PM
i think teh css fix for giga is the problem


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 20, 2014, 10:11:59 PM
nope, I though you would only need that one sorry, here:
RSBE01
Smash Bros Brawl (US)

GCT Edit TXT Output

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

Triple Jump Glitch Fix
04858DCC 38830003

Tags in Replays
0404B140 38A00000

Can start game with 1 player
0468D420 2C060001

Infinite length replays
040EB804 60000000

CSS fixes for Giga Bowser
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Custom CSS
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 293G0000

File Patch Code v3.5.1
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 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

Unknown Codes
040E5DE8 60000000
04953184 60000000
04953224 60000000
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
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
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
0477F8EC 60000000
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000
4A000000 90180F3A
38000000 00000028
4A000000 90180FB8
60000006 00000000
38000000 00002D00
10000000 00000017
38000001 00002D01
10000000 00000017
E2000001 00000000
4A100000 0000005C
62000000 00000000
E0000001 80008000
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000
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 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618132A 1D1E1B1C
2B2C2D2E 2F303100
006B92A4 00000026
066B9A58 00000026
32333435 36373839
3A252421 1F20233B
27223C26 283D3E3F
40414243 44454647
48494A4B 4C4D0000
06407AAC 0000009C
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
523C533D 543E553F
56405741 58425943
5A445B45 5C465D47
5E485F49 604A614B
624C634D 00000000
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
28708CEB 00000040
4A000000 90180F06
14000076 FF00C001
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF00C002
E0000000 80008000
28708CEB 00000042
4A000000 90180F06
14000076 FF00C003
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF00C004
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF00C005
E0000000 80008000
28708CEB 00000045
4A000000 90180F06
14000076 FF00C006
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF00C007
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF00C008
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00C009
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF00C00A
E0000000 80008000
28708CEB 0000004A
4A000000 90180F06
14000076 FF00C00B
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF00C00C
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00C00D
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF00C00E
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00C00F
E0000000 80008000
28708CEB 0000004F
4A000000 90180F06
14000076 FF00C010
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF00C011
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF00C012
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF00C013
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF00C014
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF00C015
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF00C016
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF00C017
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF00C018
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF00C019
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF00C01A
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF00C01B
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00C01C
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00C01D
E0000000 80008000
28708CEB 0000005D
4A000000 90180F06
14000076 FF00C01E
E0000000 80008000
28708CEB 0000005E
4A000000 90180F06
14000076 FF00C01F
E0000000 80008000
28708CEB 0000005F
4A000000 90180F06
14000076 FF00C020
E0000000 80008000
28708CEB 00000060
4A000000 90180F06
14000076 FF00C021
E0000000 80008000
28708CEB 00000061
4A000000 90180F06
14000076 FF00279A
E0000000 80008000
28708CEB 00000062
4A000000 90180F06
14000076 FF00C023
E0000000 80008000
28708CEB 00000063
4A000000 90180F06
14000076 FF00C024
E0000000 80008000
28708CEB 00000064
4A000000 90180F06
14000076 FF00C025
E0000000 80008000
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
040C464C 48000184
046B841C 48000040
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000
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 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618134D 1D4E1B1C
2A2B2C2D 2E2F3000
006B92A4 00000027
066B9A58 00000027
31323334 35362722
26283738 393A3B3C
3D3E3F40 41424344
45464748 494A4B4C
2524211F 20231E00
06407AAC 0000009E
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 634E2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40204121
42224323 44244525
46264727 48284929
4A2A4B2B 4C2C4D2D
4E2E4F2F 50305131
523D533E 543F5540
56415742 58435944
5A455B46 5C475D48
5E495F4A 604B614C
624D373C 251F0000
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
28708CEB 00000040
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000
28708CEB 00000041
4A000000 90180F06
14000076 FF0026FE
E0000000 80008000
28708CEB 00000042
4A000000 90180F06
14000076 FF002702
E0000000 80008000
28708CEB 00000043
4A000000 90180F06
14000076 FF002703
E0000000 80008000
28708CEB 00000044
4A000000 90180F06
14000076 FF002705
E0000000 80008000
28708CEB 00000045
4A000000 90180F06
14000076 FF002707
E0000000 80008000
28708CEB 00000046
4A000000 90180F06
14000076 FF002708
E0000000 80008000
28708CEB 00000047
4A000000 90180F06
14000076 FF002709
E0000000 80008000
28708CEB 00000048
4A000000 90180F06
14000076 FF00270A
E0000000 80008000
28708CEB 00000049
4A000000 90180F06
14000076 FF00270B
E0000000 80008000
28708CEB 0000004A
4A000000 90180F06
14000076 FF00270C
E0000000 80008000
28708CEB 0000004B
4A000000 90180F06
14000076 FF00270D
E0000000 80008000
28708CEB 0000004C
4A000000 90180F06
14000076 FF00270E
E0000000 80008000
28708CEB 0000004D
4A000000 90180F06
14000076 FF002713
E0000000 80008000
28708CEB 0000004E
4A000000 90180F06
14000076 FF00281F
E0000000 80008000
28708CEB 0000004F
4A000000 90180F06
14000076 FF002820
E0000000 80008000
28708CEB 00000050
4A000000 90180F06
14000076 FF002821
E0000000 80008000
28708CEB 00000051
4A000000 90180F06
14000076 FF002822
E0000000 80008000
28708CEB 00000052
4A000000 90180F06
14000076 FF002823
E0000000 80008000
28708CEB 00000053
4A000000 90180F06
14000076 FF002825
E0000000 80008000
28708CEB 00000054
4A000000 90180F06
14000076 FF002826
E0000000 80008000
28708CEB 00000055
4A000000 90180F06
14000076 FF002827
E0000000 80008000
28708CEB 00000056
4A000000 90180F06
14000076 FF002828
E0000000 80008000
28708CEB 00000057
4A000000 90180F06
14000076 FF002829
E0000000 80008000
28708CEB 00000058
4A000000 90180F06
14000076 FF00282B
E0000000 80008000
28708CEB 00000059
4A000000 90180F06
14000076 FF00282C
E0000000 80008000
28708CEB 0000005A
4A000000 90180F06
14000076 FF00282D
E0000000 80008000
28708CEB 0000005B
4A000000 90180F06
14000076 FF00282E
E0000000 80008000
28708CEB 0000005C
4A000000 90180F06
14000076 FF00282F
E0000000 80008000
28708CEB 0000005D
4A000000 90180F06
14000076 FF002863
E0000000 80008000
28708CEB 0000005E
4A000000 90180F06
14000076 FF002864
E0000000 80008000
28708CEB 0000005F
4A000000 90180F06
14000076 FF002867
E0000000 80008000
28708CEB 00000060
4A000000 90180F06
14000076 FF002868
E0000000 80008000
28708CEB 00000061
4A000000 90180F06
14000076 FF002869
E0000000 80008000
28708CEB 00000062
4A000000 90180F06
14000076 FF00286A
E0000000 80008000
28708CEB 00000063
4A000000 90180F06
14000076 FF00286B
E0000000 80008000
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
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

Is that Project M's codeset?

If not, then you just need to get rid of the CSS fixes for Giga & Company code.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 23, 2014, 04:56:40 AM
I am new...I tried this before I signed up, but every time I did it the CSS just went blank... Can anyone help?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 23, 2014, 10:27:44 AM
I am new...I tried this before I signed up, but every time I did it the CSS just went blank... Can anyone help?

Going off memory, but isn't that what happens when you're missing the CSSRoster.dat file for brawlex?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 23, 2014, 02:09:23 PM
Going off memory, but isn't that what happens when you're missing the CSSRoster.dat file for brawlex?

I have that. I am using that clone tool though, if that is any help. It is also the beta version found on the search on the vault.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on September 23, 2014, 03:05:02 PM
I have that. I am using that clone tool though, if that is any help. It is also the beta version found on the search on the vault.


If ya' can put it in dropbox or mediafire I'll download it and test it out. Try and make sure the files match up right.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 23, 2014, 03:11:03 PM
If ya' can put it in dropbox or mediafire I'll download it and test it out. Try and make sure the files match up right.

Put what? My BrawlEX? I followed that tutorial on the main post to a T.


Title: Re: The Brawl Expansion Project
Post by: Makarew on September 23, 2014, 06:01:16 PM
Put what? My BrawlEX? I followed that tutorial on the main post to a T.

Do you have the Custom CSS Code and CSSRoster.dat?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 23, 2014, 06:05:02 PM
Do you have the Custom CSS Code and CSSRoster.dat?

No, I tried it after clearing (but backing up) my hacks. No RSBE01.gct, I use the riivolution brawlex xml found somewhere in this discussion.


Title: Re: The Brawl Expansion Project
Post by: Real on September 24, 2014, 12:02:40 PM
No, I tried it after clearing (but backing up) my hacks. No RSBE01.gct, I use the riivolution brawlex xml found somewhere in this discussion.

Riivoultion isnt the best for BrawlEx, Try Gecko and see if it works.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 24, 2014, 02:11:17 PM
I can't use gecko because I have a 4GB SDHC SD card... Don't you need a 2GB one?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 24, 2014, 02:19:05 PM
I can't use gecko because I have a 4GB SDHC SD card... Don't you need a 2GB one?
http://forums.kc-mm.com/index.php?topic=65342.0 (http://forums.kc-mm.com/index.php?topic=65342.0)

Literally on the first page of Programming.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 24, 2014, 02:34:42 PM
[url]http://forums.kc-mm.com/index.php?topic=65342.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=65342.0[/url])

Literally on the first page of Programming.


Where can I find project m launcher? This says I need it. I need to get BrawlEX working so I can release my unlimited hack pack.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 24, 2014, 02:51:46 PM
Where can I find project m launcher? This says I need it. I need to get BrawlEX working so I can release my unlimited hack pack.
You don't need it.

You just need the code for Pete's sake. There's no need to make things difficult.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 24, 2014, 02:53:39 PM
You don't need it.

You just need the code for Pete's sake. There's no need to make things difficult.

I was pretty sure it did require a special loader if you aren't loading brawl through a cios that supports SDHC, or something like that. I know I couldn't get SDHC to work on gecko by default, unless the code has since been updated.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 24, 2014, 02:55:24 PM
I was pretty sure it did require a special loader if you aren't loading brawl through a cios that supports SDHC, or something like that. I know I couldn't get SDHC to work on gecko by default, unless the code has since been updated.
If you're using Project M, then yes, the launcher is needed. But if people read the quote in the thread's OP, then you'll know you won't need the Launcher.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on September 24, 2014, 03:29:10 PM
So I just add the code to a gct (and add file patch since its not riivo) and run gecko?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 24, 2014, 03:41:52 PM
So I just add the code to a gct (and add file patch since its not riivo) and run gecko?
Yes.


Title: Re: The Brawl Expansion Project
Post by: Doq on September 24, 2014, 06:36:02 PM
Just makes sure it's not the ACTUAL Gecko OS, as it won't work then.
Gecko loads the game-coded IOS, which in Brawl's case is IOS36. IOS36 had no SDHC support at all. You'll need to use a different loader. Any other loader that loads a different IOS should work. pmloader and minimalauncher are good for this.


Title: Re: The Brawl Expansion Project
Post by: Blazingflare on September 25, 2014, 02:59:10 AM
I have a question. What happens if you give one character in a transforming set an extra costume, but don't give the rest of the characters in that set that extra costume as well and then try to transform.
Would the game freeze when you transform into the other character, or would it simply load their default costume?
I ask because when you modify a character's CSSSlotConfig to load, say, costume 07, but you don't set the FighterConfig to also load costume 07, the game loads their default costume instead.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 25, 2014, 10:25:01 AM
I really need help. Does this work for Pal? If not, is there a port to Pal? Otherwise, hjow do I do it on a Pal wii? This stuff looks amazing, so please help

BrawlEx does not support PAL at this time, if I recall correctly. You're gonna have to wait for it to eventually be ported.

The only way to get BrawlEx working at this time is to have an NTSC copy of Brawl.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 25, 2014, 10:50:46 AM
Ah, ok, can I buy an NTSC Copy of Brawl and run it on my pal wii? I remember that there was a force NTSC option in gecko but that may have just been for display. So, is there any way to get it with a pal wii? Can I get an NTSC version of the game on pal wii?
I'm not sure about that.

The only thing I can think of is downloading an NTSC ISO and loading it via USB Loader, but you're gonna have to find that yourself, as it's against the rules to ask/give links to ISOs.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on September 25, 2014, 02:14:46 PM
Hey does anyone have the link to the conflicting graphics tutorial?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 25, 2014, 02:17:19 PM
Hey does anyone have the link to the conflicting graphics tutorial?
http://forums.kc-mm.com/index.php?topic=66856.0 (http://forums.kc-mm.com/index.php?topic=66856.0)


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 25, 2014, 02:20:56 PM
If you're using Project M, then yes, the launcher is needed. But if people read the quote in the thread's OP, then you'll know you won't need the Launcher.
No, but he's using a 4GB SDHC card to load his mods, therefore he needs a compatible loader that supports SDHC loading or can load brawl with an appropriate choice of cios for SDHC loading.


Title: Re: The Brawl Expansion Project
Post by: Leon Exodio on September 25, 2014, 02:26:28 PM
No, but he's using a 4GB SDHC card to load his mods, therefore he needs a compatible loader that supports SDHC loading or can load brawl with an appropriate choice of cios for SDHC loading.
  i use a 8GB SDHC card and the project m launcher will support SDHC and all you need is the SDHC Extension 1.1 code and it will load  the hacks


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 25, 2014, 02:33:41 PM
  i use a 8GB SDHC card and the project m launcher will support SDHC and all you need is the SDHC Extension 1.1 code and it will load  the hacks


The code qill not work with the level expansion code however, which I feel is important to note aince I know that my build isn't the only EX build that uses the level expansion and custom music loader. At least to my knowledge those 2 things don't work with the sdhc expansion code.


Title: Re: The Brawl Expansion Project
Post by: Leon Exodio on September 25, 2014, 02:37:00 PM
The code qill not work with the level expansion code however, which I feel is important to note aince I know that my build isn't the only EX build that uses the level expansion and custom music loader. At least to my knowledge those 2 things don't work with the sdhc expansion code.
yes it does i use the stage expansion code and it does work


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 25, 2014, 03:17:58 PM
yes it does i use the stage expansion code and it does work

!!! Are you sure? I was recently informed it doesn't... Well... Okay then. That's great news :)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 25, 2014, 04:09:51 PM
[url]http://forums.kc-mm.com/index.php?topic=66856.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66856.0[/url])


This will make you waste a lot of time and has flaws.

SonicBrawler made a video tutorial about that a while back.
I haven't tested it, but seems better as it replaces another's GFX instead of sharing an ef_file with the original character.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 25, 2014, 04:24:34 PM
yes it does i use the stage expansion code and it does work
I can confirm this as well. Dantarion's Alternate Stage Loader is incompatible with Ex, but not Phantomwings stage expansion stuff.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on September 25, 2014, 05:43:30 PM
I have a question are the tutorials on the front page up to date and if not how do I add new characters


Title: Re: The Brawl Expansion Project
Post by: Impure Shockwave on September 26, 2014, 04:41:50 PM
WHY CAN'T I DOWNLOAD THE BRAWLEX CLONE TOOL! Can someone plz give me an alternate link plz!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 26, 2014, 04:45:22 PM
I have a question are the tutorials on the front page up to date and if not how do I add new characters

They are up-to-date.

However, you don't need to use the CSS code now. As the CSSRoster.dat file can help with that.


Title: Re: The Brawl Expansion Project
Post by: Impure Shockwave on September 26, 2014, 04:57:49 PM
NVM I found one!


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on September 27, 2014, 06:30:19 AM
LolBrawl - Have you looked at the settings in your USB Loader? If there's settings within the loader to turn on codes and mods then do that, if not they should just work anyway.  I play modded NTSC-U Brawl on a PAL Wii just fine - just set up the mods on your SD card appropriately with the right directories, and make sure you have any necessary codes (I think the File Patch Code is the main one to have to make mods run on a loader - I used to use Riivolution until recently). If it doesn't work, try all the different hooks out -AXNextFrame works fine and is necessary for BrawlEx if you go into that.

But yeah, find the File Patch Code. Should be on the OP or somewhere in the downloads from memory, but not that hard to source out.


Title: Re: The Brawl Expansion Project
Post by: Doq on September 27, 2014, 09:33:53 AM
Readme in the main download to be exact. Near the bottom.


Title: Re: The Brawl Expansion Project
Post by: superben2008 on September 28, 2014, 05:13:50 AM
okay. here is my problem. i'm editing nebulons pack. i wanted to replace sora with a mario clone. i have everything set up correctly but i still get a freeze when i try to enter a match. i have all of the correct files.

edit. here are my files http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar (http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar)


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on September 28, 2014, 05:16:56 PM
okay. here is my problem. i'm editing nebulons pack. i wanted to replace sora with a mario clone. i have everything set up correctly but i still get a freeze when i try to enter a match. i have all of the correct files.

edit. here are my files [url]http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar[/url] ([url]http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar[/url])
.... It may be a boss slot your editing over or the clones files may be causing some interference with one.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on September 28, 2014, 05:20:56 PM
.... It may be a boss slot your editing over or the clones files may be causing some interference with one.

Which character is it? I'm working on looking through all of my characters and putting list of who's a boss and who's over the PW slots, as well as what enemy effects are being used. I'm working on a lot of lists basically, without trying to drive myself insane. Aha...

I'll be sure to complete that list next release. But for the time being, who are you replacing? and with who? (I'm always interested in discovering new PSAs). If it's over a boss slot, then we'll go to pm and fix this. If it's over a PW slot, then we'll keep it here since it could be anything that wasn't followed correctly here.


Title: Re: The Brawl Expansion Project
Post by: Riddler on September 28, 2014, 06:06:40 PM
So, as I ask every few months, who has the best pack as of now?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 28, 2014, 06:58:34 PM
So, as I ask every few months, who has the best pack as of now?

ATM Nebulon's.


Title: Re: The Brawl Expansion Project
Post by: superben2008 on September 28, 2014, 07:26:58 PM
Which character is it? I'm working on looking through all of my characters and putting list of who's a boss and who's over the PW slots, as well as what enemy effects are being used. I'm working on a lot of lists basically, without trying to drive myself insane. Aha...

I'll be sure to complete that list next release. But for the time being, who are you replacing? and with who? (I'm always interested in discovering new PSAs). If it's over a boss slot, then we'll go to pm and fix this. If it's over a PW slot, then we'll keep it here since it could be anything that wasn't followed correctly here.

slot 4c - sora, my link has the files.


Title: Re: The Brawl Expansion Project
Post by: SonicUnderground316 on September 28, 2014, 07:57:26 PM
Cool i waited for that for a long time i hope i'll be able to make it work.


Title: Re: The Brawl Expansion Project
Post by: shadowXtreme on September 30, 2014, 08:12:58 AM
I would be happy if Clone engine was compatible with Dantarion alternate stage loader


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on October 02, 2014, 04:49:59 AM
So, can anyone explain how Zelda clones are set up? Do I assume I use two character folders for transforming Zelda and only one CSS space, correct? If so, does a transforming zelda clone take up two character slots?

Also, tried setting up a zelda clone but the game always crashes as soon as they're selected. Does everyone have this problem or did I set it up wrong somehow?


Title: Re: The Brawl Expansion Project
Post by: Carnage on October 02, 2014, 05:39:01 AM
So, can anyone explain how Zelda clones are set up? Do I assume I use two character folders for transforming Zelda and only one CSS space, correct? If so, does a transforming zelda clone take up two character slots?

Also, tried setting up a zelda clone but the game always crashes as soon as they're selected. Does everyone have this problem or did I set it up wrong somehow?
they arent you cant make zelda clones at all, not all chars have brawlex rels  only afew of them thats why you never saw a zelda rel on the brawlex folder.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 02, 2014, 08:11:46 AM
they arent you cant make zelda clones at all, not all chars have brawlex rels  only afew of them thats why you never saw a zelda rel on the brawlex folder.

Actually, I believe he did do a Zelda clone. He did a stand alone Zelda, and then a Zelda and Shiek dual module. However the only reason I haven't looked into it is because people were having issues with using their up-B with Zelda. However I was considering looking into it because I want to put in Caliking's Roll and I want to give Spiderman a proper Shiek module so that his counter works. So I might try and figure out how to set those up.

@ColonelMcdoogle

I don't think you can make them share a css cosmetics. The reason being is that Shiek and Zelda don't share the actual cosmetics, you have to manually switch them by clicking the css portrait. And if you look at the fighter chart, Zelda and Shiek don't share anything. There's just something about their css pictures that allows you to swap between them (even though I'm pretty sure BrawlEx breaks that, but it could be me because PKMN trainer still works). But since I'm not interested in any transforming characters (nor do I have the space to even attempt it right now without potentially ruining a lot of things) I'm not interested. But I will give it a go the next time PW updates everything and I have more space.


Title: Re: The Brawl Expansion Project
Post by: Carnage on October 02, 2014, 10:56:46 AM
Actually, I believe he did do a Zelda clone. He did a stand alone Zelda, and then a Zelda and Shiek dual module. However the only reason I haven't looked into it is because people were having issues with using their up-B with Zelda. However I was considering looking into it because I want to put in Caliking's Roll and I want to give Spiderman a proper Shiek module so that his counter works. So I might try and figure out how to set those up.

@ColonelMcdoogle

I don't think you can make them share a css cosmetics. The reason being is that Shiek and Zelda don't share the actual cosmetics, you have to manually switch them by clicking the css portrait. And if you look at the fighter chart, Zelda and Shiek don't share anything. There's just something about their css pictures that allows you to swap between them (even though I'm pretty sure BrawlEx breaks that, but it could be me because PKMN trainer still works). But since I'm not interested in any transforming characters (nor do I have the space to even attempt it right now without potentially ruining a lot of things) I'm not interested. But I will give it a go the next time PW updates everything and I have more space.
sheik has no counter so even if spider man had a proper sheik rel it would never have a true counter anyway you would need to port his full moveset to a fitchar.pac  that has a counter by default.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 02, 2014, 02:52:58 PM
sheik has no counter so even if spider man had a proper sheik rel it would never have a true counter anyway you would need to port his full moveset to a fitchar.pac  that has a counter by default.
Actually that's not true because snake doesn't have one either but deadpools works In fact my itachi PSA isn't over a counter character either but still works perfectly with bx..


Title: Re: The Brawl Expansion Project
Post by: Carnage on October 02, 2014, 04:20:31 PM
Actually that's not true because snake doesn't have one either but deadpools works In fact my itachi PSA isn't over a counter character either but still works perfectly with bx..
fake counters work over every character since its pure codding a rel does not break pure codding.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on October 02, 2014, 06:34:27 PM
they arent you cant make zelda clones at all, not all chars have brawlex rels  only afew of them thats why you never saw a zelda rel on the brawlex folder.

Ah, that's a bummer. Thanks for the answer though.

So, what rels are people looking forward to? I heard Falco was in the works and I'm sure there's plenty of people waiting for that but what about your personal favorite, that one character you really want?

Really want Bowser. Plenty of cool PSAs and lots of really awesome skins on this guy! DK is a close second because of cranky skins. :>


Title: Re: The Brawl Expansion Project
Post by: superben2008 on October 02, 2014, 06:42:02 PM
okay. here is my problem. i'm editing nebulons pack. i wanted to replace sora with a mario clone. i have everything set up correctly but i still get a freeze when i try to enter a match. i have all of the correct files.

edit. here are my files [url]http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar[/url] ([url]http://www.mediafire.com/download/mncgn49ipwnhn33/DJ.rar[/url])


has anyone found out why my clone keeps freezing? going over slot 4c. maybe i configured it wrong.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 02, 2014, 08:59:02 PM
fake counters work over every character since its pure codding a rel does not break pure codding.

Hmmmm.. The Spiderman I'm using must not be a completed one then... I'll look through a few. There's so many.

Also I tried the Zelda and Shiek rel and yeah, it froze.

@ColonelMcdoogle, I want Bowser too :). Bowser, Falco, and Zero Suit Samus will be all I need with my current plans (but if PW can allow 128 icons on the css then I'd need a few others).


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on October 03, 2014, 01:01:11 AM
Hmmmm.. The Spiderman I'm using must not be a completed one then... I'll look through a few. There's so many.

Also I tried the Zelda and Shiek rel and yeah, it froze.

@ColonelMcdoogle, I want Bowser too :). Bowser, Falco, and Zero Suit Samus will be all I need with my current plans (but if PW can allow 128 icons on the css then I'd need a few others).

Zero Suit would be great for that Bayonetta skin alone! She's got some pretty interesting PSAs too like the gunslinger version.

That reminds me! Is there a point to the 128 supported characters? I thought after a while the CSS just started putting up mario pictures. Is it even possible to add 128? I thought the highest we had was 93 or something like that.  :-\


Title: Re: The Brawl Expansion Project
Post by: billyskater555 on October 03, 2014, 09:04:27 AM
tlink would be a cool one to have, i really want skull kid and project m tlink in the same game


Title: Re: The Brawl Expansion Project
Post by: KWVance on October 03, 2014, 10:56:46 AM
is this still being updated? if so, is thare someplace I can follow the progress of it?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 03, 2014, 11:31:32 AM
is this still being updated? if so, is thare someplace I can follow the progress of it?

As far as I know this is your one stop shop for all things ex related.

I'm sure there'd be a post here twlling everyone that it's being abandonned if it was abandonned. But I don't think it is.


Title: Re: The Brawl Expansion Project
Post by: KWVance on October 03, 2014, 02:39:39 PM
As far as I know this is your one stop shop for all things ex related.

I'm sure there'd be a post here twlling everyone that it's being abandonned if it was abandonned. But I don't think it is.
lol the reason i asked is because i read a certain someones profile and it said in their sig "This is my last big release before PW updates Brawl Ex."

may I ask why your hack is able to be so much more stable? or is it a trade secret lol


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 03, 2014, 03:29:49 PM
lol the reason i asked is because i read a certain someones profile and it said in their sig "This is my last big release before PW updates Brawl Ex."

may I ask why your hack is able to be so much more stable? or is it a trade secret lol

I see. Well, I put that in my signature because I've added as many characters asI can with the current available space (boss slots). I have one space for testing PSAs and I'm not going to use that space just yet. So until level and chatacter spaces become available, I really can't do much else. I have a few people who help me with sfx and the announcer calls aren't complete, but for the time being they're fine until someone decides to add in the wav files I hav for announcer calls.

But yeah to answer your question, I don't know where else you'd find information, I just assume he's not done because typically when people here are done with something they leave what they had to the people on the forum to try and continue. But that hasn't happened yet.

He was last active July, but there isn't really a pattern. And I don't blame him for not having a webpage or anything devoted to showcasing progress. People would probably be bugging him everyday if that were the case. He tends to release packets of things as opposed to a single rel here and there. So chances are he's got a few things completed, but is waiting to release them along with whatever his newest advancement is.



Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 03, 2014, 03:59:54 PM
...but for the time being they're fine until someone decides to add in the wav files I hav for announcer calls.

I'm here to do that.


Title: Re: The Brawl Expansion Project
Post by: KWVance on October 03, 2014, 04:42:53 PM
I see. Well, I put that in my signature because I've added as many characters asI can with the current available space (boss slots). I have one space for testing PSAs and I'm not going to use that space just yet. So until level and chatacter spaces become available, I really can't do much else. I have a few people who help me with sfx and the announcer calls aren't complete, but for the time being they're fine until someone decides to add in the wav files I hav for announcer calls.

But yeah to answer your question, I don't know where else you'd find information, I just assume he's not done because typically when people here are done with something they leave what they had to the people on the forum to try and continue. But that hasn't happened yet.

He was last active July, but there isn't really a pattern. And I don't blame him for not having a webpage or anything devoted to showcasing progress. People would probably be bugging him everyday if that were the case. He tends to release packets of things as opposed to a single rel here and there. So chances are he's got a few things completed, but is waiting to release them along with whatever his newest advancement is.


i bet there are a lot of desperate youtubers that will be willing to post videos of their voice acting for free, this one guy i saw releases his impersonations in groups of like 100 impressions per video, there spot on...my idea ofcourse was to just find an audio of the actual character saying their name (it would be dificult with people like link i guess you could use navi)

i must be one of the lamest people ever, having brain packed wall to wall full of ideas and not being able to recreate any of them

last thing to bother you with. (srry) whenever I tinker with ur hack (i no u said it would probably screw up but thats how i learn...i tinker) the slightest thing i change, weather its simply an item texture or just stage music...it will cause the game to freeze...why? how do I change this?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 03, 2014, 04:50:03 PM
i bet there are a lot of desperate youtubers that will be willing to post videos of their voice acting for free, this one guy i saw releases his impersonations in groups of like 100 impressions per video, there spot on...my idea ofcourse was to just find an audio of the actual character saying their name (it would be dificult with people like link i guess you could use navi)

i must be one of the lamest people ever, having brain packed wall to wall full of ideas and not being able to recreate any of them

last thing to bother you with. (srry) whenever I tinker with ur hack (i no u said it would probably screw up but thats how i learn...i tinker) the slightest thing i change, weather its simply an item texture or just stage music...it will cause the game to freeze...why? how do I change this?

Let's go to pm. I'm also gonna start a thread about my pack so we won't hijack this oneZ


Title: Re: The Brawl Expansion Project
Post by: BlueBrain on October 04, 2014, 11:20:59 AM
Let's go to pm. I'm also gonna start a thread about my pack so we won't hijack this oneZ
please do.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 04, 2014, 07:45:39 PM
Who thinks there should be a tool to fix GFX more easier than BrawlBox?


Title: Re: The Brawl Expansion Project
Post by: Doq on October 05, 2014, 09:36:53 AM
Can you run BrawlEx on dolphin?
I do it all the time (https://www.youtube.com/watch?v=cxlPzyNxaLk)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 05, 2014, 10:51:37 AM
I do it all the time (https://www.youtube.com/watch?v=cxlPzyNxaLk)

^This, doesn't show BrawlEx at all.


Title: Re: The Brawl Expansion Project
Post by: Doq on October 05, 2014, 03:59:59 PM
^This, doesn't show BrawlEx at all.
It's Brawl Minus. Brawl Minus uses BrawlEx. I recorded that on Dolphin. Need anything else?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 05, 2014, 04:11:43 PM
It's Brawl Minus. Brawl Minus uses BrawlEx. I recorded that on Dolphin. Need anything else?

Show a clone, maybe.

I know it is possible, but you didn't show a clone at all.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on October 05, 2014, 05:44:08 PM
Show a clone, maybe.

I know it is possible, but you didn't show a clone at all.
its possible


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 05, 2014, 06:11:47 PM
its possible

I know.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 06, 2014, 01:23:00 AM
Who thinks there should be a tool to fix GFX more easier than BrawlBox?
A search function for gfx calls in a psa would definitely save a lot of time.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on October 06, 2014, 01:27:00 AM
It's pretty easy on its own. I get lazy with sword users and just give them the standard sword trail. Just using PSA 1.3 that Sammi Husky modified and switchin the tab to GFX and then looking for External GFX that matches the current Hex to the new Hex is pretty easy. i can spend up to 20 minutes doing this flawlessely. But a tool indeed to isolate these instances out woulde make something like this much, much faster.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 06, 2014, 11:08:42 AM
Sometimes people don't put their gfx calls in the gfx tab though, so it's easy to miss over some. It's not that it's hard to do though, just monotonous. Having just a search to take you to each external gfx call would turn it into a 5 minute process.


Title: Re: The Brawl Expansion Project
Post by: Doq on October 06, 2014, 05:38:05 PM
Show a clone, maybe.

【Brawl Minus】Triple Pichus! (http://www.youtube.com/watch?v=TKg53SmYiQg#ws)
How do you do this? A virtual SD card? Please tell me.

Yes this is exactly how I do it.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 06, 2014, 10:45:39 PM
Uhmm would anyone mind doing the graphic effect data for this sephiroth PSA so that it won't conflict with marth and the others. I've tried doing it myself but I'm not having any luck.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 06, 2014, 10:47:23 PM
Uhmm would anyone mind doing the graphic effect data for this sephiroth PSA so that it won't conflict with marth and the others. I've tried doing it myself but I'm not having any luck.

It's in my pack. He loads his GFX from another enemy ef_file and uses the common sword glow.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 06, 2014, 11:05:36 PM
It's in my pack. He loads his GFX from another enemy ef_file and uses the common sword glow.
thanks Nebulon


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 07, 2014, 02:45:12 PM
【Brawl Minus】Triple Pichus! ([url]http://www.youtube.com/watch?v=TKg53SmYiQg#ws[/url])


That's way better, but Brawl Minus already has Pichu in their Roster.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on October 07, 2014, 09:02:03 PM

Too lazy to read through the whole thread, and please do not be mad at me Senpais

is 2.0.0 working on Consoles? just want to clarify.


Title: Re: The Brawl Expansion Project
Post by: Doq on October 07, 2014, 10:01:27 PM
Can I have a full tutorial please? I don't know much about virtual sds or loading through gecko on a PC.

Hyup http://brawlminus.net/forums/threads/how-to-play-minus-on-dolphin-dolphin%E3%81%A7%E9%81%8A%E3%81%B6.131/ (http://brawlminus.net/forums/threads/how-to-play-minus-on-dolphin-dolphin%E3%81%A7%E9%81%8A%E3%81%B6.131/)
That's way better, but Brawl Minus already has Pichu in their Roster.

Ok...


Title: Re: The Brawl Expansion Project
Post by: Superjam23 on October 08, 2014, 10:41:17 AM
Does this happen to anyone else? I have a 100 percent save file and when I go to SSS All stages (except for Big Blue and Hanenbow) are on the first screen. The second screen is a bunch of hanenbow's,1 big blue, and a bunch of Pokemon Stadium (melee)'s


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 08, 2014, 11:23:24 AM

Too lazy to read through the whole thread, and please do not be mad at me Senpais

is 2.0.0 working on Consoles? just want to clarify.

Final smashes for clones have issues.
There's a couple other issues, I believe 4 players had an issue.

There's a list somewhere. But yeah, it's not complete yet.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on October 08, 2014, 05:27:07 PM
Final smashes for clones have issues.
There's a couple other issues, I believe 4 players had an issue.

There's a list somewhere. But yeah, it's not complete yet.

marth is one of them, but thats only if you need to hit the person (liek marth and the lucina psas) roy's works fine


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on October 08, 2014, 08:56:40 PM
When's the Ness module coming out? I'm purposely holding back my Project just to put in Mega Man.


Title: Re: The Brawl Expansion Project
Post by: Vortoxo on October 09, 2014, 12:49:08 PM
When's the Ness module coming out? I'm purposely holding back my Project just to put in Mega Man.
Megaman works over Lucas.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on October 09, 2014, 11:17:51 PM
Do most all Ness PSA's work over Lucas?

Actually that's something I'm really curious about - how do you know who a PSA works over? Like if I download a PSA designed for Pit, then it works for pit, but how do I know if it works over anyone else?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 09, 2014, 11:23:42 PM
Do most all Ness PSA's work over Lucas?

Actually that's something I'm really curious about - how do you know who a PSA works over? Like if I download a PSA designed for Pit, then it works for pit, but how do I know if it works over anyone else?

A PSA over a character can't use anything unique to that character. So an attack can't depend on an article of a character or other things. That's where the issues come from.

For instance, I just put Caliking's Roll over Zelda over Marth, since it doesn't use any of Zelda's articles. It's a moveset that works off itself, so it doesn't need anything Zelda related. It's "simple" so to speak. (Even though the moveset is actually cute and fun to play)


Title: Re: The Brawl Expansion Project
Post by: Tiberious on October 10, 2014, 03:59:20 AM
Can you run BrawlEx on dolphin?

Just keep in mind Dolphin reacts a bit differently than a real Wii will.

For example, I added the Alloys to my select screen with full CSPs and names, and everything, except only the one CSP for each. In Dolphin, a second person attempting to select, say, Red Alloy gets just a blank CSP. On a Wii, however, it crashes.

Of course, Dolphin STILL crashed when attempting to load a stage with two Red alloys selected, as apparently, it was looking for FitZakoBoy_01.pac/.pcs, which didn't exist on my SD card.


Title: Re: The Brawl Expansion Project
Post by: superben2008 on October 11, 2014, 03:27:15 AM
ok. slot 4c is still freezing. can i get some help?


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on October 11, 2014, 06:38:12 AM
A PSA over a character can&#039;t use anything unique to that character. So an attack can&#039;t depend on an article of a character or other things. That&#039;s where the issues come from.

For instance, I just put Caliking&#039;s Roll over Zelda over Marth, since it doesn&#039;t use any of Zelda&#039;s articles. It&#039;s a moveset that works off itself, so it doesn&#039;t need anything Zelda related. It&#039;s "simple" so to speak. (Even though the moveset is actually cute and fun to play)

So if I understand this right, so long as a PSA isn't dependent on a specific feature of a character, they'll work over any character?

Is there a way to find out whether a character has any of those dependencies from Brawlbox? Never really messed around with making, editing or looking at the content of a PSA file before, so if you can see it on Brawlbox or something else, what should I be looking out for?



Title: Re: The Brawl Expansion Project
Post by: batman64 on October 11, 2014, 07:42:38 AM
Look through the PSA file and if you see anything with the word "article" in any of the commands, then porting won't work. Of course, it's possible to remake the PSA without articles being uses, but it's a time consuming process.

Another thing to keep in mind is that some characters draw more from their module file than others, and using a new module could have drastic effects on the way the PSA works.


Title: Re: The Brawl Expansion Project
Post by: Carnage on October 11, 2014, 10:14:05 AM
So if I understand this right, so long as a PSA isn't dependent on a specific feature of a character, they'll work over any character?

Is there a way to find out whether a character has any of those dependencies from Brawlbox? Never really messed around with making, editing or looking at the content of a PSA file before, so if you can see it on Brawlbox or something else, what should I be looking out for?


Look through the PSA file and if you see anything with the word "article" in any of the commands, then porting won't work. Of course, it's possible to remake the PSA without articles being uses, but it's a time consuming process.

Another thing to keep in mind is that some characters draw more from their module file than others, and using a new module could have drastic effects on the way the PSA works.

article alone wont cut it since lets say if you look at CF himself he wont have any articles besides his car for FS and yet he uses floating points for  all of his specials so if you ported CF over marth noone of his specials would work  since marth rel has no info on what to do with those floating points.

That said the hcars that usualy work over marth and such are chars of pure fake codding that odnt use any articles or floating points and even then more glitches might appear since the module might have stuff that will conflict with the fighter moveset due to random stuff like char slides all the way across the stage on a simple dash attack and so on.

This method isnt recomended unless you know what you are doing and that the char has no articles or floating points and you know how to fix the slides teleports and such that sometimes arent even fixable.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on October 11, 2014, 08:32:04 PM
Megaman works over Lucas.

I tried cloning Lucas with the MM over Ness, and my game crashed...


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on October 11, 2014, 08:43:16 PM
Ah okay then - I didn't think it'd be just so simple like that. I may just leave them alone as I'm not that knowledgeable about everything. Thanks a lot though :kdance:


Title: Re: The Brawl Expansion Project
Post by: frozenfire on October 11, 2014, 09:21:48 PM
I tried cloning Lucas with the MM over Ness, and my game crashed...

I believe you use everything for ness(fighterconfig, slotconfig, etc....) but the only Lucas thing you use is the lucas rel. i'm not sure so it'd probably be best if you downloaded nebulon's pack and took megaman from there or there might be a megaman brawlex  on the vault.....


Title: Re: The Brawl Expansion Project
Post by: Cyprus on October 12, 2014, 12:29:24 PM
I'm probably late to the party, but is the BrawlEx Clone tool gonna be updated? For example where you can clone Toon Link? I was gonna clone TL for the Simon Belmont PSA I found a couple days ago but the clone tool didn't have a option for TL so could anyone help me out on this like give me some advice or something?


Title: Re: The Brawl Expansion Project
Post by: Carnage on October 12, 2014, 12:52:19 PM
I'm probably late to the party, but is the BrawlEx Clone tool gonna be updated? For example where you can clone Toon Link? I was gonna clone TL for the Simon Belmont PSA I found a couple days ago but the clone tool didn't have a option for TL so could anyone help me out on this like give me some advice or something?
not all chars have brawlex rels to clone yet so some chars cant be clonned yet.


Title: Re: The Brawl Expansion Project
Post by: Cyprus on October 12, 2014, 01:45:16 PM
So I guess I have to either make them or wait for the next update huh?


Title: Re: The Brawl Expansion Project
Post by: JesucristoCROW on October 12, 2014, 03:25:32 PM
I need a Clone Tool, the link is dead and the other version doesn't work :(


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 12, 2014, 04:58:42 PM
So I guess I have to either make them or wait for the next update huh?
There is a Toon Link Rel, It's currently only available in the unstable build, But it can be used with the older clone engine. But actually the Simon Belmont PSA I believe was actually made for Link and works over Toon Link due to them having the sam.e kind of articles. So, Try using a Link clone for Simon Belmont


Title: Re: The Brawl Expansion Project
Post by: shadowXtreme on October 15, 2014, 08:42:24 AM
this thread looks "dead" without phantomwings support -_-


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 15, 2014, 09:10:30 AM
this thread looks "dead" without phantomwings support -_-

He'll be back. :) I gurantee you he just doesn't want to come back without having a few things finished. The last time he came back he had a V2 clone engine and a few modules and he actually wanted to complete another module before he posted but he came anyway.

He functions more like Santa Claus and less like..... Whatever provides presents monthly...


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on October 15, 2014, 09:21:40 AM
He functions more like Santa Claus and less like..... Whatever provides presents monthly...
That is a beautiful analogy. :vyse:


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 15, 2014, 09:47:16 AM
That is a beautiful analogy. :vyse:

I know. I should earn God Kitten for that.

Really though, it's not dead. Someone on the inside would've told us here.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on October 15, 2014, 09:53:08 AM
Also, I love it when questions get completely ignored and then buried deep within the thread...

Alright guys... I'm having some issues that I have never encountered before... I have documented them in this picture montage along with other info, but first:

What is wrong:
1. The css icon looks like Random even thought I'm pretty sure I have done everything right.
2. The CSP shows up, but the name says Random.
3. Just some other things to clean it up:
    -How do I either get rid of the franchise icons for everyone, or how do I change from the pokeball to a dragonball?
    -The name on the results screen; How do I change it?

Click the picture for a better view.
([url]http://i.imgur.com/DRS1AIg.jpg[/url]) ([url]http://i.imgur.com/DRS1AIg.jpg[/url])


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 15, 2014, 03:06:34 PM
Also, I love it when questions get completely ignored and then buried deep within the thread...


Result screen name is stored in one of the BrawlEx config files (cosmetic, stored at 0x20), I forget which one, which logo the fighter uses is also stored in one of those (cosmetic, stored at 0x14).

As for your css issues did you edit the AnmTextPat files you're supposed to edit in MiscData30 as well? I forget which in particular since I've been using a prebuilt css for the longest time. Perhaps make sure your values there are all configured correctly.



Title: Re: The Brawl Expansion Project
Post by: Cyprus on October 15, 2014, 04:37:44 PM
My clone won't let me change the Cosmetic Slot in the Brawl Clone tool!
Is there any method where I can fix this manually or automatically?

Post Merge: October 15, 2014, 05:39:48 PM
Never mind I got that fixed now I have another problem I have EVERYTHING in check and now I can't load the CSS does anyone know what this may be causing this problem?


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on October 15, 2014, 08:02:08 PM
Okay, weird question... has anyone else been having trouble making more than one Metaknight clone? I can't seem to have more than one without some kind of freezing.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 15, 2014, 10:14:53 PM
Lol seems that everyone is waiting on the brawl modding God (PW) to bless us again haha like Nebulon said he won't be back until he completes that V2.... Sigh

Post Merge: October 15, 2014, 10:18:12 PM
Okay, weird question... has anyone else been having trouble making more than one Metaknight clone? I can't seem to have more than one without some kind of freezing.
Is that module complete? Any who it most likely has something to do with the file structure of your clone or if your not using the clone engine tool you have to change the hex decimals.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on October 16, 2014, 11:09:48 AM
Lol seems that everyone is waiting on the brawl modding God (PW) to bless us again haha like Nebulon said he won't be back until he completes that V2.... Sigh
Well, be glad it isn't 2008. i remember having to hex in the costumes. that wasn't any fun, well it  was when it worked, but it wasn't when it didn't. was a waste of an 8gb dvd. Then around March of 09' i believe PW released his File patch code 1.0. In my mind i thought Brawl was never going to get better, not sure when, but it was months later when PLAN ZERO was announced. Moveset editing was born. I didn't even join til' 2010 on smashboards and i wasn't even apart of the old Kc-mm. Without people like Blackjax, Kryal, Dantarion, Almas, Vyse, Picano, Jack-H, Comex, Yeroc, Mariokart64n, and of course Phantomwing's. there should be a ton more on this list, but this is off the top of my head.

I was a very heavy lurker, probably still am. Either way, being patient is a necessity on this modding forum/game. I'm even waiting on Asf1nk's CSS that was announced. so be patient, and await the great and mighty future of Brawl.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 16, 2014, 03:39:57 PM
Well, be glad it isn't 2008. i remember having to hex in the costumes. that wasn't any fun, well it  was when it worked, but it wasn't when it didn't. was a waste of an 8gb dvd. Then around March of 09' i believe PW released his File patch code 1.0. In my mind i thought Brawl was never going to get better, not sure when, but it was months later when PLAN ZERO was announced. Moveset editing was born. I didn't even join til' 2010 on smashboards and i wasn't even apart of the old Kc-mm. Without people like Blackjax, Kryal, Dantarion, Almas, Vyse, Picano, Jack-H, Comex, Yeroc, Mariokart64n, and of course Phantomwing's. there should be a ton more on this list, but this is off the top of my head.

I was a very heavy lurker, probably still am. Either way, being patient is a necessity on this modding forum/game. I'm even waiting on Asf1nk's CSS that was announced. so be patient, and await the great and mighty future of Brawl.
lol yea I was gonna say how could you forget nebulon he's been a HUGE help for sometime now.... But hold on when did Asf1nk announce a CSS and is it for Bx?


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on October 16, 2014, 07:16:17 PM
lol yea I was gonna say how could you forget nebulon he's been a HUGE help for sometime now.... But hold on when did Asf1nk announce a CSS and is it for Bx?
Go to his thread, and read the last 10 pages. the CSS i'm talking about was announced a long time ago. but it was an example on being patient.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on October 17, 2014, 12:12:30 AM

Post Merge: October 15, 2014, 10:18:12 PM
Is that module complete? Any who it most likely has something to do with the file structure of your clone or if your not using the clone engine tool you have to change the hex decimals.
[/quote]

Well it doesn't seem to be in the beta rel folders in the download... but I've seen a few different ones floating around. Regardless it seems that I can only make one metaknight clone and each concurrent clone freezes after victory but ONLY if there is another MK clone. It's pretty weird. lol


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on October 17, 2014, 01:13:45 AM
Alright, i feel i must apologize for not being present in this thread much anymore...however, with how much help and experienced folk there are around here i didn't feel it was necessary for me to be present much any longer. So, for that i apologize. Especially to those who have trouble with my tool, my videos, etc etc. I do have some good stuff to say though.

First off, i know that the original link to my tool in the OP of this page is down. The link in my signature works though however, so if people wish to use the current version you can get it there.

Next, i have withheld releasing a new version of the tool for some time now specifically because i was just learning to program when i wrote the tool. Not just in c#, learning to program at ALL. I used the tool as a learning tool, and just educated myself along the way. However, the tool is really really terribly coded. This was before i kicked my butt into high gear and started hitting the books. The result of which is my modifications to PSA which a beta version was released of in my thread, and my working on BrawlBox. Now, i am much much MUCH more experienced with programming. That brings me to the point of me posting in this thread again..As of today / tonight, I've resigned to work solely on re-coding the entire tool from scratch. I've already started the development and because of this, and the simplicity of the tool, i should be able to have it finished in no time. And with a bunch of features that i was previously unable to complete or implement.

And lastly, my knowledge of the game in general has increased by a substantial margin. Through my interests in this game's engine, i've gone and learned, researched, and RE'd as much as i can get my hands on. I've moved on from what the game allows me to do, and am now looking back at modifying the game through the modules. Most everything that i have in mind will require editing the module. That being said, the reason im saying this in THIS thread is because i can likely fix / finish the ex modules i had been working on now. I've still got the information PW sent me archived, and i've researched the module structures thoroughly on my own now. I'll see if i can't get some experimental modules made for the peeps in this thread :)

I suppose that's it for now. I'll keep you guys posted on the development of the tool, though i still won't be around much to help with troubleshooting unfortunately. I am quite busy nowadays between life stuff and working on my other two projects. Well, until then i guess that's it

(oh, and i'll redo my tutorials all from scratch once the tool is finished. Though i'll leave the vBrawl tut for vanilla BX without the CSS expansion, for those who venture to use that instead)


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on October 17, 2014, 02:49:48 PM
You don't have to apologize for anything. :P I think it's fantastic that you used this time to study REL files the way you did. Keep up the good work. ^^


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 17, 2014, 05:06:32 PM
I know this may not be a place to ask a question like this but it is related to BrawlEx. May I Release my build without any credits since it's basically a sort of beta build and it'll take me a while to make a credits.txt for everyone whose stuff I'm using. Because I'd like to have some opinions on my brawlex build.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on October 17, 2014, 05:07:46 PM
I know this may not be a place to ask a question like this but it is related to BrawlEx. May I Release my build without any credits since it's basically a sort of beta build and it'll take me a while to make a credits.txt for everyone whose stuff I'm using. Because I'd like to have some opinions on my brawlex build.


(http://www.pumpylal.com/wp-content/uploads/2014/08/meme-black-girl-with-mouth-open-and-hand-out-1-310x300.png)

if you are uploading things that you didnt make as part of a pack, you need to credit


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 17, 2014, 05:54:00 PM
I know this may not be a place to ask a question like this but it is related to BrawlEx. May I Release my build without any credits since it's basically a sort of beta build and it'll take me a while to make a credits.txt for everyone whose stuff I'm using. Because I'd like to have some opinions on my brawlex build.

You need to credit everyone's work in the pack.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 17, 2014, 10:22:21 PM
I was going to credit everyone, It's just going to take a while to find out who made what and I wanted to have my build reviewed before PW ended up releasing the update, cause you never know when he'll show up with the updated pack and then my pack end up being outdated in the Clone Engine Department right when I finally release it just to get some opinions.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 17, 2014, 10:46:40 PM
I was going to credit everyone, It's just going to take a while to find out who made what and I wanted to have my build reviewed before PW ended up releasing the update, cause you never know when he'll show up with the updated pack and then my pack end up being outdated in the Clone Engine Department right when I finally release it just to get some opinions.
I'd say just give it to a select few to test then and avoid a full public release until you have time to credit everyone. It might take awhile to get a pack together, but it isn't fair to neglect all of those who put their hard time in actually making the mods you're using, even if it's only temporary.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 20, 2014, 05:51:15 PM
What files could be causing a freeze at the end of the match?

I did everything just how I remembered, but it's been a while since I mess with these, so I might have forgotten somethin'.


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on October 20, 2014, 05:53:00 PM
did you remember results screen portraits?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 20, 2014, 08:16:54 PM
I THINK I did. They're the ones on menu\common\char_bust_tex, right?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 20, 2014, 08:22:22 PM
So where in the EX Fighter config do you edit announcer calls? If there's a tut or something for it you can just point me there, but if someone knows then it'd help me out big time.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 20, 2014, 08:29:56 PM
It's in the OP. The "code" code doesn't really help, though.

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:

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

0x10 Cosmetic ID
0x11 Unknown
0x12 *Primary Character
0x13 *Secondary Character
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.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 20, 2014, 08:35:45 PM
It's in the OP. The "code" code doesn't really help, though.

It's in the OP. The "code" code doesn't really help, though.

It's in the OP. The "code" code doesn't really help, though.


Ah, I haven't visited the OP in a while. Thank you!


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 20, 2014, 08:45:37 PM
Ah, I haven't visited the OP in a while. Thank you!

Glad to help :)


Title: Re: The Brawl Expansion Project
Post by: Soceguera120 on October 20, 2014, 08:55:50 PM
Hello all, I have a problem. When I try to extract the BrawlEx Config Utility, it won't allow me to. Does anybody have an alternative link or can somebody put it on dropbox? Thank you!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 21, 2014, 12:52:22 AM
I THINK I did. They're the ones on menu\common\char_bust_tex, right?
yeah that's right. Is the crash only happening with a particular character? Might be a psa issue. I know I've had that before.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on October 21, 2014, 04:43:52 AM
How can I get sc_selmap.pac to load? Mine won't.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 21, 2014, 08:32:41 AM
yeah that's right. Is the crash only happening with a particular character? Might be a psa issue. I know I've had that before.

No, I've already tested by changing its cosmetic slot for another character that worked. And it had no issues. I don't know what could be wrong.

EDIT: Figured out the issue! The compression. It should have been "none". Now it works alright ;D


Title: Re: The Brawl Expansion Project
Post by: Julum on October 21, 2014, 07:31:13 PM
I'm probably being stupid, but I copied the files from Nebulon's BrawlEx pack, with the RSBE01.gct that came with it to my SD card and made sure Riivolution's Ocarina Handler was set to AXNextFrame, but I get a black screen when I try to launch Brawl. I assumed the BrawlEx pack had all the needed files, but I guess I was wrong. What do I do after copying the BrawlEx pack to my SD card? I haven't modded Brawl (or even used my Wii) for a long time, so maybe I'm doing something wrong in Riivolution, too.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 21, 2014, 08:27:16 PM
I'm probably being stupid, but I copied the files from Nebulon's BrawlEx pack, with the RSBE01.gct that came with it to my SD card and made sure Riivolution's Ocarina Handler was set to AXNextFrame, but I get a black screen when I try to launch Brawl. I assumed the BrawlEx pack had all the needed files, but I guess I was wrong. What do I do after copying the BrawlEx pack to my SD card? I haven't modded Brawl (or even used my Wii) for a long time, so maybe I'm doing something wrong in Riivolution, too.
To use brawlex with riivo you need the proper xml. Might as well use gecko my friend.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 21, 2014, 09:49:40 PM
Okay, so I'm helping on a project that is trying to put two characters on one icon. So far it's a success. The only thing left to do is to have the 2nd character also have team colors. Wario has two sets of team colors, and I wanted to know if anyone knew how to achieve the same effect on a nonWario character.


Title: Re: The Brawl Expansion Project
Post by: Lillith on October 21, 2014, 10:04:16 PM
Wario has two sets of team colors, and I wanted to know if anyone knew how to achieve the same effect on a nonWario character.
Been trying to figure this out, too...
Doubt I'll figure it out, but if I do I'll let you know.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 21, 2014, 10:10:43 PM
Been trying to figure this out, too...
Doubt I'll figure it out, but if I do I'll let you know.

I see. I take it it's not as easy as editing the FF in Wario's CSSslotconfig to 2D and arranging the order of the team colors in the same way? OR have you not tried that?


Title: Re: The Brawl Expansion Project
Post by: Lillith on October 21, 2014, 10:47:08 PM
I see. I take it it's not as easy as editing the FF in Wario's CSSslotconfig to 2D and arranging the order of the team colors in the same way? OR have you not tried that?
If I have tried it then I've forgotten...


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 21, 2014, 11:25:37 PM
If I have tried it then I've forgotten...

Didn't work for me :/ Oh well...


Title: Re: The Brawl Expansion Project
Post by: BLKPanda on October 21, 2014, 11:38:56 PM
Okay, so I'm helping on a project that is trying to put two characters on one icon. So far it's a success.

i've been trying to get this to work for a couple days now, mind explaining how you pulled it off? If you consider it a secret/an important part of your project that you'd rather not reveal just yet, i understand.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 21, 2014, 11:41:55 PM
Is the two characters sharing the same spot in the css like Zelda/Sheik or is it like Wario Where you have the standard costume colors then have the alternate costume colors?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 22, 2014, 12:50:55 AM
So i tried replacing the B- CSS codes to use the roster.dat i finally got everyone added and went to test it. now it gives me the brawl minus textures but the normall CSS layout. any ideas how to fix it?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on October 22, 2014, 02:28:31 AM
You'll have to setup your CSSRoster.dat file to be in the same order as the ID's in the CSS code. Me and our old GCT coder organized them by franchise iirc. However, that was quite some time ago...anyways...if your just talking about the order, than yea that would be it. You can re-organize them in PW's config utility


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 22, 2014, 02:40:47 AM
You'll have to setup your CSSRoster.dat file to be in the same order as the ID's in the CSS code. Me and our old GCT coder organized them by franchise iirc. However, that was quite some time ago...anyways...if your just talking about the order, than yea that would be it. You can re-organize them in PW's config utility
Well i did that, i have all the characters listed, it just doesn't change anything.  i have them all set up like this in the roster (in this order, mostly a test so don't expect it to be "clean and organised" lol

Code:
00 Mario
09 Luigi
0D Peach
05 Yoshi
15 Wario
0C Bowser
06 Kirby
1F Dedede
16 Metaknight
01 Donkey Kong
1A Diddy Kong
02 Link
24 Toon Link
0E Zelda
0F Sheik
14 Ganondorf
0A Captain Falcon
03 Samus
04 Zero Suit Samus
43 DarkSamus
40 Roy
11 Marth
21 Ike
07 Fox
13 Falco
25 Wolf
45 Mewtwo
08 Pikachu
3F pichu
20 Lucario
23 Jigglypuff
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Venasaur
1F Dedede
0B Ness
19 Lucas
27 Sonic
47 Shadow
22 Robot
10 Ice Climbers
12 Mr. Game & Watch
17 Pit
18 Pikmin & Olimar
26 Snake
41 Zero
44 MegamanX
46 Sephiroth
42 Cloud
29 Random

basically i just loosely grouped them in order. did the same thing in random. i'll probably reconfigure it after i get it working with a better format for order. as you can see i have all the  characters used listed, clones and all, but they don't show up. is there anything inparticular i'll have to delete in the minus GCT? i know the CSS code had to go, what about CSS fixes for zerousuit/samus, shiek/zelda?


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on October 22, 2014, 05:00:28 AM
i've been trying to get this to work for a couple days now, mind explaining how you pulled it off? If you consider it a secret/an important part of your project that you'd rather not reveal just yet, i understand.


LA-Bit[54] is where the current costume ID is stored.
So for example, say if you wanted to combine Mario and Dr Mario.
Mario is slots 0-3, Dr is slots 4 - 7
For their B attack, Mario shoots fireballs while Dr shoots pills.
So where the graphic is loaded on the article, you'd say for example:
*If LA-Bit[54] <= 3
*Load FireBall Graphic
*Else
*Load Pill Graphic
It's time consuming, and there's the matter of file size, as adding new hitboxes for different damages will add extra space, but for some characters (especially Marth, since he has plenty of room), this isn't really a problem.

Here is a great page that lists most of the variables that brawl uses:
http://opensa.dantarion.com/wiki/Variables_(Brawl) (http://anonym.to/?http://opensa.dantarion.com/wiki/Variables_(Brawl))


Title: Re: The Brawl Expansion Project
Post by: Julum on October 22, 2014, 07:48:12 AM
To use brawlex with riivo you need the proper xml. Might as well use gecko my friend.
Where us the Riivo XML then or what edits do I make to my XML to make it work? I don't want to use Gecko, which doesn't work for me anymore. I just get a black screen and Gecko never loads.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 22, 2014, 08:20:54 AM
Where us the Riivo XML then or what edits do I make to my XML to make it work? I don't want to use Gecko, which doesn't work for me anymore. I just get a black screen and Gecko never loads.
make sure gecko is set to  the hook "axnextframe" this project is no longer supporting riivo i don't think. i personally use cfg loader, as my wii won't play discs anymore so i know this works on loaders. it seems to have quite a few hang ups from time to time tho (sometimes seems like i have to restart it 2-3 times its usually fine after the strap menu)

Well i did that, i have all the characters listed, it just doesn't change anything.  i have them all set up like this in the roster (in this order, mostly a test so don't expect it to be "clean and organised" lol

Code:
00 Mario
09 Luigi
0D Peach
05 Yoshi
15 Wario
0C Bowser
06 Kirby
1F Dedede
16 Metaknight
01 Donkey Kong
1A Diddy Kong
02 Link
24 Toon Link
0E Zelda
0F Sheik
14 Ganondorf
0A Captain Falcon
03 Samus
04 Zero Suit Samus
43 DarkSamus
40 Roy
11 Marth
21 Ike
07 Fox
13 Falco
25 Wolf
45 Mewtwo
08 Pikachu
3F pichu
20 Lucario
23 Jigglypuff
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Venasaur
1F Dedede
0B Ness
19 Lucas
27 Sonic
47 Shadow
22 Robot
10 Ice Climbers
12 Mr. Game & Watch
17 Pit
18 Pikmin & Olimar
26 Snake
41 Zero
44 MegamanX
46 Sephiroth
42 Cloud
29 Random

basically i just loosely grouped them in order. did the same thing in random. i'll probably reconfigure it after i get it working with a better format for order. as you can see i have all the  characters used listed, clones and all, but they don't show up. is there anything inparticular i'll have to delete in the minus GCT? i know the CSS code had to go, what about CSS fixes for zerousuit/samus, shiek/zelda?
also still having this issue ^


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on October 22, 2014, 11:54:41 AM
also still having this issue ^

You should remove anything CSS related from the GCT. However, if your having the CSSRoster.dat read by the game and it's still a vBrawl layout, it's likely that the CSS expansion isn't correctly installed. Remember you need to have all the core files from it. (including common3.pac, replacing ours.) If all that is done, than im sorry but there isn't much i can do to help :/


Title: Re: The Brawl Expansion Project
Post by: BLKPanda on October 22, 2014, 12:04:31 PM
LA-Bit[54] is where the current costume ID is stored.
[url]http://opensa.dantarion.com/wiki/Variables_(Brawl)[/url] ([url]http://anonym.to/?http://opensa.dantarion.com/wiki/Variables_(Brawl))[/url]


Oooh, ok, that should help me quite a bit, thanks.

Also, i've ran into an issue where any fighters with IDs 67+ will only load the css icon/name of fighter 65, yet they will load the correct cosmetics for everything else. Is there a way to fix this? (Im using the unstable build)


Title: Re: The Brawl Expansion Project
Post by: Julum on October 22, 2014, 01:24:56 PM
Okay, so I loaded it with Gecko with the hook type set to AXNextFrame, but the character roster is the same. Is the gct that comes with Nebulon's pack missing a CSS expansion code? EDIT: I think the problem is because before the game loads, Gecko says something like "Error: Too many codes 623 Lines Found 424 Allowed"


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 22, 2014, 01:41:18 PM
You should remove anything CSS related from the GCT. However, if your having the CSSRoster.dat read by the game and it's still a vBrawl layout, it's likely that the CSS expansion isn't correctly installed. Remember you need to have all the core files from it. (including common3.pac, replacing ours.) If all that is done, than im sorry but there isn't much i can do to help :/
wait a minute... B- didn't ahve the core files installed? xD thats not a hard fix tbh in pw's kit he gives the misc data for it, i'll just have to add it to the common 2, 3, and 5 i believe if i remember right. i assumed it was already set up since they used it for roy and pichu. i'll try adding each of the core componants and see what happens. ty ^^

Update: October 22, 2014, 03:12:52 PM
Okay, so I loaded it with Gecko with the hook type set to AXNextFrame, but the character roster is the same. Is the gct that comes with Nebulon's pack missing a CSS expansion code? EDIT: I think the problem is because before the game loads, Gecko says something like "Error: Too many codes 623 Lines Found 424 Allowed"

thats easy to fix, open up a blank notepad on the comp. and copy the following text in it

Code:
RSB?01:
codeliststart = 80570000
codelistend = 80580000
hooktype = 7
poke(800042B8, 60000000)
pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)

save it as game config.txt, and drop it into the root directory of the sd card.

also sammi thanks a lot! i managed to fix it. i'm having other issues now, i think its an error on my part tho. i have 2 rob clones side by side in the menu but only one is selectable. (actually one should have been a link Dx, gonna check the config files.)


Title: Re: The Brawl Expansion Project
Post by: Julum on October 22, 2014, 03:35:55 PM
Okay, it loads with the codes now, but the character selection screen is still the same (none of the characters added by the pack are there) and my stage selection screen is really messed up and is filled with Pokemon Stadium and Hanenbow over and over again.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on October 22, 2014, 04:05:38 PM
How can I get sc_selmap.pac to load? Mine won't.
I guess i will bump this then.


Title: Re: The Brawl Expansion Project
Post by: Makarew on October 22, 2014, 04:22:43 PM
Okay, it loads with the codes now, but the character selection screen is still the same (none of the characters added by the pack are there) and my stage selection screen is really messed up and is filled with Pokemon Stadium and Hanenbow over and over again.

If I understand what your doing correctly, you only took the GCT from Nebulon's pack? Are you using the CSSRoster.dat?


Title: Re: The Brawl Expansion Project
Post by: Julum on October 22, 2014, 04:31:39 PM
If I understand what you're doing correctly, you only took the GCT from Nebulon's pack? Are you using the CSSRoster.dat?
Yes, I only took the GCT from Nebulon's pack, and yes, I'm using the CSSRoster.dat.
This is the path of the CSSRoster.dat:

U:\private\wii\app\RSBE\pf\BrawlEx

There's also a CSSRosterx.dat in the same folder.


Title: Re: The Brawl Expansion Project
Post by: Sitludo on October 22, 2014, 04:53:22 PM
I don't think the Clone Tool link is working. When I tried to use it is said the link was gone.
Any way i think this is awesome! And confusing, but awesome! \


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 22, 2014, 06:02:55 PM
Uhg, now I'm just getting freezes once I hover over the character icon on the CSS. What could it be? It's driving me nuts.

EDIT: I really need to write down the steps. I always forget to do something. Anyway, fixed :P


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 22, 2014, 07:53:15 PM
Okay, so I'm helping on a project that is trying to put two characters on one icon. So far it's a success. The only thing left to do is to have the 2nd character also have team colors. Wario has two sets of team colors, and I wanted to know if anyone knew how to achieve the same effect on a nonWario character.
Are you doing it similar to project m or is this something different.   


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 23, 2014, 09:07:57 AM
So i managed to get this working finally... but its quite glitchy!

CSS Glitches:
i got the cssroster.dat set up but random caracters are missing and some aren't selectable. (ivysaur, random and one of the clones and i added particuarly are gone) i double checked thru the roster made sure the id's were added (they were) so i have no idea whats up with that. then i have a random slot at the bottom that freezes when i select it (silent freeze after i pic a stage) and the slot right next to it is unselectable. (the curser won't even scroll over it or highlight)

character glitches:
 as stated before one character freezes silently when i select a stage.  another character i have freezes after the match,  and 2 more of the characters i have can not get there final smashes.

any idea how to fix any of these?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 23, 2014, 09:24:10 AM
Made this and submitted to the vault. Will probably be useful to most:

Brawl Announcer says Deadpool (http://www.youtube.com/watch?v=qx6v1mBuooY#ws)

Now working on Scott Pilgrim's announcer call. Got "Scott" down quite right, but I'm still struggling with "Pilgrim".


Title: Re: The Brawl Expansion Project
Post by: Segtendo on October 23, 2014, 09:58:44 AM
Sounds like he's saying "Deadbul"


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 23, 2014, 10:05:21 AM
My reference was this:

Deadpool - The best bits from Hulk vs (http://www.youtube.com/watch?v=sAI5y20X2Gk#)

I think it sounds close enough... But if I listen really close, I think you might be right...


EDIT: lol, the most I managed to get was "Scott Pewgream".


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 23, 2014, 12:07:53 PM
So i managed to get this working finally... but its quite glitchy!

CSS Glitches:
i got the cssroster.dat set up but random caracters are missing and some aren't selectable. (ivysaur, random and one of the clones and i added particuarly are gone) i double checked thru the roster made sure the id's were added (they were) so i have no idea whats up with that. then i have a random slot at the bottom that freezes when i select it (silent freeze after i pic a stage) and the slot right next to it is unselectable. (the curser won't even scroll over it or highlight)

character glitches:
 as stated before one character freezes silently when i select a stage.  another character i have freezes after the match,  and 2 more of the characters i have can not get there final smashes.

any idea how to fix any of these?
Bumps to current page  Q.Q


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 23, 2014, 04:16:59 PM
Bumps to current page  Q.Q

You're most likely using the unstable version.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 23, 2014, 05:49:11 PM
 
You're most likely using the unstable version.

i'm not, i used the latest stable build. i have the unstable build but i havent even unzipped it. just took the rob module for megaman x (since its been verified to be glitch free) i think most the glitches i'm having with characters are psa based issues, i'm not sure how compatible  they are with the ex mods. and the roster i dont think anyone is missing, due to how its behaving i am willing to bet they are overlapping.

also i was looking at the readme that came with the config editor >.> why is ivysour labled as venusaur xD


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 23, 2014, 05:52:11 PM
Sirkura do you have all of your fighterconfig data files setup properly? Along with your cssslotconfig data to match? I know they're used to determine how many costumes each character has, which could cause some problems on your css if any are missing.


Title: Re: The Brawl Expansion Project
Post by: Julum on October 23, 2014, 07:25:55 PM
Okay, it loads with the codes now, but the character selection screen is still the same (none of the characters added by the pack are there) and my stage selection screen is really messed up and is filled with Pokemon Stadium and Hanenbow over and over again.

I'm still having this problem.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 24, 2014, 06:51:26 AM
Sirkura do you have all of your fighterconfig data files setup properly? Along with your cssslotconfig data to match? I know they're used to determine how many costumes each character has, which could cause some problems on your css if any are missing.
i think i do. but i can remake them all again from scratch, they aren't difficult to do. i don't think its these since ivysaur is missing. and i have yet to do anything to him. 

tho i could be missing something that is making the ike and marth clones lose the final smash. the rob clone i have no idea whats going on with >.> it just silent freezes at the SSS, then i have a sonic clone that freezes at the results screen.

is there any options in the fighter config's that i should check? that arent already added b default?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on October 24, 2014, 08:02:21 AM
I'm still having this problem.
Honestly, there is no way around the CSS screen (as far as I know) so you'll need to put up with it.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 24, 2014, 08:26:06 AM
Honestly, there is no way around the CSS screen (as far as I know) so you'll need to put up with it.

If you read what he said that's not a glitch its not working at all.  none of the clones are working or showing up.

I'm still having this problem.

i just peaked at what you said but if i understand you, the clones don't show after you downloaded a pack. the stage select screen is actually a pretty easy fix thats not BeX related tho.

anyway for the first issue with no clones appearing. i'm gonna take a guess and say you downloaded a pack and did not add EVERYTHING that was included in it? (sounds like it cause it also gave you the SSS expansion code wich is seperate from bh) anyway we can get this working on your build fairly easily i think.  1 of 2 things is happening (or both)

1) your characters aren't added to the CSS code or roster.dat (pretty easy fix look at the opening post on adding characters to BeX)

2) your missing the correct misc data  you need to make it work (also an easy fix download the CSS expansion and the character expansions on the bottom of the OP) there is a read me inside the expansion files, it tells you what files in the pack you need and how to add them to the files you currently have (ts just replacing 2-3 files in Brawl box)

3) this is just a check, make sure you only have one or the other for the CSS code or roster.dat. if you use the roster.dat you can have more characters, but its a little glitchy (flickering icons normally) adn the CSS code you can have 50 characters i believe but they don't flicker. as stated before make sure to remove any CSS codes from your GCT if you use the roster file.
---------------------------------------------------------------------------------------------------

and the Expansion stages this thread can probably help you out. i would say add the most recent build to avoid any confusion (should only replace the SSS menu) might have to add a few codes to it but its pretty easy. just follow the instructions in the readme and in the first and second posts.

http://forums.kc-mm.com/index.php?topic=20291.0 (http://forums.kc-mm.com/index.php?topic=20291.0)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 24, 2014, 12:34:14 PM
Question, is it possible to change a clone's name after you already played with it?

I've tried changing the name of the 3F and 41 clones of my build (some of the first ones I did), but once I do so they freeze upon stage selection. It doesn't matter what I do, it freezes. Keeping it as it were doesn't freeze, but changing the clones names always results in a freeze, even if I remake the files with a fresh PF folder (using the Clone Tool).


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on October 24, 2014, 12:41:47 PM
If you read what he said that's not a glitch its not working at all.  none of the clones are working or showing up.
Oops, I meant SSS, too used to typing CSS.


Title: Re: The Brawl Expansion Project
Post by: Soceguera120 on October 24, 2014, 02:36:07 PM
Hello all, I was wondering if the clone engine works for project m?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 24, 2014, 03:00:03 PM
Question, is it possible to change a clone's name after you already played with it?

I've tried changing the name of the 3F and 41 clones of my build (some of the first ones I did), but once I do so they freeze upon stage selection. It doesn't matter what I do, it freezes. Keeping it as it were doesn't freeze, but changing the clones names always results in a freeze, even if I remake the files with a fresh PF folder (using the Clone Tool).

If you're changing their result name just do it in hex, it's pretty simple and easy to tell where the name is on the right, changing that shouldn't affect anything. If you're changing the names on the css or their in game names make sure you aren't going over the file size for info.pac or sc_selcharacter.pac and make sure you're using properly formatted textures.

Sirkura I think you can select whether or not a character has a final smash file in their fighter data, so you might wanna make sure Ikes and Marths are properly configured. Clones can't use final smashes at all if a file isn't present for them to load (iirc) so make sure any of them just have the original character's final smash files present.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 24, 2014, 08:04:58 PM
If you're changing their result name just do it in hex, it's pretty simple and easy to tell where the name is on the right, changing that shouldn't affect anything. If you're changing the names on the css or their in game names make sure you aren't going over the file size for info.pac or sc_selcharacter.pac and make sure you're using properly formatted textures.

Sirkura I think you can select whether or not a character has a final smash file in their fighter data, so you might wanna make sure Ikes and Marths are properly configured. Clones can't use final smashes at all if a file isn't present for them to load (iirc) so make sure any of them just have the original character's final smash files present.
TY! i'll check it out.. any idea whats going on for the other issues? shadow over sonic freezes at the results screen with a silent freeze and megaman over rob freezes silently at the SSS before the match. (selecting a stage) then i have another icon that the game just skips over i can't select it.

Oops, I meant SSS, too used to typing CSS.
its still a pretty easy fix. look at the thread i linked to ^^ choose a stage set to download and import misc data 80 to you selmap or common5

PS: btw with sammi's tool to add cosmetics to clones what are the bare minimum files needed?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on October 24, 2014, 08:26:57 PM
Anyone ever get silent freezing when exiting the CSS with a clone selected?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 25, 2014, 09:11:13 AM
TY! i'll check it out.. any idea whats going on for the other issues? shadow over sonic freezes at the results screen with a silent freeze and megaman over rob freezes silently at the SSS before the match. (selecting a stage) then i have another icon that the game just skips over i can't select it.
its still a pretty easy fix. look at the thread i linked to ^^ choose a stage set to download and import misc data 80 to you selmap or common5

PS: btw with sammi's tool to add cosmetics to clones what are the bare minimum files needed?

i think i found out a few moe of my errors i looked thru the CSS roster and found out i missed a few id's *facepalm* and appearantly sonic has a "fitsonicresults.pac" that no one else seems to have >.>. i also configured the fighter folders (i had forgotten that step so just had the psa and costume files)

lastly i still need help with the clone tool by sammy. iirc it doesn't support everything yet. what all do i need to add to give clones basic CSS cosmetics?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 26, 2014, 05:45:45 PM
I don't know anything about the clone tool, I've done all my stuff manually. As for your other issues I believe I had similar ones in the past that all ended up being psa related, in terms of result crashes. But I'd check your result pics to be safe, also it could've been something related to the sonic result pac but I'm really not sure it would be. I think I used to get crashes with Shadow before I started using Nebulon's gfx fixed version.
I don't really know about your css issue, megaman x sounds like a psa issue but I could be wrong, I'm not experienced with the psa in particular.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 26, 2014, 06:03:22 PM
I don't know anything about the clone tool, I've done all my stuff manually. As for your other issues I believe I had similar ones in the past that all ended up being psa related, in terms of result crashes. But I'd check your result pics to be safe, also it could've been something related to the sonic result pac but I'm really not sure it would be. I think I used to get crashes with Shadow before I started using Nebulon's gfx fixed version.
I don't really know about your css issue, megaman x sounds like a psa issue but I could be wrong, I'm not experienced with the psa in particular.
actualy i figured out what my issues were. i skipped a step by mistake and never added all the files the original chacters had. the CSS issue was due to a duplicate ID (i have megamanx as 42, zero as 43, i mistyped it and made a second X) the rest of the stuff i'm having issues with is PSA related, i'm possitive. altho no one really seems to want to help out with those issues i might just scrap them >.> at least i fixed al the freezes.

actually! i did notice one more error. kirby freezes silently at the stage selection screen when facing a clone. and only a clone. i assume its trying to load a file that isn't there. anyone else have this issue?


Title: Re: The Brawl Expansion Project
Post by: TheGamerKidTy on October 27, 2014, 10:21:20 AM
I think the next modules should definitely be Mr. Game and Watch and maybe Ice Climber (Although, Ice Climbers sounds pretty far fetched)


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 27, 2014, 11:49:13 AM
Sirkura you need to disable the kirby files in each of your clone characters fighter data. It's in the resources section on the right, just change the dropdown menu by Kirby to none.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 27, 2014, 01:32:31 PM
Sirkura you need to disable the kirby files in each of your clone characters fighter data. It's in the resources section on the right, just change the dropdown menu by Kirby to none.


ty agan for the help! that solves all the freezes for it. now the rest is PSA related. only errors are mewtwo Tstances with his 3rd jab, and megaman tstances with his airial. not sure what to do to fix mewtwo but megaman should be easy, i just need to know what subactions to copy and paste from another character to fix it. still waiting on replies to my PSA thread .-. lol actually come to think of it i think in the fighter config i saw a box for "attack 100" or such. might make mewtwo work.

UPDATE1: October 27, 2014, 04:10:25 PM
ty agan for the help! that solves all the freezes for it. now the rest is PSA related. only errors are mewtwo Tstances with his 3rd jab, and megaman tstances with his airial. not sure what to do to fix mewtwo but megaman should be easy, i just need to know what subactions to copy and paste from another character to fix it. still waiting on replies to my PSA thread .-. lol actually come to think of it i think in the fighter config i saw a box for "attack 100" or such. might make mewtwo work.


Yep fixed it. it was "multiJab > true" btw if anyone was curious. now just need to figure out what subactions in PSA control the airdodging mechanics in PSA and it will be glitch free.

UPDATE2: October 27, 2014, 04:23:47 PM
Rather then derail the thread i'll link to the help topic. Please answer there if there is anything you can help with. Thanks to everyone that helped us get this running! <3

http://forums.kc-mm.com/index.php?topic=71762.0 (http://forums.kc-mm.com/index.php?topic=71762.0)


Title: Re: The Brawl Expansion Project
Post by: BLKPanda on October 27, 2014, 05:10:23 PM
Is it just me, or has anyone else found that (for UNSTABLE build) using cosmetics that utilize MiscData[145] and up (in char_bust_tex_lz77) load everything properly except the CSS icons/csp name? Cause all my clones utilizing cosmetics above 145 show css icons and the MenSelchrChrNm/MenSelchrChrNmS of MiscData[144] Of course i've changed the actual images in the MiscData[70] and [30] of the sc_selcharacter.pac, but it seems to do nothing.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 28, 2014, 06:05:52 PM
Is it just me, or has anyone else found that (for UNSTABLE build) using cosmetics that utilize MiscData[145] and up (in char_bust_tex_lz77) load everything properly except the CSS icons/csp name? Cause all my clones utilizing cosmetics above 145 show css icons and the MenSelchrChrNm/MenSelchrChrNmS of MiscData[144] Of course i've changed the actual images in the MiscData[70] and [30] of the sc_selcharacter.pac, but it seems to do nothing.

Do model changing psas like Sonic, Bowser, and Wario work? And do clones of them work? Model changing was an issue...

And you're saying that the CSS things don't work properly, correct?


Title: Re: The Brawl Expansion Project
Post by: BLKPanda on October 28, 2014, 08:04:59 PM
Do model changing psas like Sonic, Bowser, and Wario work? And do clones of them work? Model changing was an issue...

And you're saying that the CSS things don't work properly, correct?
From what i've found, yes model changing psas do work, Sonic and Bowser work completely fine, unfortunately i've replaced Wario with Shadow so i can't say for him. I remember there was a crash for sonic and marth clones, where their final smashes would crash the game. But after messing around, i found that its easily fixed by using the fighter config files from the unstable build rather than from v1.2

When using V2's fighter config file, you cant open it in config utility, unless you change the version number with a hex editor, but if you do do so, the crash will come back, so any changes need to be solely from hex editing.

With my CSS problem, yes thats correct, all clones with cosmetics that are 145 (91 in hex/whats actually put in the cosmetic config file) and up, share the same CSS icon, and names, as the clone with the cosmetic ID 144 (But the CSPs work fine). This doesnt affect any of the clones below said value.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 28, 2014, 09:39:20 PM
From what i've found, yes model changing psas do work, Sonic and Bowser work completely fine, unfortunately i've replaced Wario with Shadow so i can't say for him. I remember there was a crash for sonic and marth clones, where their final smashes would crash the game. But after messing around, i found that its easily fixed by using the fighter config files from the unstable build rather than from v1.2

When using V2's fighter config file, you cant open it in config utility, unless you change the version number with a hex editor, but if you do do so, the crash will come back, so any changes need to be solely from hex editing.

With my CSS problem, yes thats correct, all clones with cosmetics that are 145 (91 in hex/whats actually put in the cosmetic config file) and up, share the same CSS icon, and names, as the clone with the cosmetic ID 144 (But the CSPs work fine). This doesnt affect any of the clones below said value.

And 4 player matches still crash the game according to a team mate. :/ It's a nice find, but unfortunately not full proof. Still, that got me thinking about the next update :) I hope it comes soon!


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 28, 2014, 10:29:39 PM
What I'm hoping for is the ability to give Characters like Giga Bowser alternate colors like in Project M using Brawlex


Title: Re: The Brawl Expansion Project
Post by: BlueZapMan on October 29, 2014, 01:17:52 AM
it loaded but when i try to go to charater select it freezes before it even shows it what do i do?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 29, 2014, 01:23:16 AM
it loaded but when i try to go to charater select it freezes before it even shows it what do i do?

I have this problem when my CSS file becomes corrupted. This happens to me when I export a csp and then replace it with the same name and everything into a spot. I don't know why though. If that's not your scenario then it may have just gotten corrupted, or the file size is too large.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on October 29, 2014, 12:16:32 PM
What I'm hoping for is the ability to give Characters like Giga Bowser alternate colors like in Project M using Brawlex


You know i was wondering about this for a while too. i've been peaking in the PM 3.0 coding and couldn't find anything. i think it has to do with there "masquerade" system. tho i had an idea for a few similar effects. its untested atm but following the instructions here:
http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)

i wonder if its possible to make alternate team costumes as well (flagging 2 costumes as red for instance) also some characters have more then one final smash  costume. like pokemon trainer, each pokemon group has there own final smash for each color. and in Bex i'm willing to bet they have there final smash set to "multi". again this is untested, but may be interesting to look into. both things may need to have additional coding to make them work, (or possibly stable) an additional idea might be able to make kirby hats for the clones by setting a new id for them. as i said its just speculation. how possible do you think these features would be for brawl EX?

edit: honestly the masquerade coding doesn't seem that difficult. most the costumes are easily seperated (its 3 lines of code then it repeats) still deciphering how parts of it work tho. also a bit off topic but anyone else noticed this code in PM? LOL

Code:
Hold Shield for Giga or Sopo [ds22]
* C26847BC 00000002
* 2C030010 41820008
* 2C03000C 00000000
* C268482C 00000003
* 2C1D0010 4082000C
* 3BA00037 48000008
* 3BA00038 00000000



Title: Re: The Brawl Expansion Project
Post by: leondanny56 on October 29, 2014, 12:35:13 PM
And 4 player matches still crash the game according to a team mate. :/ It's a nice find, but unfortunately not full proof. Still, that got me thinking about the next update :) I hope it comes soon!

hey nebulon i wanted to correct you about this it isn't 4 player matches that freeze it's the 3rd and 4th player that freeze.

Post Merge: October 29, 2014, 12:40:40 PM
i know it's 3rd and 4th player that freeze with the unstable bulid because i use the unstable build all the time on my wii,
and whenever i have player 1 vs. player 3 or player 4 in a one on one match about every 5 to 10 matches the game freezes.
but it dosen't freeze when i verse player 1 against second player.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 29, 2014, 03:21:59 PM
Quick question.

Do Olimar skins after the 6th skin lack the capacity to have a glow on their antenna? Or did I do something wrong?

Post Merge: October 29, 2014, 05:55:23 PM
What BB do people recommend for editing their CSS files for Brawl EX? My CSS files are very easily prone to being corrupted while using BB 71


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 29, 2014, 06:20:35 PM
@Sirkura
the unstable release of brawlex had support for alternate final smash costumes, but I don't think the brawl ex configuration utility got updated to make them actually usable.

@Nebulon
I've been using 0.71 with no issues in my CSS. I find it sometimes corrupts models though whenever it finds something to "fix".


Title: Re: The Brawl Expansion Project
Post by: Nebulon on October 29, 2014, 08:34:18 PM
@Sirkura
the unstable release of brawlex had support for alternate final smash costumes, but I don't think the brawl ex configuration utility got updated to make them actually usable.

@Nebulon
I've been using 0.71 with no issues in my CSS. I find it sometimes corrupts models though whenever it finds something to "fix".

That's weird. I've had several accounts of adding pictures and the CSS not working and then I add the picture again and it's fine.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 30, 2014, 12:19:58 AM
That's weird. I've had several accounts of adding pictures and the CSS not working and then I add the picture again and it's fine.
Only time I've had an issue like that has been when I've forgotten to set compression or if I misname my csp. Other than that though I haven't had any problems. Just model "correction" issues.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on October 30, 2014, 05:15:58 AM
Is there any way to add the clone characters to the tourney mode css?


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on October 30, 2014, 10:54:29 AM
Is there a way to put a clone over a character? Like putting another mario over pit or another pikachu over squirtle?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on October 30, 2014, 02:43:04 PM
How do I remove that name above the character's icon on the CSS?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 30, 2014, 06:57:52 PM
Feedback on this, please:

https://dl.dropboxusercontent.com/u/35817946/SCOTT.mp3


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on October 30, 2014, 10:07:01 PM
Feedback on this, please:
I have no idea what that is saying...

Post Merge: October 30, 2014, 10:08:18 PM
OH wait!
Is it trying to say Scott Pilgrim?...

It needs work... The only way I figured it out was by looking at the url and seeing SCOTT.mp3 at the end.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 30, 2014, 11:28:33 PM
Is there any way to add the clone characters to the tourney mode css?


Iirc tourney mode is incompatible with BrawlEx

How do I remove that name above the character's icon on the CSS?


http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26658)


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on October 31, 2014, 01:17:29 AM
Quick question.

Do Olimar skins after the 6th skin lack the capacity to have a glow on their antenna? Or did I do something wrong?

Post Merge: October 29, 2014, 05:55:23 PM
What BB do people recommend for editing their CSS files for Brawl EX? My CSS files are very easily prone to being corrupted while using BB 71

nebulon i had the same problem as you with that version of brawlbox but as soon as i went back to using brawlbox v0.69 my css no longer ended up getting corrupted, so i recommend using brawlbox v0.69


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 31, 2014, 06:31:22 AM
OH wait!
Is it trying to say Scott Pilgrim?...

It needs work... The only way I figured it out was by looking at the url and seeing SCOTT.mp3 at the end.

Yeah, but... which suggestions would you have?

EDIT: Tweaked a little bit.


Title: Re: The Brawl Expansion Project
Post by: DarkDeity on November 01, 2014, 04:35:51 PM
Hello all, i had stepped out of brawl hacking for a while cause i was busy moving in with my (soon to be)fiance and im planning to get back into hacking soon, mostlyl cause shes wanted to see wjat i assembledfor bbrawlex however the last update i recall was 2.0 which was proven unstable, was just released. Would someone please, euther via reply or pm give me a qyick update if what ive missed? 


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 01, 2014, 04:41:37 PM
Just a question:

Has someone tried to edit the common3.pac to hack/edit the Items?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on November 01, 2014, 04:58:49 PM
Is there a way to put a clone over a character? Like putting another mario over pit or another pikachu over squirtle?
By REL porting, you can without BrawlEX. I'm not an expert on it though.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on November 02, 2014, 05:25:25 AM
By REL porting, you can without BrawlEX. I'm not an expert on it though.
With the Plug & Play Rels, right? I did that and they never show me respect and always freeze after selecting a stage. But if possible, then I will do that, and how would I replace Squirts when along with Char, Ivy, and pokemon trainer, they all share a rel? Anyone know?
Thanks for responding; I thought nobody saw my post!


Title: Re: The Brawl Expansion Project
Post by: Carnage on November 02, 2014, 10:00:57 AM
With the Plug & Play Rels, right? I did that and they never show me respect and always freeze after selecting a stage. But if possible, then I will do that, and how would I replace Squirts when along with Char, Ivy, and pokemon trainer, they all share a rel? Anyone know?
Thanks for responding; I thought nobody saw my post!
you cant rel port over transforming characters any of the transforming chars like pokmons and trainer, samus and zss, zelda and sheik and bowser and giga bowser.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 10:03:27 AM
you cant rel port over transforming characters any of the transforming chars like pokmons and trainer, samus and zss, zelda and sheik and bowser and giga bowser.

Unless there's a code to separate them, this will never be possible.

If SSB Wii U ever starts to be hacked, it could be possible as they are now separated characters.


Title: Re: The Brawl Expansion Project
Post by: Carnage on November 02, 2014, 10:09:57 AM
Unless there's a code to separate them, this will never be possible.

If SSB Wii U ever starts to be hacked, it could be possible as they are now separated characters.
a simple code wont do it they share a rel so how would a code separate a rel? you would need to make a custom rel for each one even after the code.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 10:19:46 AM
a simple code wont do it they share a rel so how would a code separate a rel? you would need to make a custom rel for each one even after the code.

There is a code made by ASF1nk that separates Zelda and Sheik.
I haven't tested it yet.

If it doesn't work, then you're right.


Title: Re: The Brawl Expansion Project
Post by: Carnage on November 02, 2014, 10:25:55 AM
There is a code made by ASF1nk that separates Zelda and Sheik.
I haven't tested it yet.

If it doesn't work, then you're right.
what the code does is it doesnt load the extra files wich mean samus doesnt load zss stuff automaticaly which makes samus have as much filesize as any normal char but the rel is still shared for both afaik, its just each character no longer loads the other ones stuff.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 10:31:53 AM
what the code does is it doesnt load the extra files wich mean samus doesnt load zss stuff automaticaly which makes samus have as much filesize as any normal char but the rel is still shared for both afaik, its just each character no longer loads the other ones stuff.

I can barely get your point.

You say it can load Samus, but if trying to load ZSS the game would crash?
I mean, by transforming into her.


Title: Re: The Brawl Expansion Project
Post by: Carnage on November 02, 2014, 10:39:24 AM
I can barely get your point.

You say it can load Samus, but if trying to load ZSS the game would crash?
I mean, by transforming into her.

when you load transforming chars this is what happens you choose samsu the game loads

fitsamus00.pcs
fitsamus00.pac
fitsamus.pac
fitsamusmotionetc.pac
samus.rel
firzss00.pcs
fitzss00.pac
fitzss.pac
fitzssmotionetc.pac



with the code you only load this when you select samus
fitsamus00.pcs
fitsamus00.pac
fitsamus.pac
fitsamusmotionetc.pac
samus.rel

so when the game tries to transfrom there wont be anything to transform into becuase the other files arent loaded and that makes samus have all that free space left to do psa on wich is the point of those codes.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 10:43:32 AM
so when the game tries to transfrom there wont be anything to transform into becuase the other files arent loaded and that makes samus have all that free space left to do psa on wich is the point of those codes.


Got it. We'll need to do other code and even an extra module file.

Well, at least those characters can be ported over someone else:

Charizard over Link.
Dark Samus over Marth.
ETC over many...  <--- (Sorry I had to say that).


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 12:58:36 PM
Anyone know a way to make Master Hand Playable using the Cosmetics? (Similar to how the alloys are loaded using the alloy cosmetics link on the main post)


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on November 02, 2014, 01:01:23 PM
Anyone know a way to make Master Hand Playable using the Cosmetics? (Similar to how the alloys are loaded using the alloy cosmetics link on the main post)
its possile but master hand will probably be missing animations and a final smash causing  some glitches


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 01:43:51 PM
its possile but master hand will probably be missing animations and a final smash causing  some glitches

Lolwut?

So it is possible?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 02, 2014, 01:49:07 PM
its possile but master hand will probably be missing animations and a final smash causing  some glitches

How would one test this?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 02:59:47 PM
How would one test this?
Add Him and Play him! Just for reference, what is his cosmetic id, I want to add him to my pack! (as an optional character of course)


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 02, 2014, 03:09:14 PM
Add Him and Play him! Just for reference, what is his cosmetic id, I want to add him to my pack! (as an optional character of course)

Add him like his boss things and whatnot? Shoot... I use the boss slots for other characters...

If someone figures out how to get him working in EX post all that you need to do. Unless it really just is putting his value on the CSS and not having his slots taken up by characters.



Title: Re: The Brawl Expansion Project
Post by: Lillith on November 02, 2014, 03:14:05 PM
Unless it really just is putting his value on the CSS and not having his slots taken up by characters.


I doubt it's that simple. XD
Hang on, I'll check now~

Edit: Yup! Game crash.
You'll probably need to do a lot of work. If it's even actually possible.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 03:20:36 PM
I doubt it's that simple. XD
Hang on, I'll check now~

Edit: Yup! Game crash.
You'll probably need to do a lot of work. If it's even actually possible.
Did you add his cosmetics? If he showed up as Random then you did not.


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 02, 2014, 03:22:10 PM
Did you add his cosmetics? If he showed up as Random then you did not.
I already had cosmetics in place since I had a character there.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 03:35:45 PM
I already had cosmetics in place since I had a character there.
Its best to add EX cosmetics to id 110+. It probably tried to load your character AND master hand, and could not decide which.


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 02, 2014, 03:39:45 PM
All I did was a short test.
I'll try to experiment with it properly later. XD


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 04:09:43 PM
Tried it, He comes up as Mario


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 02, 2014, 04:13:10 PM
Tried it, He comes up as Mario

Ah, debug Mario. I've gotten him before.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 04:14:52 PM
Ah, debug Mario. I've gotten him before.
Why is he coming up? Is there any way to get rid of him?


Title: Re: The Brawl Expansion Project
Post by: Carnage on November 02, 2014, 04:17:09 PM
you cant expect a boss to work... they dont have the files needed to be in versus mode they are part of the stages they are into thats why there models are inside the stage files yes they have an id but they dont have the files to appear outise of their own boss arena mode.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 02, 2014, 04:34:10 PM
you cant expect a boss to work... they dont have the files needed to be in versus mode they are part of the stages they are into thats why there models are inside the stage files yes they have an id but they dont have the files to appear outise of their own boss arena mode.
Well, at least we tried.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 02, 2014, 06:55:46 PM
I figure you'd need to code him over someone else in psa, but you could probably rip his model from the stage, along with his animations or something to that effect. If you really want to try using the bosses though there are boss control codes that allow the 4th gamecube controller to command them. Though only in their respective stages of course.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 02, 2014, 06:58:27 PM
I figure you'd need to code him over someone else in psa, but you could probably rip his model from the stage, along with his animations or something to that effect. If you really want to try using the bosses though there are boss control codes that allow the 4th gamecube controller to command them. Though only in their respective stages of course.

There are codes for that!?!?!?!?!?!? Does it conflict with Ex?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 02, 2014, 07:26:24 PM
There are codes for that!?!?!?!?!?!? Does it conflict with Ex?

Probably yes, probably not.

However, they will only work in Boss Battles.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 02, 2014, 11:57:57 PM
There are codes for that!?!?!?!?!?!? Does it conflict with Ex?


I very much doubt it considering the nature of the codes. But yes, they only work during boss battles, you can't just activate them and have master hand show up anywhere. I can probs find em...
Yep, right here: http://geckocodes.org/?c=RSBP01#2 (http://geckocodes.org/?c=RSBP01#2)

It's cool to mess around with as a novelty more or less, or maybe if you wanna challenge your friends.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 03, 2014, 04:46:02 AM
Is Battlefield supposed to not have music? It also freezes if selected in my music. Also, can characters be added to all-star mode?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 03, 2014, 05:26:34 PM
There's also another glitch with Luigi's Mansion.
The game will freeze when selecting it.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 04, 2014, 12:07:26 AM
Is Battlefield supposed to not have music? It also freezes if selected in my music. Also, can characters be added to all-star mode?
Sounds like your My Music is corrupted, might wanna look for a guide to fix it, I believe you just need to activate a certain code. As for all-star I think I heard about editting the files for it at one point but I don't know if anyone has actually put together a new all-star mode with brawl ex characters. To be truthful though it's definitely something I'd like to look into after I max my roster.

There's also another glitch with Luigi's Mansion.
The game will freeze when selecting it.

Sounds like an issue with your Luigi's Mansion files. Check the .rel you're using over it, as well as the stage itself. I know I have vanilla Luigi's Mansion in mine, loading from the game's files not SD, and it runs just fine with BrawlEx, along with the rest of the vanilla stages.


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 04, 2014, 12:40:47 AM
Is Battlefield supposed to not have music? It also freezes if selected in my music. Also, can characters be added to all-star mode?
You need to use the My Music reset code
Be sure to only use these codes seperately from your actual code sets. Open the game with the reset code on, do a match or two, then turn the game off and it should be fine.

Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000


Also, yes! It is possible to do that with all-star~


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 04, 2014, 04:00:10 AM
You need to use the My Music reset code
Be sure to only use these codes seperately from your actual code sets. Open the game with the reset code on, do a match or two, then turn the game off and it should be fine.

Battlefield My Music Reset :
4A000000 9017EBCC
14000000 000026FC
14000004 00000032
14000008 000027EE
1400000C 00000032
14000010 00002711
14000014 00000032
14000018 00002813
1400001C 00000032
14000020 00002815
14000024 00000032
E0000000 80008000


Also, yes! It is possible to do that with all-star~
How do I add them to All-Star? Also, should I keep codes such as File Patch and SDHC Extension on?


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 04, 2014, 12:22:22 PM
SDHC I've no idea for, File patch, no.
All-Star though~
http://forums.kc-mm.com/index.php?topic=62505.0 (http://forums.kc-mm.com/index.php?topic=62505.0)
http://forums.kc-mm.com/index.php?topic=27607.0 (http://forums.kc-mm.com/index.php?topic=27607.0)
You're looking for the 'MiscDataEditor' for the second link.


Title: Re: The Brawl Expansion Project
Post by: Yeller1999 on November 04, 2014, 03:41:44 PM
SDHC I've no idea for, File patch, no.
All-Star though~
[url]http://forums.kc-mm.com/index.php?topic=62505.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=62505.0[/url])
[url]http://forums.kc-mm.com/index.php?topic=27607.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=27607.0[/url])
You're looking for the 'MiscDataEditor' for the second link.

This is really cool but i am using the second link and i am confused how to add my clones into all-star mode as opponents


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 04, 2014, 03:51:48 PM
This is really cool but i am using the second link and i am confused how to add my clones into all-star mode as opponents
Haven't tried in a while, can't remember, sorry D:


Title: Re: The Brawl Expansion Project
Post by: Yeller1999 on November 04, 2014, 04:15:02 PM
Haven't tried in a while, can't remember, sorry D:
ok guess i will try to figure it out


Title: Re: The Brawl Expansion Project
Post by: Junior64570 on November 04, 2014, 04:43:21 PM
Guys, I seriously need help. It keeps on crashing during the loading screen. I checked the troubleshooting, and info.pac is 380KB, and I don't have common5.pac... What do I do? I can't get ingame pictures of my new Mario textures until it's fixed... help?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 04, 2014, 05:31:48 PM
Guys, I seriously need help. It keeps on crashing during the loading screen. I checked the troubleshooting, and info.pac is 380KB, and I don't have common5.pac... What do I do? I can't get ingame pictures of my new Mario textures until it's fixed... help?

Are any of your common.pac files over the filesize limit? What loader are you using, and what hook type are you using?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 04, 2014, 10:33:15 PM
Guys, I seriously need help. It keeps on crashing during the loading screen. I checked the troubleshooting, and info.pac is 380KB, and I don't have common5.pac... What do I do? I can't get ingame pictures of my new Mario textures until it's fixed... help?

I'm assuming your trying to make this compatible with your codeset? BeX needs a modified common5 (or sc_selcharacter thats inside it to be more precise) in the OP under the downloads for the CSS expansion i believe have all the files you would need  to import. just follow the readme's. also make sure to set your hook to axnextframe in gecko/ocarina.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 05, 2014, 02:08:23 PM
Is there a program that writes in Brawl's CSS Names (The Ones Under The CSPs)? Several people have perfect ones in their characters, and I want to know how they do it.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on November 05, 2014, 03:42:08 PM
That is found in the selcharacter.pac in the MiscData30 section. Inside of that you will find all the character's names. You can just add your clones names to that section. Just make sure to rename the texture correctly and with the corresponding clone number.

(My computer with all my brawl stuff is currently out of commission, and I haven't worked on brawlex stuff in a while, so if I got the names of files wrong I am sorry. :P)

Post Merge: November 05, 2014, 03:44:52 PM
sc_selcharacter.pac. That's what it's called.:P


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 05, 2014, 04:13:40 PM
That is found in the selcharacter.pac in the MiscData30 section. Inside of that you will find all the character's names. You can just add your clones names to that section. Just make sure to rename the texture correctly and with the corresponding clone number.

(My computer with all my brawl stuff is currently out of commission, and I haven't worked on brawlex stuff in a while, so if I got the names of files wrong I am sorry. :P)

Post Merge: November 05, 2014, 03:44:52 PM
sc_selcharacter.pac. That's what it's called.:P
No, I want to know how they made the actual image, I know where to place it. I was wondering if there was a program that makes them.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on November 06, 2014, 05:55:54 AM
Is there a program that writes in Brawl's CSS Names (The Ones Under The CSPs)? Several people have perfect ones in their characters, and I want to know how they do it.

You need a particular font. Google "DFMinE_0.ttc" and "DFMinc_1.ttc", and you should be able to find them.

After that, there's a tutorial over on SmashBoards that will let you make your own names.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 06, 2014, 06:58:20 AM
Okay, I hate being off topic here, but the other day I saw a post on this thread about a code or something that made it so that Samus didn't transform into ZSS and vice versa, which in turn allowed Samus to have more file space. I looked and didn't see it, and I didn't know what exactly to type into "search" so  if someone who's on here more than I do knows what I'm talking about, please point me in the right direction. Thank you :)


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on November 06, 2014, 08:37:07 AM
No, I want to know how they made the actual image, I know where to place it. I was wondering if there was a program that makes them.
Oh! Ok!
Well what I do for mine is this.
I took and exported the longest existing character name texture. Longest not in letters, but in pixel size.
I then went into photoshop and opened that file.
Use the paint brush. Make a layer on top of the texture that you paint completely black.
Then you make a text layer on top of that with the font you want.
Up to there is where I stop and save it as a template.

You can then type whatever name you want into the text, and then save as the png of it. Just don't ever re-save the original template with your edited name.

In some cases you may need to transform the text in order for it to fit.

That's basically it. (Maybe I should write a tutorial for this...)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 06, 2014, 04:27:25 PM
Okay, I hate being off topic here, but the other day I saw a post on this thread about a code or something that made it so that Samus didn't transform into ZSS and vice versa, which in turn allowed Samus to have more file space. I looked and didn't see it, and I didn't know what exactly to type into "search" so  if someone who's on here more than I do knows what I'm talking about, please point me in the right direction. Thank you :)

Check ASF1nk's threads. I believe I saw it there.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 07, 2014, 02:28:03 PM
You need a particular font. Google "DFMinE_0.ttc" and "DFMinc_1.ttc", and you should be able to find them.

After that, there's a tutorial over on SmashBoards that will let you make your own names.
Google has no results. Any where else have them?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on November 07, 2014, 02:52:55 PM
Google has no results. Any where else have them?
I found this in the tutorial section...
http://forums.kc-mm.com/index.php?topic=68481.0 (http://forums.kc-mm.com/index.php?topic=68481.0)


Title: Re: The Brawl Expansion Project
Post by: Yeller1999 on November 07, 2014, 03:46:36 PM
i have a question how do i make a clone of Captain Falcon i can't use the clone tool to do it it doesn't show Captain Falcons name so i can click it to make the clone


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 07, 2014, 10:10:05 PM
I found this in the tutorial section...
[url]http://forums.kc-mm.com/index.php?topic=68481.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=68481.0[/url])



Thank you so much for this


Title: Re: The Brawl Expansion Project
Post by: Tiberious on November 08, 2014, 06:05:31 AM
Google has no results. Any where else have them?


Hmm. That's odd. I know I left a tutorial over on SmashBoards with the proper fonts (http://www.mediafire.com/download/l6t9lroo9pqxget/Brawl+Name+Fonts.zip) in it.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 08, 2014, 01:14:33 PM
Final Smashes are freezing the game! Almost ALL of them freeze. Any suggestions? If there is no fix can Final Smashes be turned completely off?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 08, 2014, 03:29:22 PM
Final Smashes are freezing the game! Almost ALL of them freeze. Any suggestions? If there is no fix can Final Smashes be turned completely off?

Just disable the Smash Ball, maybe?

Also, the most recent version is unstable.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on November 08, 2014, 06:46:27 PM
Thank you so much for this
Yeah I don't know if that is the exact font form vbrawl, but either way it is really close.
Also, for anyone wanting the PM font. The font they use is Edo SZ. :P


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 09, 2014, 12:44:28 AM
Yeah I don't know if that is the exact font form vbrawl, but either way it is really close.
Also, for anyone wanting the PM font. The font they use is Edo SZ. :P

Seems to be spot on, except any characters that go below the base line (g,y,etc) are moved up so that they end before going below the line on the original names textures. I figure they must've manually edited that themselves, because all otherwise it's the same font. Looks much better though even if you don't fix it up like they did.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 09, 2014, 08:03:28 AM
I am having another problem now...whenever I put an sc_selmap in my menu2 folder, The game freezes before going to the SSS. Anyone know how to fix?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 09, 2014, 08:47:16 AM
I am having another problem now...whenever I put an sc_selmap in my menu2 folder, The game freezes before going to the SSS. Anyone know how to fix?

Check the filesize.


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 09, 2014, 10:10:14 AM
Check the filesize.
1.15MB is this not the default file size?

Post Merge: November 09, 2014, 10:22:46 AM
Okay, I fixed it. I just made it ExtendedLZ77 and it loaded.

Post Merge: November 09, 2014, 11:20:41 AM
Is there a BrawlEX compatible way to add more stages to the game?


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on November 10, 2014, 10:58:57 AM
Is there a BrawlEX compatible way to add more stages to the game?

I second this.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 10, 2014, 11:01:35 AM
I second this.

I beliwve it's being worked on.


Title: Re: The Brawl Expansion Project
Post by: Yeller1999 on November 10, 2014, 03:23:11 PM
can i have some help?



Edit: never mind think i figured it out


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 10, 2014, 03:47:26 PM
Some of you may find this useful
https://drive.google.com/file/d/0B4t3lCAv74N5QUE0M1Z1QkR3U0k/view?usp=sharing
(Riivo + BrawlEX, Tested and works, but you will need the SDHC Extension Code for SDHC Cards)


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on November 11, 2014, 09:54:08 AM
 Hey, guys, is it possible to replace pokemon trainer and MarioD like PMBT did, but with Brawlex?


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on November 11, 2014, 12:22:56 PM
Some of you may find this useful
https://drive.google.com/file/d/0B4t3lCAv74N5QUE0M1Z1QkR3U0k/view?usp=sharing
(Riivo + BrawlEX, Tested and works, but you will need the SDHC Extension Code for SDHC Cards)

Is the file placing and naming like gecko?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on November 11, 2014, 02:20:54 PM
Is the file placing and naming like gecko?
Yep. In fact, it actually requires the file patch code...sorry I did not mention that...also no other XMLs can be on the SD card or brawlex's roster will be blank.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 11, 2014, 04:17:10 PM
Is there a BrawlEX compatible way to add more stages to the game?


PW's stage roster expansion works with BrawlEx, though you're limited to I think 37 additional stages with the largest modified sc_selmap available. The code itself can support far more, there's just no workaround to access them from the game unless something new has come up. I'll link to Mewtwo2000's stage roster expansion tool, that'll probably help you with getting started: http://kc-mm.com/2011/11/11/stage-roster-expansion-tool/ (http://kc-mm.com/2011/11/11/stage-roster-expansion-tool/)


Title: Re: The Brawl Expansion Project
Post by: Yeller1999 on November 11, 2014, 04:26:24 PM
can i have some help?



Edit: never mind think i figured it out

ok I need some help please


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on November 12, 2014, 12:10:26 PM
ok I need some help please
I did see a brawlex pack where they replaced all the characters (including pokemon) but im not even sure how this was done because they even replaced the names on the folders such as....... pikman-cloud, charzard-rock lee, jigglypuff-aqua....... this was done without a .rel as brawlex doesn't support it


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on November 12, 2014, 07:14:29 PM
Yep. In fact, it actually requires the file patch code...sorry I did not mention that...also no other XMLs can be on the SD card or brawlex's roster will be blank.

Will the sounds need the replacement sound bank engine or can I just insert swand files into the .brsar file for custom sfx?


Title: Re: The Brawl Expansion Project
Post by: KWVance on November 13, 2014, 08:12:51 AM
why are people still responding like brawlEX is going to post an update any day now?, it was last updated 5 months ago...did I miss something? did the creator change their user account or something like that?  :notimp:


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on November 13, 2014, 08:25:27 AM
why are people still responding like brawlEX is going to post an update any day now?, it was last updated 5 months ago...did I miss something? did the creator change their user account or something like that?  :notimp:

No. But believe me when I say: that's just how PhantomWings works.


Title: Re: The Brawl Expansion Project
Post by: KWVance on November 13, 2014, 09:02:19 AM
No. But believe me when I say: that's just how PhantomWings works.
huh? you mean he does this as sort of a charity? for when he is bored. well If he would start a kickstarter the goal of which would be to buckle down and make the perfect brawl ex with like news updates and such id be willing to pay for it? how bout u? we should try to get his attention, id pay up to maybe $50 max


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on November 13, 2014, 11:01:59 AM
huh? you mean he does this as sort of a charity? for when he is bored. well If he would start a kickstarter the goal of which would be to buckle down and make the perfect brawl ex with like news updates and such id be willing to pay for it? how bout u? we should try to get his attention, id pay up to maybe $50 max
PW is a busy and reall smart guy. he does this in his free time, which he doesnt really get.


Title: Re: The Brawl Expansion Project
Post by: KWVance on November 13, 2014, 11:20:13 AM
PW is a busy and reall smart guy. he does this in his free time, which he doesnt really get.
thats what I just said, so why dont we help him make it more than free time with a lil$$$ using kickstarter so he re-adjusts priorities accordingly


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on November 13, 2014, 11:58:13 AM
he is busy. if we gave him money, he would most likely feel rushed and want to work on it but still have no time and that would make thigns worse


Title: Re: The Brawl Expansion Project
Post by: Large Leader on November 13, 2014, 12:16:55 PM
thats what I just said, so why dont we help him make it more than free time with a lil$$$ using kickstarter so he re-adjusts priorities accordingly

You do realize we're modding a 6+ year old game right?

What makes you think we're willing to spend any money? :P


Title: Re: The Brawl Expansion Project
Post by: Tiberious on November 13, 2014, 12:17:32 PM
Seems to be spot on, except any characters that go below the base line (g,y,etc) are moved up so that they end before going below the line on the original names textures. I figure they must've manually edited that themselves, because all otherwise it's the same font. Looks much better though even if you don't fix it up like they did.


The ones I posted (http://www.mediafire.com/download/l6t9lroo9pqxget/Brawl+Name+Fonts.zip) are 100% the ones.


Title: Re: The Brawl Expansion Project
Post by: KWVance on November 13, 2014, 01:36:38 PM
You do realize we're modding a 6+ year old game right?

What makes you think we're willing to spend any money? :P
what do you mean we? eatch and every individual persion would make up his or her own freakin mind about weather or not they would want to donate money.

personally, i rather play smash with +60 characters and spend a little money than to
go out,
buy a totally different console
buy smash 4
just to play with the same old characters +4 new ones

but then again...im only sane.

there was a problem i presented a solution, dont try to argue just for the sake of arguing

Post Merge: November 13, 2014, 01:49:42 PM
PW is a busy and reall smart guy. he does this in his free time, which he doesnt really get.

people tend to re-arrange there priorities when a motivation is offered.
with a kickstarter he will be able to see how much time he should supply and how many people demand he continue with this project

so what if he is bussy. if enough people donate maybe he will think to himself, "hey, im getting much more money just by doing something i like doing in my freetime, I think ill reffer that other customer I have paying me this less for that other more difficult project to someone else.

or does no one understand bussness. seesh, idk y everyones trying to poke holes in this plan, i just said give it a try, if we fail we r no worse off.


the only way i can see something like this NOT working if he is in something like college and he just does it over the summer. but still, a lot of people go to college full time and work part time...im just sayyin

 :>.>palm: :>.>palm: :>.>palm: :>.>palm:


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on November 13, 2014, 03:08:25 PM
Geesh, you people are spoiled by Brawl mods. I don't think PhantomWings would ever want people to pay him for his work.

Can we get back on topic please?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on November 13, 2014, 08:20:54 PM
huh? you mean he does this as sort of a charity? for when he is bored. well If he would start a kickstarter the goal of which would be to buckle down and make the perfect brawl ex with like news updates and such id be willing to pay for it? how bout u? we should try to get his attention, id pay up to maybe $50 max

No. What I mean is that he will come out when no one is expecting with something really, really advanced from what we have now.

At literally any time. Could be just now. Could take one year.

If we keep responding like BrawlEX is going to be updated any day now, it's because we know PhantomWings well enough to say it's exactly that. There's no better way to say it, actually. BrawlEX is going to be updated any day now.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on November 13, 2014, 08:52:18 PM
Most likely it's not going to be released in the time frame of Project M 3.5 and Smash Bros for Wii U.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 14, 2014, 12:39:23 AM
The ones I posted ([url]http://www.mediafire.com/download/l6t9lroo9pqxget/Brawl+Name+Fonts.zip[/url]) are 100% the ones.

Oh sweet, I must've missed that. I'll save em and set em up next time I get around to updating my pack. Taking a break from it all though to play the mountain of games I've been amassing. Just going to keep checking here for the next update and to help people with issues that I know how to solve.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on November 15, 2014, 11:27:40 AM
Most likely it's not going to be released in the time frame of Project M 3.5 and Smash Bros for Wii U.
lol that was a good guess but project m has already released its build and wiiu smash is here so hmmmmm im thinking it will be around xmas. As i dont want him to rush.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 15, 2014, 08:13:42 PM
Can two people with the same pack play online? Sorry if noob question, but I know nothing about the online function for this game since it was so bad at launch.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on November 15, 2014, 08:19:32 PM
Can two people with the same pack play online? Sorry if noob question, but I know nothing about the online function for this game since it was so bad at launch.
The Wi-Fi for brawl was cancelled months back, and the current Wi-Fi patch isn't compatible with Gecko.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on November 24, 2014, 01:11:29 PM
The Wi-Fi for brawl was cancelled months back, and the current Wi-Fi patch isn't compatible with Gecko.

yes it is. not sure how but i know brawl minus and project m both have it and it works on gecko


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on November 27, 2014, 10:37:54 PM
(http://i.imgur.com/FfDQzjE.jpg)


Title: Re: The Brawl Expansion Project
Post by: Nebulon on November 28, 2014, 07:38:41 AM
That looks great :)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on November 28, 2014, 08:43:04 AM
As soon as the forums stop going up and down, I'll submit this CSS compatible with Brawl 4 All v3 for anyone who wants it. :)


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on December 01, 2014, 02:31:25 AM
I would love that it look amazing


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on December 01, 2014, 09:58:54 AM
Is there a reason for the empty rectangle in the middle? You can fit like 12 more characters in that gap.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on December 01, 2014, 10:13:13 AM
Is there a reason for the empty rectangle in the middle? You can fit like 12 more characters in that gap.

If Nebulon's build had 5 more characters, the Random would be bigger and in the middle.

The CSS was originally built for 92 characters + Random.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on December 01, 2014, 10:17:21 AM
If Nebulon's build had 5 more characters, the Random would be bigger and in the middle.

The CSS was originally built for 92 characters + Random.
Oh alright. That makes more sense. If I remember correctly there was a CSS that looked like that before with only the original characters that had the big random in the middle... Alright, yeah. I get it now. Cool! Good job on it. I'll probably be downloading it. :P


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 01, 2014, 10:55:10 AM
That looks great :)
Hey Nebulon.... What is kakashi's final suppose to be? i may be able to fix it.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 01, 2014, 11:56:08 AM
Hey Nebulon.... What is kakashi's final suppose to be? i may be able to fix it.

Go for it, I don't know myself :)


Title: Re: The Brawl Expansion Project
Post by: Doq on December 01, 2014, 10:43:47 PM
yes it is. not sure how but i know brawl minus and project m both have it and it works on gecko
I can totally confirm this. I wrote the Gecko port with the help of Diddy Kong.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on December 03, 2014, 10:44:22 AM
How do I make this work with Stage Expansion this may of been answered before but, you know, 510 pages, not for me.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 03, 2014, 06:54:17 PM
How do I make this work with Stage Expansion this may of been answered before but, you know, 510 pages, not for me.

Just do the Stage Expansion as normal, they don't conflict.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on December 04, 2014, 12:31:19 AM
Just do the Stage Expansion as normal, they don't conflict.

The melee page is full of hanenbow and PKMN Stadium. So the stages don't appear.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 04, 2014, 04:08:33 PM
The melee page is full of hanenbow and PKMN Stadium. So the stages don't appear.

Sounds like you aren't setting up something right with your stage expansion then. I know I've got mine maxed out on both pages with no problems, nothing done different than what I had before I started using Ex. I'd check over your SSS codes and make sure nothing is amiss.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on December 04, 2014, 04:50:26 PM
The melee page is full of hanenbow and PKMN Stadium. So the stages don't appear.
Did you add in the sc_selmap that came with the stage expansion?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on December 05, 2014, 06:11:44 AM
Did you add in the sc_selmap that came with the stage expansion?
I did, could be due to something else, I think it may be the Song or Stage manager.
I use them because they are convenient.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 05, 2014, 02:28:22 PM
I did, could be due to something else, I think it may be the Song or Stage manager.
I use them because they are convenient.

I'd say examine all your stage related codes, then look over your sc_selmap.pac too to be safe. The problem's gotta be in one of them somewhere.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 05, 2014, 03:52:44 PM
I did, could be due to something else, I think it may be the Song or Stage manager.
I use them because they are convenient.
you could have conflicting codes


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 09, 2014, 11:47:30 AM
Quick question, is the Alternate Stage Loader still incompatible with Brawlex?


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 09, 2014, 01:10:56 PM
Quick question, is the Alternate Stage Loader still incompatible with Brawlex?
Yep still incompatible.....


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 09, 2014, 01:16:45 PM
Aww, at least the Alternate File Loader (AFL) still works with Brawlex. I just wish the AFL could read alternate .rels!


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 10, 2014, 08:28:25 PM
Aww, at least the Alternate File Loader (AFL) still works with Brawlex. I just wish the AFL could read alternate .rels!
How does the AFL work ive never used it...


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 10, 2014, 10:17:58 PM
How does the AFL work ive never used it...

It has some pretty cool functions, though only one instance of this code will work in a .GCT. See this for a full explanation of its possibilities: http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/. (http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.)
I use it for its alternative stage capabilities (works with Brawlex!). Unlike the ASL, only one alternate stage per original stage can be loaded using a button activator. That stage must also use the same .rel as its original stage. The last post here will explain the rest: http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/. (http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.)
I was hoping someone was able to get the AFL to load alternate .rels too, but this doesn't seem to be the case.  :'(


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 10, 2014, 10:28:21 PM
It has some pretty cool functions, though only one instance of this code will work in a .GCT. See this for a full explanation of its possibilities: [url]http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.[/url] ([url]http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.[/url])
I use it for its alternative stage capabilities (works with Brawlex!). Unlike the ASL, only one alternate stage per original stage can be loaded using a button activator. That stage must also use the same .rel as its original stage. The last post here will explain the rest: [url]http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.[/url] ([url]http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.[/url])
I was hoping someone was able to get the AFL to load alternate .rels too, but this doesn't seem to be the case.  :'(


So wait, I'm just walking into this before I settle into some PSA work, but if I understand what's being suggested here, these codes can load an alternate stage so long as it's shared by the same REL? I take it it doesn't change the cosmetic information for the Stage Select screen, but how do you activate it? And it does work with Brawl EX? OR does testing need to be done? If we can get this working with EX we can add more stages.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 10, 2014, 10:37:51 PM
So wait, I'm just walking into this before I settle into some PSA work, but if I understand what's being suggested here, these codes can load an alternate stage so long as it's shared by the same REL? I take it it doesn't change the cosmetic information for the Stage Select screen, but how do you activate it? And it does work with Brawl EX? OR does testing need to be done? If we can get this working with EX we can add more stages.
Correct. The button activator is configurable. I can confirm Gamecube button inputs work, and supposedly classic controller inputs can also be used. The code will only recognize one input configuration though. This can double your stages Nebulon!
This code does not change any cosmetic information. If the button combination is activated when a stage is selected, the code's specified folder will be searched for a stage that has the same filename. Works in my Brawlex setup!


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on December 12, 2014, 08:43:05 AM
help, i have run into save file corruption while using the phantom wings stage expansion v2.0 with brawlex.
because now whenever i play brawl with no codes and goto my music and choose battlefield the game crashes!


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on December 12, 2014, 08:46:27 AM
search for the my music reset codes on google.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on December 12, 2014, 08:54:34 AM
search for the my music reset codes on google.

are you sure that will fix it because it's even frezeing with no codes

Post Merge: December 12, 2014, 09:35:00 AM
search for the my music reset codes on google.

just tried it, that fixed it thank you very much

also would you mind giving me the link to to all the stage's my music reset codes?
because i only found the one to battlefield.



Post Merge: December 12, 2014, 10:18:35 AM
umm i have a new problem when i load up the extra stages the stage expansion gives me no music plays, however the music at all the normal stages works just fine.

Post Merge: December 12, 2014, 11:23:24 AM
I'm just posting that i have fixed my problem.


Title: Re: The Brawl Expansion Project
Post by: Zigafide on December 13, 2014, 08:56:19 AM
Help! The download is broken for the clone tool.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 13, 2014, 06:44:44 PM
It has some pretty cool functions, though only one instance of this code will work in a .GCT. See this for a full explanation of its possibilities: [url]http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.[/url] ([url]http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.[/url])
I use it for its alternative stage capabilities (works with Brawlex!). Unlike the ASL, only one alternate stage per original stage can be loaded using a button activator. That stage must also use the same .rel as its original stage. The last post here will explain the rest: [url]http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.[/url] ([url]http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.[/url])
I was hoping someone was able to get the AFL to load alternate .rels too, but this doesn't seem to be the case.  :'(


Interesting. So basically you could get by this little cosmetic issue by using split preview pics. Possibly an icon of the button configuration to access the stage's alternate as well. However only 1 button activation can be used at a time? Mind you I suppose you could get around this by having multiple versions of your codeset for users of different controller types.
Still, I might look into this sometime to hold me over until the stage select screen is expanded farther.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 13, 2014, 06:49:08 PM
Interesting. So basically you could get by this little cosmetic issue by using split preview pics. Possibly an icon of the button configuration to access the stage's alternate as well. However only 1 button activation can be used at a time? Mind you I suppose you could get around this by having multiple versions of your codeset for users of different controller types.
Still, I might look into this sometime to hold me over until the stage select screen is expanded farther.

Split pictures will work, but only one button activator will be recognized. I tried using multiple activators, but the code handler will only recognize the first button activator.


Title: Re: The Brawl Expansion Project
Post by: SUPEREPICFAIL45 on December 16, 2014, 10:20:43 PM
BROKEN LINK


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 16, 2014, 10:23:59 PM
BROKEN LINK

It works.


Title: Re: The Brawl Expansion Project
Post by: SUPEREPICFAIL45 on December 16, 2014, 10:28:24 PM
It works.

The clone tool link is broken.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on December 17, 2014, 01:06:28 AM
The clone tool link is broken.

I apologize, but currently your better off waiting until i finish the new version of that tool. If you really want to try the old one, an updated link is in my signature.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on December 17, 2014, 01:24:03 AM
I apologize, but currently your better off waiting until i finish the new version of that tool. If you really want to try the old one, an updated link is in my signature.
I know this is off topic, but how is that tool coming along? I cannot wait for the new delicious features.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on December 17, 2014, 02:40:51 AM
Well i've currently finished re-writing all core functions, and finished adding some new ones. The tool is back to (close to) 100% functionality in regards to where it last left off, however i have more plans for the tool before i officially release it.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on December 17, 2014, 09:10:43 AM
Well i've currently finished re-writing all core functions, and finished adding some new ones. The tool is back to (close to) 100% functionality in regards to where it last left off, however i have more plans for the tool before i officially release it.
Tell us some ideas!
Also, take your time, you've already done so much for this community!


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 21, 2014, 12:36:32 PM
In ten days this thread will be 1 year old! :) I hope PW comes back before the end of the year. I'm excited to know what he's been working on.



Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on December 21, 2014, 01:43:58 PM
Did you hear about his perfection of Hype machines? He's pretty good at making them too. they are pretty decent form of Locomotion as well, He's pretty profitable in that business.


Title: Re: The Brawl Expansion Project
Post by: CaliKingz01 on December 21, 2014, 11:12:42 PM
does anyone know how to use the gct codes on WiiFlow or any other Wii program that loads games from Hard drive or flash drive? Trying to get into this BrawEX thing


Title: Re: The Brawl Expansion Project
Post by: Carnage on December 22, 2014, 06:37:49 AM
does anyone know how to use the gct codes on WiiFlow or any other Wii program that loads games from Hard drive or flash drive? Trying to get into this BrawEX thing
i use usbloader gx and all you need to do is turn ocarina on, on the settings i also started using it since im pal so i need to use a ntsc ssbb iso trough usbloader gx.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 22, 2014, 11:41:27 PM
i use usbloader gx and all you need to do is turn ocarina on, on the settings i also started using it since im pal so i need to use a ntsc ssbb iso trough usbloader gx.

I second USBLoaderGX, it's the best loader imo. Has a really easy to navigate GUI, so it's really easy to tweak all of your loader options and the like.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 23, 2014, 08:06:19 PM
Since people don't seem to know about the Alternate File Loader's ability to double the number of playable stages, I wrote a tutorial. http://forums.kc-mm.com/index.php?topic=72440.0 (http://forums.kc-mm.com/index.php?topic=72440.0)


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on December 24, 2014, 01:29:05 AM
does anyone know how to use the gct codes on WiiFlow or any other Wii program that loads games from Hard drive or flash drive? Trying to get into this BrawEX thing

USBLoaderGX works well, as does the Configurable USB Loader, which is the one I use. Just make sure you have the right hook on (AXNextFrame,or whatever it's called) and the Ocarina codes are turned on


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 25, 2014, 10:21:38 AM
Can't add costumes to characters.

What I did was add an extra slot in the Fighter.dat, then added the extra costume images of that character.
But in-game, the portraits are not showing and the costume I added can't be selected.

Any clue of what's wrong?

P.D.: I tried this with both Link and Lucario. No costume was added.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 25, 2014, 10:24:37 AM
Can't add costumes to characters.

What I did was add an extra slot in the Fighter.dat, then added the extra costume images of that character.
But in-game, the portraits are not showing and the costume I added can't be selected.

Any clue of what's wrong?

P.D.: I tried this with both Link and Lucario. No costume was added.

Did you make the necessary changes in CSSSlotConfig and FighterConfig to recognize your character costumes?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 25, 2014, 12:20:27 PM
Did you make the necessary changes in CSSSlotConfig and FighterConfig to recognize your character costumes?

CSSSlotConfig is not necessary to have more costumes.

And I just said I modified the FighterConfig to do so.


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 25, 2014, 12:22:40 PM
CSSSlotConfig is not necessary to have more costumes.

It is if you actually want the costumes to appear in the CSS.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 25, 2014, 12:45:16 PM
It is if you actually want the costumes to appear in the CSS.

Nevermind, I checked and it is right.

I've found a tutorial, but it uses a program I can't get to work.

Is there another way to do it using HxD?

And no, it is not the same thing.
It looks different in many ways.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 25, 2014, 12:58:31 PM
There's a guide in the op that explains what does what in the brawl ex config files in hex. The costumes are all at the end of the CSSSlotConfig, part of the CosmeticConfig determines which cosmetic slot it loads from as well so you'll need to edit that one if you want your new fighters to actually have their own csps and bps.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 25, 2014, 01:03:58 PM
There's a guide in the op that explains what does what in the brawl ex config files in hex. The costumes are all at the end of the CSSSlotConfig, part of the CosmeticConfig determines which cosmetic slot it loads from as well so you'll need to edit that one if you want your new fighters to actually have their own csps and bps.

There's no explanation on how to add the costumes.

Post Merge: December 25, 2014, 02:11:41 PM
I was able to make an extra Lucario costume.

ButLink will freeze when trying to select the new costume.
And yes, the cosmetics are where they need to be.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on December 26, 2014, 02:06:32 AM
I can't help you because I don't know what you did but I could explain you how to do it.
I will use this image as an example:
(http://i.imgur.com/WJX1Kj8.png)

The red numbers in the red rectangle are what you need to add/edit, for example the 04 in the image indicates that if you use Tournament mode the color it will show will be purple (in fact I have the list of the colors if somebody for some reason want it) and the 02 indicate that it will load the FitLink02.pcs if you have 02 marked in Link's Fighter.dat otherwise it will just load FitLink00.pcs and finally the 0C is where the game is going to stop reading even if you have more customes after it.

The only colors you need are 00, 01 and 03 which are red, blue and green respectively the other colors can even be the same (in hex) and the numbering of the Fit_.pcs are in hex e.g. 0A is FitLink10.pcs
Also you can use the FitLinkDark files if you replace 02 with 0C, altough you can't use the FitLinkFake files, I tried it but it show a wierd error in Dolphin that make the game to freeze


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 26, 2014, 02:59:57 AM
That alternate file loader for stages IS tempting, but I'm personally going to see how PW addresses additional stages before I go through with it. It's a nice option though for the mean time.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 26, 2014, 10:02:19 AM
I can't help you because I don't know what you did but I could explain you how to do it.
I will use this image as an example:
([url]http://i.imgur.com/WJX1Kj8.png[/url])

The red numbers in the red rectangle are what you need to add/edit, for example the 04 in the image indicates that if you use Tournament mode the color it will show will be purple (in fact I have the list of the colors if somebody for some reason want it) and the 02 indicate that it will load the FitLink02.pcs if you have 02 marked in Link's Fighter.dat otherwise it will just load FitLink00.pcs and finally the 0C is where the game is going to stop reading even if you have more customes after it.

The only colors you need are 00, 01 and 03 which are red, blue and green respectively the other colors can even be the same (in hex) and the numbering of the Fit_.pcs are in hex e.g. 0A is FitLink10.pcs
Also you can use the FitLinkDark files if you replace 02 with 0C, altough you can't use the FitLinkFake files, I tried it but it show a wierd error in Dolphin that make the game to freeze


I still couldn't get it.
Let me see that list, it might help.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on December 26, 2014, 07:20:47 PM
I still couldn't get it.
Let me see that list, it might help.
The list is just the colors that appear in Tournament mode but if you want to see it:
Code:
00 - Red
01 - Blue
02 - Yellow
03 - Green
04 - Purple
05 - Indigo
06 - Pink
07 - Brown
08 - Black
09 - White
0A - Orange
0B - Grey
0C - End Reading
They go in the even numbers, you can know in what number you are if you use the horizontal numbers after "Offset (h)" as a guide


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 26, 2014, 08:35:25 PM
To be able to use bx characters in tourney


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 26, 2014, 09:52:07 PM
All right, found the issue on Link.

I completely FORGOT to include the 0C at the end.
Now it is there, no freezes.

Thanks guys for the help.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 27, 2014, 04:22:33 PM
Forgive me if this has already been asked, but I'd like to know if the solo Zelda rel from the unstable build works with the latest stable one.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 27, 2014, 04:33:21 PM
Forgive me if this has already been asked, but I'd like to know if the solo Zelda rel from the unstable build works with the latest stable one.

So far, Up-B freezes.

IDK if there are more issues.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 27, 2014, 04:34:49 PM
So far, Up-B freezes.

IDK if there are more issues.

Even if re-PSA'd with a new one?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 27, 2014, 08:06:14 PM
Even if re-PSA'd with a new one?

IDK, I've never tried.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 28, 2014, 11:50:19 AM
Even if re-PSA'd with a new one?
I use the zelda alone module in my setup. You must use a PSA where Up-B doesn't involve Zelda's teleport and Down-B doesn't transform. If you play a match as a Zelda alone PSA, the game will crash on real Wiis if you play as original Zelda or Sheik afterwards. Dolphin Emulator does not suffer from this problem though.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 28, 2014, 12:02:05 PM
I use the zelda alone module in my setup. You must use a PSA where Up-B doesn't involve Zelda's teleport and Down-B doesn't transform. If you play a match as a Zelda alone PSA, the game will crash on real Wiis if you play as original Zelda or Sheik afterwards. Dolphin Emulator does not suffer from this problem though.

Great. >.> Thanks anyway.

Now to wait 100 years till the next update. :P


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 28, 2014, 12:06:01 PM
Great. >.> Thanks anyway.

Now to wait 100 years till the next update. :P

I'm keeping my fnigers crossed for the anniversary. ;)

Also, has anyone figured out how to make NEss PSAs that work over Lucas have a chargeable down and up smash?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 28, 2014, 12:15:02 PM
Yeah, sorry about the 100 years comment, I'm just really losing patience, you could say. This is the most epic hack I've seen since Project M and I want to see it flourish.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on December 28, 2014, 01:57:16 PM
Request: stageroster.dat
And sfxroster.dat


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 28, 2014, 02:51:28 PM
Request: stageroster.dat
And sfxroster.dat

Stages all the way for me :)


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 28, 2014, 02:56:50 PM
I would KILL for SFX. Stages already have PW's Stage Expansion for now.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 28, 2014, 06:08:37 PM
I would KILL for SFX. Stages already have PW's Stage Expansion for now.

I'm fine with SFX since i just use enemy SFX.

Configuring boss slots and utilizing combo characters, I have 101 characters and most of them have SFX.

Stages are my main thing I'm looking forward too. I really wonder what that would be like :) Like if it would be just like Brawl EX clone engine.

I think the current stage code conflicts with All-Star mode, so maybe PW's new method won't.

But if it does, I don't mind, I just like stages now.

Anyway, as far as EX goes, does anyone know what the next modules coming out are?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 28, 2014, 06:41:26 PM
Request: stageroster.dat
And sfxroster.dat

^THIS THIS THIS.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 28, 2014, 10:09:32 PM
PW said he was looking into hijacking the stagebuilder stage select to display custom stages instead, the last time he mentioned it. I've been hyped for it ever since, the current custom stage roster code already supports as many stages as you can number iirc the only downfall is that there's no way to access them all from the SSS.

As for sfx it'd be nice too, but having to retool all the psas to work with it would be about as much of a pain as it is to work things around with enemies and bosses, so I really don't mind muting / limiting the sfx of clones.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 28, 2014, 10:27:42 PM
However, SFX is what MOST people want.

And many characters (like Deadpool, Sephiroth, etc) don't sound good when having no sounds, or if they have the sounds of the original character (i.e. Snake and Marth).


Title: Re: The Brawl Expansion Project
Post by: greatergameplayer on December 28, 2014, 10:55:11 PM
anyone know if this works with the Wii emulator?


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 28, 2014, 10:58:42 PM
anyone know if this works with the Wii emulator?
Yep, it does.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 28, 2014, 11:24:37 PM
Yep, it does.

What is the Wii emulator?

It might help me after my disk fails.
It hasn't failed yet, but I have to take other options in case.


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 28, 2014, 11:34:36 PM
Dolphin, of course.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on December 29, 2014, 04:13:47 AM
It also can emulate GC games, it even has the GC's original codename (dolphin)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 29, 2014, 09:27:25 AM
Dolphin, of course.

Oh...
Dolphin never worked for me.
All of you were lucky.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 29, 2014, 10:43:38 AM
Oh...
Dolphin never worked for me.
All of you were lucky.

You can always take the USB loading route if you softmod your wii. That's what I did to put my Wii on life support.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 29, 2014, 10:51:18 AM
You can always take the USB loading route if you softmod your wii. That's what I did to put my Wii on life support.

USB Loader right?

I'd need to check a tutorial for that and how to use BrawlEx with it.

Only in case if my SSBB disk fails.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on December 30, 2014, 02:40:11 AM
USB Loader right?

I'd need to check a tutorial for that and how to use BrawlEx with it.

Only in case if my SSBB disk fails.

BrawlEx should work the exact same way as how you currently use it. I'm not sure how to phrase it any better - just from my experience adjusting to using a USB loader for running codes and BrawlEx, I didn't have to adjust anything specific aside from PAL to NTSC-U adjustments, so you should be okay.

Now I've heard some people say that some methods of stage expansion don't work with BrawlEx, which is something I'm just now thinking about messing around with. Does 'Phantom Wing’s Stage Expansion Code 2.0' and/or 'Eternal Yoshi’s Maxed Out CSS' conflict with BrawlEx, and if they do, how do I get the stage expansion to work while also using BrawlEx? Can I choose what songs these new stages play?

Post Merge: December 30, 2014, 08:39:41 PM
I have no idea how to do a post merge - hoping it works automatically. If not sorry!

I'm trying to use cbliss in conjunction with BrawlEx. Anything I should be aware of, like codes not working together, or what to do as both BrawlEx and clbiss have their own STGRESULT.pac, or anything else like that?


Title: Re: The Brawl Expansion Project
Post by: Kaizaran on December 31, 2014, 11:18:45 AM
The Clone Tool download is broken.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on December 31, 2014, 03:56:14 PM
BrawlEx should work the exact same way as how you currently use it. I&#039;m not sure how to phrase it any better - just from my experience adjusting to using a USB loader for running codes and BrawlEx, I didn&#039;t have to adjust anything specific aside from PAL to NTSC-U adjustments, so you should be okay.

Now I&#039;ve heard some people say that some methods of stage expansion don&#039;t work with BrawlEx, which is something I&#039;m just now thinking about messing around with. Does &#039;Phantom Wing’s Stage Expansion Code 2.0&#039; and/or &#039;Eternal Yoshi’s Maxed Out CSS&#039; conflict with BrawlEx, and if they do, how do I get the stage expansion to work while also using BrawlEx? Can I choose what songs these new stages play?

Post Merge: December 30, 2014, 08:39:41 PM
I have no idea how to do a post merge - hoping it works automatically. If not sorry!

I&#039;m trying to use cbliss in conjunction with BrawlEx. Anything I should be aware of, like codes not working together, or what to do as both BrawlEx and clbiss have their own STGRESULT.pac, or anything else like that?

brawlex does work with stage expansion it even works on console, i use it all the time, if you would like a link to the download with instructions on how to use it i can provide the link to the download on a side note something that isn't included in the download is the tracklist code for the extra stages, so if you would also like to have the tracklist code i can provide it.
i can also tell you how to set wich extra stage playes which ever song you want. this is separate but i thought you may want to know that if you go into my music the game will crash so make sure you set how often each song plays without any codes on before you use the stage expansion.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 31, 2014, 09:37:12 PM
BrawlEx should work the exact same way as how you currently use it. I'm not sure how to phrase it any better - just from my experience adjusting to using a USB loader for running codes and BrawlEx, I didn't have to adjust anything specific aside from PAL to NTSC-U adjustments, so you should be okay.

Now I've heard some people say that some methods of stage expansion don't work with BrawlEx, which is something I'm just now thinking about messing around with. Does 'Phantom Wing’s Stage Expansion Code 2.0' and/or 'Eternal Yoshi’s Maxed Out CSS' conflict with BrawlEx, and if they do, how do I get the stage expansion to work while also using BrawlEx? Can I choose what songs these new stages play?

Post Merge: December 30, 2014, 08:39:41 PM
I have no idea how to do a post merge - hoping it works automatically. If not sorry!

I'm trying to use cbliss in conjunction with BrawlEx. Anything I should be aware of, like codes not working together, or what to do as both BrawlEx and clbiss have their own STGRESULT.pac, or anything else like that?

Cbliss is obsolete if you're using BrawlEx, you can achieve the same effect by configuring your costume slots within your BrawlEx data files. Both the stage expansion codes you mentioned are compatible with BrawlEx AND usb, I'm a frequent user of both.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on January 01, 2015, 02:02:25 AM
Does the per-color final smash only works for Sonic & Pokemon Trainer?
By looking at what files it will load in the new BrawlEx Config Utility I'm thinking it only works for these two (maybe it could work for other character if you edited the final smash)
And if it that's the case how can I add more colors for Giga Bowser?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 01, 2015, 02:10:05 AM
Does the per-color final smash only works for Sonic & Pokemon Trainer?
By looking at what files it will load in the new BrawlEx Config Utility I'm thinking it only works for these two (maybe it could work for other character if you edited the final smash)
And if it that's the case how can I add more colors for Giga Bowser?
idk if those are related to gigabowser
but i, like you
cannot add more gigabowser slots
the only method would be to use the gigaowser  import over bowser' and a bowser clone...

it might be possible to use a bowser port over a working clonethough
ports and clones havent playe much in this hread though

can we succesfully use ported charactes as clones to those certain characters that are missing clone modules?

i know iit worked for ness.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on January 01, 2015, 02:13:13 AM
idk if those are related to gigabowser
but i, like you
cannot add more gigabowser slots
the only method would be to use the gigaowser  import over bowser' and a bowser clone...

it might be possible to use a bowser port over a working clonethough
ports and clones havent playe much in this hread though

can we succesfully use ported charactes as clones to those certain characters that are missing clone modules?

i know iit worked for ness.
You should check the OP, the new 2.0 have just been upload by Phantom Wings it include new modules for Rob, Toon Link, Dedede, Diddy Kong, Ness, Bowser, Giga Bowser, Samus, and Zerosuit Samus

Forgot to answer (due to the hype of the new rel), you can port characters over the ones you can clone to use them as clones Nebulon does this a lot in his pack.

I'm going to test tomorrow the new Giga Koopa alone rel file to add new colors for him unless I can figure out how to add to the default one, I will post pictures when I finish testing him


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 01, 2015, 02:18:14 AM
You should check the OP, the new 2.0 have just been upload by Phantom Wings it include new modules for Rob, Toon Link, Dedede, Diddy Kong, Ness, Bowser, Giga Bowser, Samus, and Zerosuit Samus
haha was that like done today?
lol


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on January 01, 2015, 02:21:22 AM
haha was that like done today?
lol
lol just a couple of minutes ago, I was going to sleep when I noticed Phantom Wings online but now I'm going to sleep to test the new stuff "tomorrow"


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 01, 2015, 02:22:23 AM
(it looks like someone already spotted (https://www.youtube.com/watch?v=2P5qbcRAXVk) me...)

Hey guys. Happy New Years!

Unfortunately, I don't have any big updates or projects for the BrawlEx anniversary. That being said, I figured I'd at least make good on that version 2.0.0.0 Clone Engine that I created and then promptly left incomplete back in May. Version 2.0.0.0 is up in the downloads section of the main page as well as a small update to the BrawlEx Config Tool to handle the version 2 config files.

I managed to get it tested on consoles this time and it seems to be pretty stable. However, I wasn't able to replicate the 4-player crash bug that was reported so it may have been related to the Final Smash loading bug which has since been fixed. As for the Target Smash bug, it seems to stem from overriding Cosmitic 2C (Targets) using an elevated Cosmetic Config file. I'm not sure what changed between v1.1.4.0 and v2.0.0.0 that caused this bug to manifest itself, but for now, it would be best to avoid replacing that particular cosmetic.

Finally, there is one last bug which I was not able to isolate. I only noticed this with your pack Nebulon as you seem to have made some changes to how certain character's graphical effects are loaded and used. Testing your pack with v2.0.0.0, I noticed that the change between the two versions caused Mario's Final Smash effect to not load or show properly. Moreover, removing the custom moveset from his slot fixed the behaviour. I'd like to emphasize that this is a separate bug from the previous bug mentioned which was specific to ExCharacters. I don't know much more details than that but I just thought I'd give you a heads up for when it comes to integrating the new version.

I've also gone an added some new ExModules for Dedede, Diddy Kong, Ness, Bowser, Giga Bowser, Samus, and Zerosuit Samus. Bowser, Giga Bowser, Samus and Zerosuit Samus also have alone variants which allow them to be used without their partner character. Transforming clone characters require a bit of extra work to get setup, so if you need directions, just ask.



On that note, it looks like I have a lot of catching up to do. I'd like to apologize for keeping everyone waiting on the next version for so long. Thanks for waiting up for me. I don't plan on disappearing anytime soon, so if there's anything I need to be caught up on or any questions that need to be answered, I'll be here to answer them.



Does the per-color final smash only works for Sonic & Pokemon Trainer?
By looking at what files it will load in the new BrawlEx Config Utility I'm thinking it only works for these two (maybe it could work for other character if you edited the final smash)
And if it that's the case how can I add more colors for Giga Bowser?

The per-color final smash feature simply splits the Fit<Character>Final.pac resource into color based Fit<Character>FinalXX.pac resources. This works for any character and allows a separate resource file to be loaded for each character color. For example, you could take the mods for Red, Blue, and Green Triforce Slash and assign each one to Red, Blue, and Green Link.

Giga Bowser (as well as Wario Man) are slightly different in that they are actually loading different characters. Typically, when a character transforms, they carry their color flag over (i.e. Red Zelda will transform into Red Sheik). However, both Giga Bowser and Wario Man have been configured to only have one available color - FitGKoopa00.pac and WarioMan00.pac. Because of this configuration, even if you are playing as Red Bowser, you will still get the regular Giga Bowser. I haven't tested this personally, but if you were to configure Giga Bowser to have additional colors (FitGKoopa01.pac FitGKoopa02.pac etc...) then he should load up the appropriate color for whichever color you're playing.



Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 01, 2015, 02:35:28 AM
(it looks like someone already spotted (https://www.youtube.com/watch?v=2P5qbcRAXVk) me...)



lolz
so i take it the code for loading portraits via the sd code has been improvd?
if i remember it had some lagging issues...

just checked OP
that part is still being worked on.
anyways thanks
cant wait to expand my pack
there is a new Battletoads PSA being worked on. :)
Happy new year Sir.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on January 01, 2015, 03:03:55 AM
Can't wait to use the new configs for the result screen announcer clip being loaded cause, No offense but it bothers me a bit whenever you'd go to the result screen and here, "The Winner is...(Insert cursor soundeffect when hovering over a character)" It just sounded out of place because it was.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 01, 2015, 05:15:24 AM
PW, what do you mean no big updates, YOU CAN CLONE BOWSER NOW! AND SAMUS, ZSS AND GIGA BOWSER!

But now we need someone to make a balanced Giga Bowser PSA...

Did that already happen? Cant remember.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on January 01, 2015, 07:47:07 AM
Happy new year to you too, Phantom. Hope you're enjoying the new year. Glad to see you once again, hard at work as always!

I have a question, and I hope you can be here to answer it lol. Two actually.

One, can a character be given two (or more) team color sets? What I mean is, for example, Wario has two color sets: Red, blue, green for overalls, and red blue green for biker. Can I give Mario two color sets, for like, Mario and Dr. Mario?

And my other question, probably not do-able... I've been trying to see if I can replace Squirtle with pikachu for some time, and without using rels, I've been able to make him as stable as I can (no crashing) but it's tough to change a character with PSA alone. Can I do something with BrawlEx? Now I know Squirtle shares ft_poke.rel with his brethren, but I was wondering if it will ever be possible to replace him as easily is... oh, I don't know, replacing mario with another marth or something? I await your answer. I want to get this off the shelf of "Maybe a possibility" asap. :) Thanks for reading!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 01, 2015, 12:42:54 PM
All right, gonna test this out to see if there are not problems :P

If not, then the next version of my pack will be using the v.2.0.0.0 of BrawlEx.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on January 01, 2015, 01:24:50 PM
An update to ver. 2.0.0? Sweet stuff. New EXModules? Yes! :D

Question: has the Zelda Up B glitch been fixed?


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 01, 2015, 02:24:23 PM
PW, what do you mean no big updates, YOU CAN CLONE BOWSER NOW! AND SAMUS, ZSS AND GIGA BOWSER!

But now we need someone to make a balanced Giga Bowser PSA...

Did that already happen? Cant remember.

I believe there's a balanced Giga Bowser PSA by Eldiran. There's also an expanded pack for him in Don John BravoEx's signature.

An update to ver. 2.0.0? Sweet stuff. New EXModules? Yes! :D

Question: has the Zelda Up B glitch been fixed?

Yeah, you can now use Zelda's Up B without it crashing. Note that Zelda's down B will still make her unable to move if you are using Zelda Alone or if Sheik hasn't been added as her second character. Interestingly enough, both the alone variants of Bowser and Samus work just fine after using their final smash as they just won't transform at all. Zerosuit Samus will freeze similar to Zelda after using her Final Smash and Giga Bowser doesn't have a Final Smash, so he just freezes like Zelda or Zerosuit Samus when you try to use it.

Happy new year to you too, Phantom. Hope you're enjoying the new year. Glad to see you once again, hard at work as always!

I have a question, and I hope you can be here to answer it lol. Two actually.

One, can a character be given two (or more) team color sets? What I mean is, for example, Wario has two color sets: Red, blue, green for overalls, and red blue green for biker. Can I give Mario two color sets, for like, Mario and Dr. Mario?

And my other question, probably not do-able... I've been trying to see if I can replace Squirtle with pikachu for some time, and without using rels, I've been able to make him as stable as I can (no crashing) but it's tough to change a character with PSA alone. Can I do something with BrawlEx? Now I know Squirtle shares ft_poke.rel with his brethren, but I was wondering if it will ever be possible to replace him as easily is... oh, I don't know, replacing mario with another marth or something? I await your answer. I want to get this off the shelf of "Maybe a possibility" asap. :) Thanks for reading!

Concerning the team colors, I think you'll get what you're looking for if you map 2 or more resource files to the same Team Color. If you look in Wario's CSSSlot Config file, you'll see that he has FitWario01.pac and FitWario07.pac mapped to his TeamRed color. Likewise, FitWario03.pac and FitWario09.pac have been mapped to his TeamBlue color, and FitWario02.pac and FitWario08.pac have been mapped to his TeamGreen color.

As for replacing Squirtle with Pikachu, that might be a bit difficult. The big issue is that transforming characters require the module files for both characters to be loaded in the same memory heap at the same time. This is usually done by having the modules for the two characters merged together, but if the modules are small enough, it can be done separately (e.g Jigglypuff and Marth can have both their modules loaded at the same time). I imagine ft_poke.rel is pretty large already due to containing the logic for 4 characters, so I think the only way to accomplish what you're looking for is to remove parts of the module relevant to Squirtle and replace them with Pikachu. Module data is fairly independent as I discovered when I made the Alone variants for the transforming character modules. However, in those cases, I merely disabled the associated code as opposed to removing it altogether. The hardest part would be figuring out which parts can be removed without damaging the parts that you need to keep. So to answer your question, the only way you could accomplish this would be by editing the Pokemon Trainer module.





Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 01, 2015, 02:30:43 PM
It's a shame there's no big update, but at least we have a stable 2.0. Keep up the amazing work, you wizard.

Though how likely do you think custom soundbanks and/or ef_char entries would be for a future update?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on January 01, 2015, 02:40:30 PM


It's a shame there's no big update, but at least we have a stable 2.0. Keep up the amazing work, you wizard.

Though how likely do you think custom soundbanks and/or ef_char entries would be for a future update?

While I'm holding out for levels, extra sound banks could be good, but a good alternate are enemy sfx files. A few of them have quite a few spots, at least to use something in the mean time.


Almost all of my characters are using them now.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 01, 2015, 02:53:18 PM
Neat.
2.0 officially stable.
When will someone get to creating cBliss to BrawlEx files? :P


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 01, 2015, 03:33:28 PM
Extra soundbanks are the most waited feature now.

That, and the ability to clone the Pokemon (Charizard, Ivysaur and Squirtle).
I was going to say transformables, but that is possible now for most of them.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 01, 2015, 03:45:16 PM
Transformation is possible for just two in one characters at the moment. What I would love is to be able to get a 4 in one character working.


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on January 01, 2015, 05:05:45 PM
When will someone get to creating cBliss to BrawlEx files? :P
You can already get the cBliss effect but not cBliss directly.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on January 01, 2015, 05:31:27 PM
Hey PhantomWings, how would I go about cloning ZSS, Samus, Sheik, and Zelda? I haven't been in this threa for a while, so if it's been explained, just point me in the direction of it. Thank you!


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 01, 2015, 06:44:28 PM
It's a shame there's no big update, but at least we have a stable 2.0. Keep up the amazing work, you wizard.

Though how likely do you think custom soundbanks and/or ef_char entries would be for a future update?

It's a toss up between this, the fixes to the BX CSS Expansion, and the development of the new BX Stage Roster Expansion. So around 33%?

Hey PhantomWings, how would I go about cloning ZSS, Samus, Sheik, and Zelda? I haven't been in this threa for a while, so if it's been explained, just point me in the direction of it. Thank you!

I'm glad you asked as I've been meaning to explain a bit more on this.

If you just want the alone variant of the character, then you can clone them exactly the same way you'd clone any other character. For cloning both characters, you'll need to do a little bit more with the config files.

Start by cloning both of the characters as you would normally. For this example, I'll say I'm going to clone Zelda and Sheik as ZeldaEx and SheikEx into slots 3F and 40. The one main thing that's different is that there's only 1 ExModule to work with: ft_zelda-sheik.rel. This module can be configured similarly to the regular ExModules, except that there are two spaces in section[8] for both Zelda and Sheik's ids. In this case, I'm going to be changing those ids to 3F and 40. After configuring the ExModule, you can name it to something like ft_zeldaex-sheikex.rel and place it in your modules folder. From here, you can configure your Fighter Config files to point to the FitZeldaEx and FitSheikEx resources. After configuring the Fighter Config files, open them back up with a hex editor and change the both of the module reference strings to "ft_zeldaex-sheikex.rel". Finally, open up the Slot Config files for both characters and change the Edit Flags (@0x0C) to 0x00000001, and change the Slot Characters (@0x10) to 0x0000003F and 0x00000040 for Zelda's Slot Config and 0x00000040 and 0x0000003F for Sheik's Slot Config. After that, you should be ready to go.

To Summarize:
- Acquire fighter resources, config files, and the 1 ExModule file.
- Configure both character ids and the module id of the ExModule.
- Configure the Fighter Config files to point to the fighter resources.
- Manually change the 2 Fighter Config files to reference the 1 ExModule file.
- Manually change the Slot Config files to point to both of the new fighters in either order of your choice.

One final thing to note: If you're going to clone Bowser and GigaBowser together, you'll need to make one additional change: When you're configuring the fighter config files, be sure to check the "Merge Motion/Etc" check box. Additionally, you'll need to use the merged Bowser and GigaBowser MotionEtc.pac files from the downloads section on the main page.

Also, if you want to use Giga Bowser alone, he will work with his normal files, but he won't have his attack effects as they are loaded from Bowser's moveset file. The same download link I just mentioned also has a modified GigaBowser moveset file that has Bowser's effect file added into it. Use this moveset file instead if you want the attack effects to show up.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 01, 2015, 07:00:39 PM
Maybe you could make a poll for people to vote on which features they'd like to see?

As I bet it would help with all the various questions about possible features. (Not to mention, I don't like pestering or being a bother about stuff. :x )


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on January 01, 2015, 07:16:10 PM
how would you do it for the alone characters like zelda alone for example


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 01, 2015, 07:18:42 PM
Awe man, I was just about to take a break from doing my pack for awhile since I'm heading back to college.
But still, it's awesome that we're finally getting an update, and more modules always opens more possibilities. Messing around with per colour final smashes has had me interested since that was first announced too, I'll have to get around to messing with that later.
Looks awesome, can't wait to mess around with it in the future!


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 01, 2015, 07:30:17 PM
Awe man, I was just about to take a break from doing my pack for awhile since I'm heading back to college.
But still, it's awesome that we're finally getting an update, and more modules always opens more possibilities. Messing around with per colour final smashes has had me interested since that was first announced too, I'll have to get around to messing with that later.
Looks awesome, can't wait to mess around with it in the future!
looking forward for ur update


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on January 01, 2015, 07:49:31 PM
Wait this update is sorda huge cause now the roster can hold up to 128 characters. Which means more. && with the new modules lots of characters can stay original without having to use Marth/ike ports


Title: Re: The Brawl Expansion Project
Post by: Prevention on January 01, 2015, 08:45:47 PM
Finally, open up the Slot Config files for both characters and change the Edit Flags (@0x0C) to 0x00000001, and change the Slot Characters (@0x10) to 0x0000003F and 0x00000040 for Zelda's Slot Config and 0x00000040 and 0x0000003F for Sheik's Slot Config. After that, you should be ready to go.

Ok, this is where I got stuck Where/How do I open the SlotConfig Files? And for the resources in "Fighter" Folder Do I put pac, pcs for Sheik and Zelda together in one folder or in separate folders? just wan't to make sure I'm doing this correctly (I have them separated). Lastly is it fine if I place Sheik as 3F first and Zelda 40 and in the CSS code 26,3F,40,29? Thanks to anyone answering, Been trying to figure out how to make Sheik First n Zelda Second For 2 Straight Days now Hoping that this is the solution.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on January 01, 2015, 08:51:24 PM
Ok, this is where I got stuck Where/How do I open the SlotConfig Files?
You open it in a Hex Editor like HxD.


Title: Re: The Brawl Expansion Project
Post by: Prevention on January 01, 2015, 09:07:45 PM
Original                                           0B 0C <-- Offset
53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 0E 00 00 00 0D FF FF  FF FF  FF FF  FF FF
00 00 28 4B 0D CC CC CC CC CC CC CC CC CC CC CC

Edited                                              0B 0C <-- Offset
53 4C 54 43 00 00 00 30 00 00 00 00 01 00 00 00
00 00 00 3F 00 00 00 40 FF FF  FF FF  FF FF  FF FF
00 00 28 4B 0D CC CC CC CC CC CC CC CC CC CC CC

Like This? Sorry I'm a noob just trying to see if it's correct and that's how it's done.




Title: Re: The Brawl Expansion Project
Post by: leondanny56 on January 01, 2015, 09:11:52 PM
PhantomWings i noticed you uploaded some more modules and even updated brawlex good job,
but unfortunately most of the modules you uploaded were for transforming characters, i know alot of people waned them but if i can make a suggestion for the next update if you could just add the module for every character that woul be a perfect update, but i do understand that that is a big task so i do appreciate what you've done.

also seeing that they're still some brawlex modules that haven't been made yet, i was wondering if you could suggest some modules that are already available for my characters the main ones i need are a falco module for silver over falco,
wario module for wario man texture over wario, a luigi module for my ice luigi over luigi, a ice climber module for rosilina and luma over ice climbers, and a fox module for my super fox over fox.

i'm not asking you to make theese modules but i'm just asking you if you know of any other brawlex modules that are already available that i could use instead like how for instance how lucas's module can be used for ness.

because if it's a matter of what articles getting loaded that determine which modules can be used, i already know how to remove articles in psa or brawlbox v0.68b.

so any secondary module suggestions would be helpful.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 01, 2015, 09:42:47 PM
I don't get the "per color Final Smash" concept.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on January 01, 2015, 10:02:00 PM
umm i have a question i know this may have been answered but i just tried using phantomwings updat to the config utility with
my cssroster.dat and it still only goes up to 100 characters isn't it suppose to go to 128?
or did i misunderstand the read me?


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 01, 2015, 10:05:41 PM
umm i have a question i know this may have been answered but i just tried using phantomwings updat to the config utility with
my cssroster.dat and it still only goes up to 100 characters isn't it suppose to go to 128?
or did i misunderstand the read me?
You can have up to 128 characters, including boss slots and such, but can only show 100 slots in the select screen.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on January 01, 2015, 10:12:34 PM
You can have up to 128 characters, including boss slots and such, but can only show 100 slots in the select screen.

thanks Kitsu-chan that's just what i wanted to know.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 01, 2015, 10:15:28 PM
I don't get the "per color Final Smash" concept.

The FitCharacterFinal.pac file for each costume is unique, like pokemon trainer's. So for example if I had a costume for Shadow over my Sonic slot I could have his final smash actually use a model for Super Shadow instead of Super Sonic, while still having the base Sonic costume use the Super Sonic model. That's the simplest practical example that comes to mind.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 01, 2015, 10:17:14 PM
Three things:
1. Is there a way to disable the "Ready to Fight" bar on the CSS? I can make it invisible with a code, but it still interferes with the bottom row of my CSS.

Giga Bowser (as well as Wario Man) are slightly different in that they are actually loading different characters. Typically, when a character transforms, they carry their color flag over (i.e. Red Zelda will transform into Red Sheik). However, both Giga Bowser and Wario Man have been configured to only have one available color - FitGKoopa00.pac and WarioMan00.pac. Because of this configuration, even if you are playing as Red Bowser, you will still get the regular Giga Bowser. I haven't tested this personally, but if you were to configure Giga Bowser to have additional colors (FitGKoopa01.pac FitGKoopa02.pac etc...) then he should load up the appropriate color for whichever color you're playing.
2. I checked GKoopa's color 00 and 01 flags in his fighter config. I then played with Bowser and set his final smash to multiple. GKoopa00 would always be loaded for the final smash, so I think something else is missing.

3. In BrawlExCongifUtility, what does setting the final smash to "foxonly" do?

Thank you PhantomWings!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 01, 2015, 10:19:40 PM
The FitCharacterFinal.pac file for each costume is unique, like pokemon trainer's. So for example if I had a costume for Shadow over my Sonic slot I could have his final smash actually use a model for Super Shadow instead of Super Sonic, while still having the base Sonic costume use the Super Sonic model. That's the simplest practical example that comes to mind.

May I have a further explanation please? I sort of got it, but I still have the doubt.

Are all characters able for that or not?
And I never knew that Pokemon Trainer had something like that.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 01, 2015, 11:41:42 PM
Original                                           0B 0C <-- Offset
53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 0E 00 00 00 0D FF FF  FF FF  FF FF  FF FF
00 00 28 4B 0D CC CC CC CC CC CC CC CC CC CC CC

Edited                                              0B 0C <-- Offset
53 4C 54 43 00 00 00 30 00 00 00 00 01 00 00 00
00 00 00 3F 00 00 00 40 FF FF  FF FF  FF FF  FF FF
00 00 28 4B 0D CC CC CC CC CC CC CC CC CC CC CC
Like This? Sorry I'm a noob just trying to see if it's correct and that's how it's done.


You're close. Your Edit Flags value needs to be further to the right:

Code:
53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 01
00 00 00 3F 00 00 00 40 FF FF  FF FF  FF FF  FF FF
00 00 28 4B 0D CC CC CC CC CC CC CC CC CC CC CC

Also, it looks like you're still using version 1 of the BX Clone Engine. I'd advise updating to version 2 as it fixes a bug that causes transforming clone characters to keep their old battle portrait.

PhantomWings i noticed you uploaded some more modules and even updated brawlex good job,
but unfortunately most of the modules you uploaded were for transforming characters, i know alot of people waned them but if i can make a suggestion for the next update if you could just add the module for every character that woul be a perfect update, but i do understand that that is a big task so i do appreciate what you've done.

also seeing that they're still some brawlex modules that haven't been made yet, i was wondering if you could suggest some modules that are already available for my characters the main ones i need are a falco module for silver over falco,
wario module for wario man texture over wario, a luigi module for my ice luigi over luigi, a ice climber module for rosilina and luma over ice climbers, and a fox module for my super fox over fox.

i'm not asking you to make theese modules but i'm just asking you if you know of any other brawlex modules that are already available that i could use instead like how for instance how lucas's module can be used for ness.

because if it's a matter of what articles getting loaded that determine which modules can be used, i already know how to remove articles in psa or brawlbox v0.68b.

so any secondary module suggestions would be helpful.

I'll do what I can. But these modules take a lot of work and a lot of time. A lot of the issues for characters go deeper than just their PSA moveset. I actually had a Wario/Wario Man module in the works, but I ran into some troubles with his WarioBike that was causing the game to crash when the game even tried to load him into the game. These kinds of issues take a long time to resolve, so I wasn't able to have him ready in time for this release.

Three things:
1. Is there a way to disable the "Ready to Fight" bar on the CSS? I can make it invisible with a code, but it still interferes with the bottom row of my CSS.
2. I checked GKoopa's color 00 and 01 flags in his fighter config. I then played with Bowser and set his final smash to multiple. GKoopa00 would always be loaded for the final smash, so I think something else is missing.

3. In BrawlExCongifUtility, what does setting the final smash to "foxonly" do?

Thank you PhantomWings!

1. It's been a while since I've looked at the CSS, so I don't know any readily available way to remove the Ready to Fighter bar. Perhaps you could accomplish something by moving some bones around in BrawlBox.

2. Okay, thanks for testing that theory for me anyways. I guess it's something to do with Bowser's module and the transformation call that gets invoked when he uses his Final Smash. I'll see about looking into it if I find the time.

3. The FoxOnly option does pretty much what it says: It makes the Final Smash resource file for that character use Fox/FitFoxFinal.pac. This is mainly here for compatibility as Falco's Final Smash won't work without it.

May I have a further explanation please? I sort of got it, but I still have the doubt.

Are all characters able for that or not?
And I never knew that Pokemon Trainer had something like that.

Yes, with the release of the latest BrawlEx version, this can now be done with any character of your choice. Just open the character's Fighter Config file and set their Final Smash resource type to Multiple. It works the same way as how you can have a different colored Kirby had for each of a character's colors.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 01, 2015, 11:55:14 PM
Yes, with the release of the latest BrawlEx version, this can now be done with any character of your choice. Just open the character's Fighter Config file and set their Final Smash resource type to Multiple. It works the same way as how you can have a different colored Kirby had for each of a character's colors.

So we can have different Final Smashes for every single color slot?
Or do we have some restrictions?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 02, 2015, 12:51:24 AM
1. It's been a while since I've looked at the CSS, so I don't know any readily available way to remove the Ready to Fighter bar. Perhaps you could accomplish something by moving some bones around in BrawlBox.

 :>.>palm: Editing the bones of the CSS to move "Ready to Fight" far away wasn't working. And then I looked in the animations... Now I know how to REALLY get "Ready to Fight" off the screen.
In sc_selcharacter.pac: MiscData[30] -> AnmChr(NW4R) change all MenSelchrReady_TopN_* keyframes to something large (like Y translation of 200).
If anybody else wants to do this, download this (http://www.mediafire.com/download/zxaoqy20pzwxdgp/MenSelchrReady_TopN__X.chr0 (http://www.mediafire.com/download/zxaoqy20pzwxdgp/MenSelchrReady_TopN__X.chr0)) and replace all MenSelchrReady_TopN_* with it.

Also, the Alternate File Loader still works with Brawlex 2.0.0.0 stable! If you don't know what that is see this: http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806 (http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806)


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on January 02, 2015, 12:54:51 AM
So we can have different Final Smashes for every single color slot?
Or do we have some restrictions?
The only restrictions as far as I know are that the Fit__Final.pac need to have some sort of model/textures that could be change, for example Sonic have the Super Sonic model in its Final.pac and you could make that in certain slots Hyper Sonic or another recolor to appear only in that slot.
The only character that I know that have a model in the their Final.pac are: Captain Falcon (Blue Falcon), Fox/Falco (Landmaster), Ganon (Beast Ganon), Kirby (his giant pot & frying pan), Ike (Great Aether textures), Link/Toon Link (Trifoce), Mario (the fireball), Marth (critical hit textures, HP box model), Peach (Peach drawings), Olimar (his spaceship), Pit (Palutena image, soldiers), Pokemon Trainer (models/textures used when using triple finish), Ice Climbers (the iceberg), Zelda/Sheik (their bow), Snake (the weapon, stairs, etc), Sonic (Super Sonic), Wolf (landmaster).
Of course I haven't test them all, the only that I know for sure that work are Snake, Link, Sonic, Ganon and of course Pokemon Trainer.

I also test Bowser but I couldn't make him use different colors when transforming, I know the files are how they need to be because I use the same files for cloning a Giga Bowser alone clone and it give him multiple colors. I also try giving one character 2 sets of team colors but it didn't work even when giving him the corresponding team colors for 2 of his model files.


Title: Re: The Brawl Expansion Project
Post by: Prevention on January 02, 2015, 02:33:27 AM
Also, it looks like you're still using version 1 of the BX Clone Engine. I'd advise updating to version 2 as it fixes a bug that causes transforming clone characters to keep their old battle portrait.

Yea, I was using Version 1 B/c of the first guide video, was trying to make sure I did everything correctly and had everything in order until I ran into a/this problem to do the Zelda-Sheik Clone which I couldn't do. I mean Everything did load on Version 1 since I made her 3F ect... but after It tried to load up a stage it froze and I knew I was doing something wrong but couldn't find the answer. Now I'm using Version 2 and i re-did everything you said with Zelda and Sheik Everything finally worked. Thank you very much! for the explanation was trying to look everywhere on how to do it for 2 straight days.

Also when I transform from Zelda(Main) to Sheik or Sheik(Main) to Zelda There's no sound on their Secondary transformation How will i go about to fix this? (If anyone knows please, Thanks!)

Again, Thanks for the Explanation, Zelda/Sheik are one of my favorite and it was Killing me that I kept Failing to get them on and have some Custom Skins for them, But now I can, It's like a huge relief, Since Im on vacation I literally spent a straight 2 whole days sitting on my chair being on my laptop trying to find the answer and trying any way that I can think of from the info I've searched and nothing was working lol, felt like I would never find the answer and that my only way of playing a custom Sheik or Zelda is through Brawl+ that they already had. Now I can Finally relax and Enjoy.
- Just showing how thankful I am for this =)


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on January 02, 2015, 03:24:38 AM
i just wanted to say thanks phantomwings for saing you would do what you can about those modules.
i appreciate it.

and i understand that modules take alot of work so please take your time because the only thing worse than no modules is rushed ones.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 02, 2015, 05:10:35 PM
:>.>palm: Editing the bones of the CSS to move "Ready to Fight" far away wasn't working. And then I looked in the animations... Now I know how to REALLY get "Ready to Fight" off the screen.
In sc_selcharacter.pac: MiscData[30] -> AnmChr(NW4R) change all MenSelchrReady_TopN_* keyframes to something large (like Y translation of 200).
If anybody else wants to do this, download this ([url]http://www.mediafire.com/download/zxaoqy20pzwxdgp/MenSelchrReady_TopN__X.chr0[/url] ([url]http://www.mediafire.com/download/zxaoqy20pzwxdgp/MenSelchrReady_TopN__X.chr0[/url])) and replace all MenSelchrReady_TopN_* with it.

Also, the Alternate File Loader still works with Brawlex 2.0.0.0 stable! If you don't know what that is see this: [url]http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806[/url] ([url]http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806[/url])

I've been wanting to move the bar somewhere less obstructive for awhile now, thank you.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on January 02, 2015, 10:24:07 PM
Thank you PhantomWings for this update, I was really hoping for Ness, Captain Falcon, and Dedede modules. Now I really want a updated version of the Brawlex clone tool by sammi for setting up the clones. Will there ever be a BX Expansion for sfx? I have too many character sfx's to put over the bosses.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 02, 2015, 10:33:28 PM
Will there ever be a BX Expansion for sfx? I have too many character sfx's to put over the bosses.

^This.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 03, 2015, 12:37:46 PM
Question. I updated my Fighter.dat files to the 2.0 files, right? Updated the bx_fighter module and common2.pac. However, my clones aren't appearing.

And last time I checked, I had the correct hooktype.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on January 03, 2015, 05:08:46 PM
Are you sure you have the file patch code applied?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 03, 2015, 06:21:11 PM
Question. I updated my Fighter.dat files to the 2.0 files, right? Updated the bx_fighter module and common2.pac. However, my clones aren't appearing.

And last time I checked, I had the correct hooktype.
Is your CSSRoster.dat set properly?


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on January 03, 2015, 07:29:26 PM
Question. I updated my Fighter.dat files to the 2.0 files, right? Updated the bx_fighter module and common2.pac. However, my clones aren't appearing.

And last time I checked, I had the correct hooktype.

Do you have any css codes in your .gct file or are you using files from the previous version of brawlEX? I tried to do that and my clones went missing.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 03, 2015, 11:00:57 PM
Are you sure you have the file patch code applied?
Yes.
Is your CSSRoster.dat set properly?
I haven't touched it. It's from the last stable version.
Do you have any css codes in your .gct file or are you using files from the previous version of brawlEX? I tried to do that and my clones went missing.
I don't have any CSS codes. I turned them off in the previous versions.
Also, I think only the FighterConfig.dat was the only thing updated for this version.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 03, 2015, 11:05:07 PM
Yes.I haven't touched it. It's from the last stable version.I don't have any CSS codes. I turned them off in the previous versions.
Also, I think only the FighterConfig.dat was the only thing updated for this version.

Do you have the updated Core files placed in the correct place?


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on January 04, 2015, 12:30:03 AM
oh what about the common files


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 04, 2015, 10:29:23 AM
Yes to the core files, the modules and common2, that is.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 04, 2015, 12:28:07 PM
Yes to the core files, the modules and common2, that is.

What about the selcharacter.pac? <--- Forgot the name of it.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on January 04, 2015, 05:47:21 PM
So question, or more or less problem, for some reason on clone id 64 and above the characters in my css roster shown up with another clone characters image, or a normal brawl character, or as random. Whenever I go to hover over the icon, the game crashes, and in dolphin it gave a warning message, "Invalid Read at...." 0x536xxxxxx (I don't remember the rest.)   I have not had this problem up until this slot, and it seems the slots above it do the same, and I haven't reached the limit to clone characters. Even if I put a different clone in that slot the result is the same, whether it'd be a mario or marth or lucario. I have not updated to BX 2.0.0.0, I've been using Sammi Husky's most recent version of the BrawlEx Clone tool to set the clones up. Why does it do this and whats the solution? Help is appreciated.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 04, 2015, 05:53:08 PM
 Slot 63 is the final slot for pre-version 2.0. You'll need 2.0 to keep adding more.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on January 04, 2015, 05:56:38 PM
Oh okay, thank you. I had though that... Well never mind. This clears that up.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 04, 2015, 08:31:15 PM
Do I need to update the other files besides the FighterConfig.dat files? I noticed that the new config files have newer modified dates than the previous versions.
What about the selcharacter.pac? <--- Forgot the name of it.
What about it? I have one already.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 04, 2015, 08:53:24 PM
Do I need to update the other files besides the FighterConfig.dat files? I noticed that the new config files have newer modified dates than the previous versions.

Yes, probably that's another thing.

What about it? I have one already.

Is it well named/placed?


Title: Re: The Brawl Expansion Project
Post by: Anivernage on January 04, 2015, 08:59:44 PM
Warning: may contain hamm
How didnt i noticed this before? :'v
Hamm v2.0 coming soon
@Seggy
There are some problems with the paths if i remember correctly on v2.0, maybe theres the problem

Do I need to update the other files besides the FighterConfig.dat files? I noticed that the new config files have newer modified dates than the previous versions.
Yeah i think theres the problem... i think


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 04, 2015, 09:01:24 PM
Is it well named/placed?
Yea. It's fine.
Yeah i think theres the problem... i think
Hmm. I'll give it a shot.

I got four days of nothingness, so I can work on my BrawlEx build this week.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on January 08, 2015, 02:35:54 PM
Out of curiosity, did the configs change any? I wouldn't mind updating my RELS. but this is also to make sure that the current clone tool is compatible with 2.0

I don't need to use the tool, just makes things easier.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 09, 2015, 09:03:52 AM
The new character names don't show in the tool

Post Merge: January 09, 2015, 10:38:24 AM
PLEASE LET US CLONE SFX!


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on January 09, 2015, 01:48:06 PM
The clone tool has not been updated for BrawlEX 2.0 as far as I know.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 09, 2015, 02:26:37 PM
The clone tool has not been updated for BrawlEX 2.0 as far as I know.
So we still can't clone the new characters?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on January 09, 2015, 03:10:56 PM
So we still can't clone the new characters?
we can. you dont need to use his tool to do it. i never use his tool lol.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 09, 2015, 03:29:57 PM
How, DA FAWQ, do I do that?


Title: Re: The Brawl Expansion Project
Post by: SonicBrawler on January 09, 2015, 03:31:37 PM
edit the 4 config files, edit the rel, add in the cosmetics, edit the CSSconfig.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 09, 2015, 04:30:05 PM
edit the 4 config files, edit the rel, add in the cosmetics, edit the CSSconfig.

Better explanation:

You need to edit the 4 Config files (Cosmetic, Fighter, CSSSlot and Slot) to be in the slot you want (ex. 3F), and place them in the correct folders.
Edit the module file so it loads the character you want.

For more information, check the video tutorials made by Sammy Husky.
(Because the modules and cosmetics are more advanced)


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on January 09, 2015, 04:44:25 PM
So has anyone successfully cloned a stand alone zelda or sheik yet? Last I checked it couldn't be done. Though I see a zelda/sheik combo rel. I assume that sets up just fine then?

Bowser/GBowser or Samus/ZSamus need the to be together as well or are they okay as stand alone rels?

On a side note, does anyone still have the Nintendog PSA? I'd love to get my hands on it.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 09, 2015, 04:46:27 PM
Better explanation:

You need to edit the 4 Config files (Cosmetic, Fighter, CSSSlot and Slot) to be in the slot you want (ex. 3F), and place them in the correct folders.
Edit the module file so it loads the character you want.

For more information, check the video tutorials made by Sammy Husky.
(Because the modules and cosmetics are more advanced)

THANK YOU

Post Merge: January 09, 2015, 04:59:28 PM
How do I change the clone name?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 09, 2015, 05:27:04 PM
THANK YOU

Post Merge: January 09, 2015, 04:59:28 PM
How do I change the clone name?

What are you talking about?
The name of the clone in-game, or the name of the file?

If you're talking about the file, you need to open the FighterConfig.dat file in the BrawlExConfigUtility.exe

If you're talking about the in-game names, I don't know exactly how.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 09, 2015, 05:30:25 PM
So has anyone successfully cloned a stand alone zelda or sheik yet? Last I checked it couldn't be done. Though I see a zelda/sheik combo rel. I assume that sets up just fine then?
I'm using the new Zelda alone .rel and I've had no problems. Just pick a PSA that doesn't transform when pressing Down B.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 09, 2015, 05:36:08 PM
Both, Giga Bowser rel isn't compatible.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on January 09, 2015, 05:41:06 PM
I'm using the new Zelda alone .rel and I've had no problems. Just pick a PSA that doesn't transform when pressing Down B.

Cool. Thanks for the notice.

So, I checked the .txt with the 2.0 rels. What the heck is an elevated rel number and how do I use it to make transforming characters?


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 09, 2015, 06:44:46 PM
Out of curiosity, did the configs change any? I wouldn't mind updating my RELS. but this is also to make sure that the current clone tool is compatible with 2.0

I don't need to use the tool, just makes things easier.
I believe they all have been changed. One of the configs (not bothering looking at the OP at the moment), one of the configs allow the custom announcer calls to be said at the victory screen.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 09, 2015, 06:52:02 PM
Both, Giga Bowser rel isn't compatible.

Well, you need to open the Fighter.dat file in the BrawlExConfigTool.exe.

And to clone Giga Bowser you need to do more than just create the clone (according to the Notes.txt)
But nobody has cloned Giga Bowser yet, so IDK if you're right or wrong.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on January 09, 2015, 07:37:57 PM
I believe they all have been changed. One of the configs (not bothering looking at the OP at the moment), one of the configs allow the custom announcer calls to be said at the victory screen.
That would be the Slot Config that allows custom Announcer calls.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 09, 2015, 10:07:19 PM
Well, you need to open the Fighter.dat file in the BrawlExConfigTool.exe.

And to clone Giga Bowser you need to do more than just create the clone (according to the Notes.txt)
But nobody has cloned Giga Bowser yet, so IDK if you're right or wrong.

probably because giga has got only one moveset.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 09, 2015, 10:53:11 PM
So, I checked the .txt with the 2.0 rels. What the heck is an elevated rel number and how do I use it to make transforming characters?

PhantomWings said this about transforming Brawlex characters:
If you just want the alone variant of the character, then you can clone them exactly the same way you'd clone any other character. For cloning both characters, you'll need to do a little bit more with the config files.

Start by cloning both of the characters as you would normally. For this example, I'll say I'm going to clone Zelda and Sheik as ZeldaEx and SheikEx into slots 3F and 40. The one main thing that's different is that there's only 1 ExModule to work with: ft_zelda-sheik.rel. This module can be configured similarly to the regular ExModules, except that there are two spaces in section[8] for both Zelda and Sheik's ids. In this case, I'm going to be changing those ids to 3F and 40. After configuring the ExModule, you can name it to something like ft_zeldaex-sheikex.rel and place it in your modules folder. From here, you can configure your Fighter Config files to point to the FitZeldaEx and FitSheikEx resources. After configuring the Fighter Config files, open them back up with a hex editor and change the both of the module reference strings to "ft_zeldaex-sheikex.rel". Finally, open up the Slot Config files for both characters and change the Edit Flags (@0x0C) to 0x00000001, and change the Slot Characters (@0x10) to 0x0000003F and 0x00000040 for Zelda's Slot Config and 0x00000040 and 0x0000003F for Sheik's Slot Config. After that, you should be ready to go.

To Summarize:
- Acquire fighter resources, config files, and the 1 ExModule file.
- Configure both character ids and the module id of the ExModule.
- Configure the Fighter Config files to point to the fighter resources.
- Manually change the 2 Fighter Config files to reference the 1 ExModule file.
- Manually change the Slot Config files to point to both of the new fighters in either order of your choice.

One final thing to note: If you're going to clone Bowser and GigaBowser together, you'll need to make one additional change: When you're configuring the fighter config files, be sure to check the "Merge Motion/Etc" check box. Additionally, you'll need to use the merged Bowser and GigaBowser MotionEtc.pac files from the downloads section on the main page.

Also, if you want to use Giga Bowser alone, he will work with his normal files, but he won't have his attack effects as they are loaded from Bowser's moveset file. The same download link I just mentioned also has a modified GigaBowser moveset file that has Bowser's effect file added into it. Use this moveset file instead if you want the attack effects to show up.

I believe Elevated config refers to setting "0x0C Edit Flags" in the config files to 0x01. This allows the game to read "Not set unless specified in Edit Flags" values. I use them for making Brawlex Boss slots usable. They also seem to be necessary for transforming Brawlex characters, though I have not set one up myself. Although pikazz has: http://forums.kc-mm.com/index.php?topic=66478.0 (http://forums.kc-mm.com/index.php?topic=66478.0)


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on January 10, 2015, 02:55:00 AM
The config tool hasn't been updated, I think.

Post Merge: January 10, 2015, 02:56:11 AM
Never mind, I think it has been!

Post Merge: January 10, 2015, 03:00:54 AM
Also, how do I achieve the CBliss effect with this I know its been asked before but that was when it had round bout 250 pages or something.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 10, 2015, 10:21:47 AM
The config tool hasn't been updated, I think.

Post Merge: January 10, 2015, 02:56:11 AM
Never mind, I think it has been!

Post Merge: January 10, 2015, 03:00:54 AM
Also, how do I achieve the CBliss effect with this I know its been asked before but that was when it had round bout 250 pages or something.


http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on January 10, 2015, 01:40:26 PM
Is there any possible way that I can add Kirby hats to clones?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 10, 2015, 02:33:32 PM
Is there any possible way that I can add Kirby hats to clones?

There isn't. At least that's what I know.



Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on January 10, 2015, 05:52:38 PM
Is there any possible way that I can add Kirby hats to clones?

Not unless you give them existing ones, IIRC


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on January 11, 2015, 10:44:06 AM
 Okay, I know the ASL doesn't work with BrawlEx? But exactly what part does it affect the code? What I'm trying to ask is, can I use the Brawlex for only the char_bust_tex csp loading and not use any configs and the ASL will work, or what?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on January 11, 2015, 01:26:04 PM
Can I blend old FighterConfigs with new ones in the same roster or do I have to  update to the new ones?


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 11, 2015, 01:38:10 PM
Okay, I know the ASL doesn't work with BrawlEx? But exactly what part does it affect the code? What I'm trying to ask is, can I use the Brawlex for only the char_bust_tex csp loading and not use any configs and the ASL will work, or what?

I'm not entirely sure what the situation on this is, but as I recall, the main issue is that some of the memory locations in High Memory (0x90000000 and up) have been shifted due to the presence of BrawlEx. This means that the code is no longer reading or writing the proper values. This led to an incident where one player's save file was corrupted with a different kind of corruption than the known MyMusic bug. I don't believe he ever recovered his save file.

In anycase, I would advise against trying to use it unless you know what you're doing or someone has found a fix for it.

Can I blend old FighterConfigs with new ones in the same roster or do I have to  update to the new ones?

Yes, v1.0 config files are compatible with v2.0 BrawlEx. v2.0 config files are also compatible with v1.0 BrawlEx. It was important that players would be able to update their BrawlEx version but still be able to use old packs. Bear in mind though, that this may not hold true for future versions as older versions more than 1 generation behind may become incompatible with the latest version.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 11, 2015, 02:00:07 PM
There needs to be a way to clone soundbanks.


Title: Re: The Brawl Expansion Project
Post by: Stronger93 on January 11, 2015, 09:19:13 PM
I need help! I put pikezars pack on my SD card and whenever I load it up with riivolution the character select screen is completely empty! Help plzz!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 11, 2015, 09:24:35 PM
I need help! I put pikezars pack on my SD card and whenever I load it up with riivolution the character select screen is completely empty! Help plzz!

Uh, do you have the correct XML for Riivo?


Title: Re: The Brawl Expansion Project
Post by: Stronger93 on January 12, 2015, 05:30:36 AM
I think I'm using brawl minus xml


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on January 12, 2015, 06:38:23 AM
I'm not entirely sure what the situation on this is, but as I recall, the main issue is that some of the memory locations in High Memory (0x90000000 and up) have been shifted due to the presence of BrawlEx. This means that the code is no longer reading or writing the proper values. This led to an incident where one player's save file was corrupted with a different kind of corruption than the known MyMusic bug. I don't believe he ever recovered his save file.

In anycase, I would advise against trying to use it unless you know what you're doing or someone has found a fix for it.
Hmm. I'm fine with not using Brawlex if it means I could use the ASL... but, I do like the fact that you can load portraits elsewhere to save file size limits. Is there anyway I could just use THAT part of the code? Is there a section I could just cut out and I just have that? Or, is it that, that part of the code is scattered throughout the file patch code? I hate to keep asking this, and I know it must be like a broken record; I thank you for your response. I just would like to know. Thanks!


Title: Re: The Brawl Expansion Project
Post by: MaymonAdir on January 12, 2015, 07:23:24 AM
Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Minus3.3 Test">
<patch id="minus33test" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="1">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="minus33test">
<memory valuefile="/codes/RSBE01.gct" offset="0x00570000" />
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>
Are you sure this is a XML, Sammi? When I use it, the game's frozen


Title: Re: The Brawl Expansion Project
Post by: TheDarkKnight on January 12, 2015, 07:48:04 PM
How do you add costumes to exisiting characters in brawl ex, Does it require a code?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 12, 2015, 09:15:50 PM
How do you add costumes to exisiting characters in brawl ex, Does it require a code?


http://forums.kc-mm.com/index.php?topic=66848.0 (http://forums.kc-mm.com/index.php?topic=66848.0)

It works for both clones and existing characters.

Post Merge: January 12, 2015, 09:24:31 PM
I have a question now.

Does the single Victory Theme code work with BrawlEx?

I mean, the one that lets you have a Victory Them for each character (not one that is shared by some characters).

You know: Mario having his own Victory Theme without replacing Luig's, Peach's or Bowser's (which is the same for all of them).

EDIT: Nevermind. I just figured out that the code doesn't work at all in any way.

I'll have to find another way. Probably using the SSE Music.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on January 12, 2015, 09:54:05 PM
Nope. You can use the Custom Sound Engine (http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/) code with it. Just type in the last four digits of the BRSTM to where the victory theme code goes.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 12, 2015, 09:58:32 PM
Hmm. I'm fine with not using Brawlex if it means I could use the ASL... but, I do like the fact that you can load portraits elsewhere to save file size limits. Is there anyway I could just use THAT part of the code? Is there a section I could just cut out and I just have that? Or, is it that, that part of the code is scattered throughout the file patch code? I hate to keep asking this, and I know it must be like a broken record; I thank you for your response. I just would like to know. Thanks!


If you are referring to the BX CSS Expansion v2, then that can be used separate from the BX Clone Engine. The BX CSS Expansion works by replacing an existing module at the CSS instead of loading up an original one at startup, so I don't think it will cause any compatibility issues with the ASL. Give it a shot and see if it works out - but perhaps it'd be best if you backed up your save file (http://wiibrew.org/wiki/SaveGame_Manager_GX) beforehand just in case.

Don't worry too much about asking questions. I know you've been around since GSCentral, so the very least I can do is answer your questions.

EDIT:

I need help! I put pikezars pack on my SD card and whenever I load it up with riivolution the character select screen is completely empty! Help plzz!


If I recall correctly, most Riivolution xml files are setup to only replace files that are already on the disk. The BrawlEx/CSSRoster.dat file is not normally part of the game, so Riivolution won't load it unless it's told how to. I can't use Riivolution myself, so I can't help you too much with the debugging, but if you post the contents of your xml file, we might be able to help you.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 12, 2015, 10:18:56 PM
Nope. You can use the Custom Sound Engine ([url]http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/[/url]) code with it. Just type in the last four digits of the BRSTM to where the victory theme code goes.


It didn't work for me though.
Even with that code.
And the tutorial I found is hard to understand.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on January 12, 2015, 10:25:24 PM
I'm not clear on how to change the victory fanfare for K. Rool in his SlotConfig file. The offset 0x20 is all 0's, and IDK what ID DK's victory fanfare has...


Title: Re: The Brawl Expansion Project
Post by: ShinF on January 12, 2015, 10:30:09 PM
Wow, looks like a lot has happened since I was last here. Figured I'd check in. Guess I have some catching up to do. :P

It didn't work for me though.
Even with that code.
And the tutorial I found is hard to understand.

I actually remember how to do this. You can use the CSE to add new songs to the game, and then use the Slot Config to change an individual character's victory theme to use the newly added songs. I think there was a problem where one of the ExSlots (43 I think?) would work oddly with CSE songs, but the rest were fine.

(http://i.imgur.com/0yB9Bne.png)
That's where the new song's ID goes. The number you use is the same as the name you give the music file.

I'm not clear on how to change the victory fanfare for K. Rool in his SlotConfig file. The offset 0x20 is all 0's, and IDK what ID DK's victory fanfare has...

DK's is 0000283E, I think. That's what it is in his default Slot config, at least.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 12, 2015, 11:24:57 PM
Wow, looks like a lot has happened since I was last here. Figured I'd check in. Guess I have some catching up to do. :P
I actually remember how to do this. You can use the CSE to add new songs to the game, and then use the Slot Config to change an individual character's victory theme to use the newly added songs. I think there was a problem where one of the ExSlots (43 I think?) would work oddly with CSE songs, but the rest were fine.

([url]http://i.imgur.com/0yB9Bne.png[/url])
That's where the new song's ID goes. The number you use is the same as the name you give the music file.
DK's is 0000283E, I think. That's what it is in his default Slot config, at least.


May I have a better tutorial about it?

I can't get the code to work.


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on January 12, 2015, 11:30:08 PM
PhantomWings said this about transforming Brawlex characters:I believe Elevated config refers to setting "0x0C Edit Flags" in the config files to 0x01. This allows the game to read "Not set unless specified in Edit Flags" values. I use them for making Brawlex Boss slots usable. They also seem to be necessary for transforming Brawlex characters, though I have not set one up myself. Although pikazz has: [url]http://forums.kc-mm.com/index.php?topic=66478.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66478.0[/url])


Thanks for the heads up... but it sounds like a bit of a headache.

That being said, is there some secret to making more than one metaknight clone? I asked once already but I'm gonna ask again. I can't get Tails and Gray Fox to work unless I remove one or the other. I've tried making other MK clones but the same thing happens. What's the trick? What am I missing here??

I'm also having the same problem with Little Mac. He works on other people's pacs but when I put him in mine he freezes mid battle at random things like using his down smash or dodge rolling. What's the deal with this?


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on January 12, 2015, 11:33:46 PM
If I want to make independent Samus/SZZ, would it be better to use the solo module that BrawlEx has or with gecko codes?


Title: Re: The Brawl Expansion Project
Post by: ShinF on January 12, 2015, 11:36:36 PM
May I have a better tutorial about it?

I can't get the code to work.
All you should have to do, iirc, is add the following code to your codeset (and not the Individual Victory Theme code) and put the victory themes you want to use in pf/sound/sfx/ .

Name the file something like 00003000.brstm (any number between that and 0000FFFF works), and then go into the Slot Config of the character you want and change the number I circled in my last post to match the number the file is named. That should be it.
Code:
Custom Sound Engine [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


Title: Re: The Brawl Expansion Project
Post by: pikazz on January 13, 2015, 08:45:09 AM
I have finally gotten the new version and I love your bugfix on the transformation characters! but I have encounter one problem:
Something is right yet wrong (http://www.youtube.com/watch?v=2fa3evwxalE#ws)

as you see, it successfull swaps ingame, but at the end of the fight, it keep the same "slot" as it was selected in the beginning of the battle o:
it could be that non of the character I using is an old transforming character but simply modified Purin and Ganon Modules. I dont know what causes this! I have tried everything ;_;


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on January 13, 2015, 09:54:18 AM
Thanks for the heads up... but it sounds like a bit of a headache.

That being said, is there some secret to making more than one metaknight clone? I asked once already but I'm gonna ask again. I can't get Tails and Gray Fox to work unless I remove one or the other. I've tried making other MK clones but the same thing happens. What's the trick? What am I missing here??

I'm also having the same problem with Little Mac. He works on other people's pacs but when I put him in mine he freezes mid battle at random things like using his down smash or dodge rolling. What's the deal with this?


This is the first I've heard of this kind of bug. Do you think you could send me a message with a copy of your patching directory setup with one of these crashing characters?

If I want to make independent Samus/SZZ, would it be better to use the solo module that BrawlEx has or with gecko codes?


Normally I'd recommend using the independent modules as then you can share your moveset without having to share codes along with it. They also have the advantage of not needing to load the other character's resources - so characters like ZSS who have a very small file .pac size limit should be given a bit more space to work with.

That being said, the Samus module still needs a bit of work as it has a visual bug that makes the Charge Shots invisible. Functionally it works fine - final smash and all. The ZSS module works without any problems, however, you'll need to define a new Final Smash for her if you want her to be able to use one.

I have finally gotten the new version and I love your bugfix on the transformation characters! but I have encounter one problem:
Something is right yet wrong ([url]http://www.youtube.com/watch?v=2fa3evwxalE#ws[/url])
as you see, it successfull swaps ingame, but at the end of the fight, it keep the same "slot" as it was selected in the beginning of the battle o:
it could be that non of the character I using is an old transforming character but simply modified Purin and Ganon Modules. I dont know what causes this! I have tried everything ;_;


Alright. That's one thing I never checked, so I'll look into it later today. Thanks for the bug report.

Also, your Jigglypuff moveset looks awesome. :D


Title: Re: The Brawl Expansion Project
Post by: pikazz on January 13, 2015, 10:25:16 AM
Alright. That's one thing I never checked, so I'll look into it later today. Thanks for the bug report.

Also, your Jigglypuff moveset looks awesome. :D

glad we discovered it now if it was a miss xD

and thank you ;w; all the B moves and final smash are done on both pikamaxi and Nightmare (Dusknoir)
here is what everything looks like atm if you are interested ;w;
Pikamaxi - The Dream Knight PSA v0.7 (http://www.youtube.com/watch?v=ziyHANqzW0E#ws)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 13, 2015, 10:30:19 AM
All you should have to do, iirc, is add the following code to your codeset (and not the Individual Victory Theme code) and put the victory themes you want to use in pf/sound/sfx/ .

Name the file something like 00003000.brstm (any number between that and 0000FFFF works), and then go into the Slot Config of the character you want and change the number I circled in my last post to match the number the file is named. That should be it.
Code:
Custom Sound Engine [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

I know I have to include that code, but it just doesn't work.
The game either freezes at the Results Screen, or there's no Victory Theme heard.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 13, 2015, 10:40:06 AM
Speaking of transformation characters, you said the only reason a 4 in one character can't be done is due to file size, correct? Or is there another reason?

Edit: I would also like to know which parts of the common2.pac were edited for BrawlEx, as I'd like to see if it's possible to merge BrawlDJ's common2 with BrawlEx's common2.


Title: Re: The Brawl Expansion Project
Post by: pikazz on January 13, 2015, 11:04:01 AM
Speaking of transformation characters, you said the only reason a 4 in one character can't be done is due to file size, correct? Or is there another reason?

Edit: I would also like to know which parts of the common2.pac were edited for BrawlEx, as I'd like to see if it's possible to merge BrawlDJ's common2 with BrawlEx's common2.
as I know it, the game has allocate 3 types of memory: Fighter Memory, instance Memory and one more I forgot.
Fighter Memory is for like the size of the PSA, moveset ect.
instance memory is how many thing a module can load. if it has alot of instances (many loading SoStatusUniqs, Articles and their instances).
its often the instance memory that crashes first. it crashed when I used one pit and one metaknight, relative small in size on their module (at least metaknight), but their instance crashed it


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on January 13, 2015, 01:18:02 PM
 Phantom wings, it works! ASL works with my mod, even using the bx expansion. I just want to know, how can I change the name of the folder to a different name and have it work now?

What I mean is, if you were to want to replace Lucario with Mewtwo, you would change all files to "mewtwo", versus "lucario", and the rel, and then in the fighterconfig, change the name as well. But now, since I cannot use the fighterconfig due to conflicts with ASL, how will I still be able to change the name? Can I even?

Is it something in the Rel or Soramelee?


Title: Re: The Brawl Expansion Project
Post by: colonelmcdoogle on January 13, 2015, 03:17:15 PM
This is the first I've heard of this kind of bug. Do you think you could send me a message with a copy of your patching directory setup with one of these crashing characters?

Sure. It's really frustrating. hope you can find something.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 13, 2015, 05:52:52 PM
Me here hoping this code works with Brawl EX.
it looks like all it takes is to edit the code to the css id of your fighter.
if it works:  you can switch in game characters/clones and movesets.
http://youtu.be/dmzAID-aYwY (http://youtu.be/dmzAID-aYwY)


Title: Re: The Brawl Expansion Project
Post by: Doq on January 13, 2015, 09:09:49 PM
glad we discovered it now if it was a miss xD

and thank you ;w; all the B moves and final smash are done on both pikamaxi and Nightmare (Dusknoir)
here is what everything looks like atm if you are interested ;w;
Pikamaxi - The Dream Knight PSA v0.7 ([url]http://www.youtube.com/watch?v=ziyHANqzW0E#ws[/url])

The ultimate transforming PSA...
(http://www.hanselman.com/blog/content/binary/bamdropsmic.gif)

when...?


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on January 13, 2015, 09:10:29 PM
I tried updating my BrawlEX to BX Clone Engine v2.0.0.0 Stable but it keeps crashing when I get to the CSS. It doesn't even load, it just crashes.
I'm uploading my broken build right now and I will post it here to see if anyone can help me out, I've tried finding out why its doing this myself but I can't figure it out. I updated all the config files and the modules but still nothing.


Title: Re: The Brawl Expansion Project
Post by: Kyouma on January 13, 2015, 09:20:24 PM
I would be hyped if I liked pokemon :v


Title: Re: The Brawl Expansion Project
Post by: ZX_BraveSol_ZX on January 13, 2015, 09:49:43 PM
alright heres my broken brawlex build after I updated it to  v2.0 if anyone can help me find out why its crashing at the CSS let me know, I've tried everything to figure it out on my own, but I can't seem to figure it out >_>
http://www.mediafire.com/download/i6760wzt6lgxdsy/BrawlExCrashWHY.zip (http://www.mediafire.com/download/i6760wzt6lgxdsy/BrawlExCrashWHY.zip)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 13, 2015, 10:16:48 PM
Edit: I would also like to know which parts of the common2.pac were edited for BrawlEx, as I'd like to see if it's possible to merge BrawlDJ's common2 with BrawlEx's common2.

Did you manage to get BrawlDJ working? I always get stuck on:
Code:
Warning SongID 2703 has no name! If it is used in My Music it will freeze!
New title entry for SongID 3000- Custom Song - index 265
Traceback <most recent call last>:
File "BrawlDJ.py", line 9, in <module>
inject<>
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py",line 109, in inject
write_sndBgmTitleData<entries, "build/sndBgmTitleData.dat">
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py", line 15, in write_sndBgmTitleData
f.write<pack<">I",thing>>
struct.errot: integer out of range for 'I' format code
Press any key to continue...


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 14, 2015, 08:59:39 AM
I get stuck on the same error, ebola. :\

But this isn't the thread for that.


Title: Re: The Brawl Expansion Project
Post by: C2PO on January 21, 2015, 06:02:49 AM
Brawlex compatible PM 3.5 ?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on January 21, 2015, 09:08:48 PM
Brawlex compatible PM 3.5 ?
Check this out.
http://forums.kc-mm.com/index.php?topic=71445.new;topicseen#new (http://forums.kc-mm.com/index.php?topic=71445.new;topicseen#new)


Title: Re: The Brawl Expansion Project
Post by: TheGamerKidTy on January 30, 2015, 03:37:33 PM
Uh, i'm sorry but this does NOT work on wii, and i'm pretty pissed about it. I was trying to make a custom brawl hack pack for wii that is a brawlex hack. I did not want to do this on dolphin because it is slow and laggy on my computer. Why would anyone create a brawlex pack for dolphin?!

1. (I know from experience) It does work on a Wii,  you just can't launch normally. You have to use the File Patch code on GeckoOS.

2. You need a good computer to play Brawl on your PC without lag.

3. You quoted the whole topic. (-‸ლ)

4. Don't act like an [censored]. No one will want to help you.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 30, 2015, 10:54:17 PM
It works flawless on the Wii
specially when you configure the hooktype


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 31, 2015, 10:58:32 PM
Has somebody tested Classic, All-Star or Boss Battles already?

I mean, v2.0.0.0. returns you directly to the CSS if using a clone, right?


Title: Re: The Brawl Expansion Project
Post by: jedycus on February 01, 2015, 10:57:06 AM
I have the .rel Lucas on the desktop and renamed it " ft_lucasEx.rel " but whenever I open CodeManager and look for it to open Lucas, it doesn't show up, please help!


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on February 01, 2015, 01:10:26 PM
I have the .rel Lucas on the desktop and renamed it " ft_lucasEx.rel " but whenever I open CodeManager and look for it to open Lucas, it doesn't show up, please help!

You can't open that with codemanager. You have to use the module editor.


Title: Re: The Brawl Expansion Project
Post by: jedycus on February 01, 2015, 06:05:33 PM
I came across during the video when Sammi Husky starts using the SD card for Dolphin then I totally got lost of what I am supposed to do for the wii, can someone tell me what to do starting from SD card? Can Homebrew work as of 2015 also?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 02, 2015, 11:31:39 AM
Yay! A new pack is coming out soon, I am very much looking forward to that :D

Quick question: Will Diablos have his FS back in that pack?

Why did you ask that here?


Title: Re: The Brawl Expansion Project
Post by: zutox on February 02, 2015, 04:40:46 PM
Why did you ask that here?

Whooops! I must have replied in the wrong tab! I'm so sorry! I deleted it @..@


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 02, 2015, 06:36:14 PM
Any word from Sammi Husky about a possible update to the Brawl Clone Tool? I completely forgot what to do to put clones in, as it's been a long time since I've tried it, so I'm wondering whether I should relearn how to do it manually or wait for the clone tool


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on February 02, 2015, 08:27:01 PM
I came across during the video when Sammi Husky starts using the SD card for Dolphin then I totally got lost of what I am supposed to do for the wii, can someone tell me what to do starting from SD card? Can Homebrew work as of 2015 also?

Your asking this in the wrong thread. Use google there should be things to help you there.

Any word from Sammi Husky about a possible update to the Brawl Clone Tool? I completely forgot what to do to put clones in, as it's been a long time since I've tried it, so I'm wondering whether I should relearn how to do it manually or wait for the clone tool

There are tutorials on the download page. Note you no longer need to add to the code for the roster.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 03, 2015, 02:45:39 PM
There are tutorials on the download page. Note you no longer need to add to the code for the roster.

Thanks. I know about the tutorials - that's how I learned the process in the first place, before I found the clone tool. Looks like I'll be revisiting them soon. Just quickly, what do you mean I don't have to add to the code for the roster? Does that mean I don't have to touch the GCT file again? Is that handled by the CSSRoster.dat file?


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on February 03, 2015, 05:38:06 PM
Thanks. I know about the tutorials - that's how I learned the process in the first place, before I found the clone tool. Looks like I'll be revisiting them soon. Just quickly, what do you mean I don't have to add to the code for the roster? Does that mean I don't have to touch the GCT file again? Is that handled by the CSSRoster.dat file?

Yep :) exactly what im saying. PM me if your still having problems.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 03, 2015, 07:25:06 PM
I've asked this a little back, but has somebody tested Classic or All-Star modes without freezing at the end?


Title: Re: The Brawl Expansion Project
Post by: Tiberious on February 04, 2015, 02:11:58 AM
I've asked this a little back, but has somebody tested Classic or All-Star modes without freezing at the end?

I suppose nobody's gonna try, so we'll never know. Just like nobody knows even to this day why playing as Alloys crashes the game in Multi-Man Brawl when it tries to load the 25th spawn.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on February 04, 2015, 08:02:27 AM
I suppose nobody's gonna try, so we'll never know. Just like nobody knows even to this day why playing as Alloys crashes the game in Multi-Man Brawl when it tries to load the 25th spawn.

I ran through All-Star and was fine. I can't do classic because I don't have stock icons.

Is there a way for all of the characters to load generic stock icons? I reached a file number limit within the CSS that prevented me from successfully making stocks  for all of my characters possible.


Title: Re: The Brawl Expansion Project
Post by: People42 on February 07, 2015, 08:04:08 AM
Hello everyone!
This mod for Brawl it's all that I need... but I'm having some problems.
I play vBrawl with BrawlEX on my PC with Dolphin, launching the mod with GeckoOS.
I added some characters, like Little Mac over Cap. Falcon and others, but their custom moveset are corrupted.
Example: I've Little Mac custom standard moves (A+up,A+down etc.) but Cap. Falcon special moves (B+up,B+down etc.) and Final Brawl. I copied all the needed files in the right folder and I'm sure of that. Is that an emulation problem?

Little Mac PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206665 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206665)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 07, 2015, 06:57:08 PM
Hello everyone!
This mod for Brawl it's all that I need... but I'm having some problems.
I play vBrawl with BrawlEX on my PC with Dolphin, launching the mod with GeckoOS.
I added some characters, like Little Mac over Cap. Falcon and others, but their custom moveset are corrupted.
Example: I've Little Mac custom standard moves (A+up,A+down etc.) but Cap. Falcon special moves (B+up,B+down etc.) and Final Brawl. I copied all the needed files in the right folder and I'm sure of that. Is that an emulation problem?

Little Mac PSA: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206665[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206665[/url])


Are you sure you have all of the needed files?


Title: Re: The Brawl Expansion Project
Post by: People42 on February 08, 2015, 12:55:18 AM
Excluding costumes from 00 to 05, I also have fitLittleMac.pac, motionetc and final.
The remaining files are from the Cap.,(fitdarkcaptain.pac, etc) but I renamed al the files to LittleMac


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on February 10, 2015, 03:51:01 PM
Excluding costumes from 00 to 05, I also have fitLittleMac.pac, motionetc and final.
The remaining files are from the Cap.,(fitdarkcaptain.pac, etc) but I renamed al the files to LittleMac

The moveset you're using is in beta, and isn't 100% complete. Are you sure those moves have been finished and aren't work in progress? I think your best bet would be to try the moveset over falcon regularly and see how it plays.


Title: Re: The Brawl Expansion Project
Post by: theniftytable on February 10, 2015, 04:55:34 PM
This has probably been answered millions of times, but does this work with Project M 3.5? Specifically the hackless version?


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on February 10, 2015, 08:30:06 PM
Not with Project M  3.5 it uses a different clone engine


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 12, 2015, 04:13:59 PM
This may be a relatively new issue to some, but it has me stumped, so I'm gonna need all the actual help I can get. When I start a match as Kirby, the game hard freezes when I attempt to move him with the Control Stick.
-There is no pf directory for Kirby; I left him alone, he has no models, no PSA, nothing. None of his config files have been added to my BrawlEx folder either.
-No other character causes the game to freeze when I attempt to control them.
-I have no way of getting a log from Dolphin to see what causes the crash, considering Dolphin is pretty slow on my computer.
-I don't believe any codes are conflicting with Kirby's functioning.
What could be the issue? Not being able to use Kirby is a bummer and puts a damper on my Ex build.

Is his modified .rel file in your module folder?

If it isn't there, then that might be the issue.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 12, 2015, 05:37:56 PM
If I have to add all of the files within the BrawlEx 2.0 folder onto my SD card, naturally the .rel file would go with it. So yes, of course the .rel is on my card.

Check all of your files again.


Title: Re: The Brawl Expansion Project
Post by: Cyprus on February 13, 2015, 07:10:38 PM
Hmmm I have a question. I'm hacking my friend's Wii (He can't do it himself) and I'm giving him my EXACT BrawlEx files would there be a way for us to play online since we have all the same files?


Title: Re: The Brawl Expansion Project
Post by: Mawootad on February 14, 2015, 09:21:03 AM
Using a wifi code and assuming you're not using anything that inherently causes desyncs (eg codes that read raw controller input during the game) then you should be able to play online.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 16, 2015, 06:08:16 PM
Hi all! This isn't 100% related, but it does have BrawlEx in mind.

I want to start experimenting with changing some of the sound effects in Brawl (I've never done it before). Just wondering where the best place to start with this is. I want to replace base character (eg. Mario, Meta Knight, etc) as well as BrawlEx once I become more proficient at everything.

So do I use the 'Sawndz' program, or the 'Super Sawndz' program, or something else entirely? Do I have to worry about the Replacement SoundBank Engine, and if so, does the code conflict with anything to do with BrawlEx?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 16, 2015, 07:43:17 PM
Hi all! This isn't 100% related, but it does have BrawlEx in mind.

I want to start experimenting with changing some of the sound effects in Brawl (I've never done it before). Just wondering where the best place to start with this is. I want to replace base character (eg. Mario, Meta Knight, etc) as well as BrawlEx once I become more proficient at everything.

So do I use the 'Sawndz' program, or the 'Super Sawndz' program, or something else entirely? Do I have to worry about the Replacement SoundBank Engine, and if so, does the code conflict with anything to do with BrawlEx?

The RSBE Code is uncompatible with BrawlEx, sorry.

Just kidding.

To make your BrawlEx character have SFX you'll need to change it's SFX IDs using PSA and/or BrawlBox.
People had told me that a Hex Editor also works, but I haven't found any tutorial about that.
Then use either BrawlBox or Super Sawndz to make your .sawnd files.

Oh, and obviously add the RSBE Code to the GCT.
For further information you can check any tutorial about PSA stuff.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 16, 2015, 08:21:40 PM
Thanks man!

So I'm completely new to replacing sound effects. Feel free to link me somewhere that's more appropriate but I can't find a main thread explaining it. They say the RSBE code is an 'addition' to the File Patch Code - does that mean I attach it to the end of the File Patch Code, or put it in as a seperate code (Eg The File Patch Code and Unrestricted Pause Camera code are separate codes)?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 16, 2015, 08:31:30 PM
Thanks man!

So I'm completely new to replacing sound effects. Feel free to link me somewhere that's more appropriate but I can't find a main thread explaining it. They say the RSBE code is an 'addition' to the File Patch Code - does that mean I attach it to the end of the File Patch Code, or put it in as a seperate code (Eg The File Patch Code and Unrestricted Pause Camera code are separate codes)?

No, you need to add it as a separate code for it to work.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 16, 2015, 08:52:18 PM
Too easy - about to test it out. Thanks a bunch!


Title: Re: The Brawl Expansion Project
Post by: Lawliet on February 18, 2015, 09:25:43 AM
Hopefully this works with Riivo. I can't use SD cards. D:

It does now. I figured it out here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955)

It's only for Brawl Minus 3.Q though, i think. Experiment with other BrawlEx packs with the xml.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 18, 2015, 06:27:52 PM
I asked this in the past, but completely forgot the answer and couldn't find it when I checked the last 10-15 pages or so.

Do either of these codes conflict with BrawlEx?
Phantom Wings Stage Expansion Code 2.0
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

EternalYoshi's Maxed Out CSS
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

If they do conflict, is there any way to get extra stages for BrawlEx without using the Alternate Stage Loader method (where there's two or more stages for the one base, a la Mushroomy Kingdom [eg If you select Final Destination, 1 of 3 possible stages is loaded])

Also, how do you make the stage load with music that you choose? i.e can I edit it so the stage loads a track or two of my choosing, like say a Subspace Emissary track or the Tournament Grid theme, etc. I can replace those tracks easy enough, but don't know how to make it so those tracks play on the extra inserted stages of my choosing


Title: Re: The Brawl Expansion Project
Post by: Lawliet on February 18, 2015, 06:41:36 PM
I think so, the maxed out CSS can conflict because there was this one code PhantomWings put: the Custom CSS code. That was probably meant for BrawlEx if you are using a clean start to adding characters on the roster.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 18, 2015, 06:52:18 PM
Sorry I don't think I'm reading it right.

I am starting fresh - I haven't added any new characters yet, only added icons for Sheik and Zero Suit Samus, as well as re-arranged the order of the CSS.

I'm working off the included tutorial from this download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17147 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17147)

Would I even need the CSS code, considering I'm editing the CSS via the cssroster.dat file? Could I just use the PhantomWings code and have it work?

Or is there a better method then the link I provided?


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on February 18, 2015, 07:07:26 PM
The code you post doesn't conflict with the CSS (Character Select Screen) code because that code is for the Stage Select Screen (SSS) and you don't need to use the CSS code if you're using the BrawlEx CSS Expansion.

And for editing the music you need to use this code:
Code:
Stage-Dependent Song Loader [Oshtoby]
28708ceb 000000SS
4A000000 90180F06
14000076 FF00YYYY
E0000000 80008000
Where SS is the ID of the stage and YYYY is the brstm ID

These are the ID of the expansion stage:
Code:
40 Custom01
41 Custom02
42 Custom03
43 Custom04
44 Custom05
45 Custom06
46 Custom07
47 Custom08
48 Custom09
49 Custom0A
4A Custom0B
4B Custom0C
4C Custom0D
4D Custom0E
4E Custom0F
4F Custom10
50 Custom11
51 Custom12
52 Custom13
53 Custom14
54 Custom15
55 Custom16
56 Custom17
57 Custom18
58 Custom19
59 Custom1A
5A Custom1B
5B Custom1C
5C Custom1D
5D Custom1E
5E Custom1F
5F Custom20
60 Custom21
61 Custom22
62 Custom23
63 Custom24
64 Custom25
And for the brstm ID use this text file to search for the ID: https://www.dropbox.com/s/wqnlocyg9i7pxxd/Music%20IDs.txt?dl=0 (https://www.dropbox.com/s/wqnlocyg9i7pxxd/Music%20IDs.txt?dl=0)


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 18, 2015, 07:23:32 PM
Sweet! Thanks a bunch!

So can I only have one track for each stage? Or can I put the code in more then once

Eg. Could I do this:
28708ceb 00000040
4A000000 90180F06
14000076 FF0027F0
E0000000 80008000

28708ceb 00000040
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000

I feel like if I tried this it would only load one song, as I wouldn't be able to adjust the appearance rate in the 'My Music' menu, so it would only ever load the first song. I could be completely wrong though.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on February 18, 2015, 07:25:00 PM
You need to have one code per stage and you can only have one song per stage.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 18, 2015, 07:31:46 PM
That's fine - just wanted to check. Thank you so much!!


Title: Re: The Brawl Expansion Project
Post by: Lawliet on February 19, 2015, 07:15:06 AM
Sorry I don't think I'm reading it right.

I am starting fresh - I haven't added any new characters yet, only added icons for Sheik and Zero Suit Samus, as well as re-arranged the order of the CSS.

I'm working off the included tutorial from this download:
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17147[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17147[/url])

Would I even need the CSS code, considering I'm editing the CSS via the cssroster.dat file? Could I just use the PhantomWings code and have it work?

Or is there a better method then the link I provided?


I was only trying to help. I don't know much about this CSS code stuff and conflicts, but I tried to answer with my own knowledge about BrawlEx.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on February 19, 2015, 10:17:20 PM
I was only trying to help. I don't know much about this CSS code stuff and conflicts, but I tried to answer with my own knowledge about BrawlEx.

Thank you. I appreciate any effort from anyone who tries to help me out. I just figured this would be the place to ask regarding possible conflicts - there's nothing worse then getting all the files done correctly and making your own textures and stuff, and then finding out that it won't work due to a conflict.

On my 14th extra stage, and everything's working fine thus far :kdance:


Title: Re: The Brawl Expansion Project
Post by: People42 on February 21, 2015, 05:44:26 AM
Is possible to clone Zelda and Sheik? I really want to add Chun-Li and Juri in my pack, but the best movesets that I finded are over Zelda and Sheik.

Links:
Chun-Li: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31543 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31543)
Juri: forums.kc-mm.com/Gallery/BrawlView.php?Number=31982


Title: Re: The Brawl Expansion Project
Post by: GameAndWatcher on February 21, 2015, 09:32:13 AM
Is possible to clone Zelda and Sheik?
Yes, the .REL comes with v2 of the Clone Engine.


Title: Re: The Brawl Expansion Project
Post by: Thomasco2013 on February 21, 2015, 10:52:04 AM
Is there going to be a updated version of the clone tool by sammi?


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on February 21, 2015, 11:22:03 AM
will brawlex be able to clone more than fighters? like remove file size on battle portraits, adding sounds without replacing existing ones, or clone items? the last one I want to know because I have a fighter that shoots gooey bombs but the texture is replaced.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on February 21, 2015, 12:00:33 PM
will brawlex be able to clone more than fighters?
At the moment, no. But I'm sure PhantomWings will come up with something great.

like remove file size on battle portraits
I do recall PhantomWings working on that.

adding sounds without replacing existing ones
I've asked about that before. PhantomWings said that it would either be SFX or stages that he would consider working on.

or clone items
No one has looked into that yet.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on February 21, 2015, 12:07:50 PM
will brawlex be able to clone more than fighters? like remove file size on battle portraits, adding sounds without replacing existing ones, or clone items? the last one I want to know because I have a fighter that shoots gooey bombs but the texture is replaced.

If you mean battle portraits as the portraits in the CSS, then Phantom has indeed been working on it. He also did release a beta on it. If you have the BrawlEx folder in your PF folder, and the code on (obviously), then you can make a new folder in the BrawlEx folder for portraits. If this isn't what you meant, I sorry.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 21, 2015, 01:08:24 PM
adding sounds without replacing existing ones...

I completely support this.
Hopefully Phantom Wings updates BrawlEx with this.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on February 21, 2015, 07:06:24 PM
KingJigglypuff more or less summed things up. The only thing I might add is that I think Sammi-Husky was doing a little bit of investigation into adding items into the game. I think he was waiting for me to get back to him on something before he could continue. I don't remember exactly what it was, so be sure to send me a reminder if you see this.

Anyways, I haven't had a chance to do very much for BrawlEx since the new year. These days, I usually don't have time to get anything done except during holidays - and even then, there's a chance that I won't be able to. Lately, it seems Brawl's hacking scene has reached a pretty good settling point. As much as I'd like to see some of the larger plans realized, it may be a while until you see anything new from me.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on February 21, 2015, 09:03:05 PM
While that is a shame to hear, I can't help but also thank you for everything you've already done. Expanding the roster has been a dream of ours for ages and you allowed us to do that. Whatever happens, happens.


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on February 22, 2015, 08:08:50 AM
sorry pw. I did not mean to sound like a bother. I was merely curious if those features would be possible. you are amazing for simply giving us the clone engine period. so major thanks from me and the entire brawl community


Title: Re: The Brawl Expansion Project
Post by: GaryCXJk on February 22, 2015, 05:02:22 PM
Sweet! Thanks a bunch!

So can I only have one track for each stage? Or can I put the code in more then once

Eg. Could I do this:
28708ceb 00000040
4A000000 90180F06
14000076 FF0027F0
E0000000 80008000

28708ceb 00000040
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000

I feel like if I tried this it would only load one song, as I wouldn't be able to adjust the appearance rate in the 'My Music' menu, so it would only ever load the first song. I could be completely wrong though.


Contrary to what's been said, yes, it is possible to have an entire tracklist for your custom stage. There are some restrictions, but other than that, it works. You need to use the Tracklist Modifier Code (http://smashboards.com/threads/stage-roster-expansion-complete.290659/) for that. To explain, let's take the code and disect the important parts.

Code:
[This part just sets up a different reading location for the tracklist]
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE

[This line defines how many bytes are written for the tracklist]
161A47E8 000000LL

LL is the amount of bytes (the amount of lines multiplied by eight, minus the amount of 00 at the end that aren't used, in hexadecimal)

For example, if there are eight lines of data, then the amount of bytes written is 8 * 8 = 64 bytes, which is 40 in hexadecimal.

[This is the tracklist data that's being written]
00000102 03040607
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
X1X2X3X4 X5X6X7X8
-------- --------

In this case, we're going to add one stage, and give it the tracklist of Temple. So, we'll delete the last two lines (the X1X2... and --- line) and replace it with:

20000000 00000000

This would make the tracklist be nine lines high, which means 8 * 9 = 72 bytes. However, since we padded it at the end with 00 and aren't going to use Battlefield for these non-existent stages, we can simply substract seven from the amount of bytes, making it 65 bytes, or 41, thus LL becomes 41.

[The end of the code]
E0000000 80008000

[Full code]
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 00000041
00000102 03040607
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
20000000 00000000
E0000000 80008000


Next, we'll need to set the song to be replaced per song. Let's say we took the tracklist of the example, Temple, which has two songs, Great Temple / Temple (2735) and Temple (Melee) (2816). What we now want to do is replace each song with a different one, let's say, 286C and 286D, which I assume are IDs that aren't used, and can be used with the Custom Sound Engine.

Anyway, let's pick the original code, and make some changes:

Code:
[This checks if it's on a certain stage]
28708ceb 00000040

[If that's the case, let's go to a certain location for the music]
4A000000 90180F06

What we're going to do now is make a conditional check for each song. If it's a certain song ID, replace it with another.

38000078 00002735
16000078 0000286C
E2000000 00000000


38000078 00002816
16000078 0000286D
E2000000 00000000

[Ends the code]
E0000000 80008000

[Full code]
4A000000 90180F06
38000078 00002735
16000078 0000286C
E2000000 00000000
38000078 00002816
16000078 0000286D
E2000000 00000000
E0000000 80008000

By the way, a more elegant code would be this:

Code:
[Full code]
4A000000 90180F06
38000078 00002735
16000078 0000286C
38000079 00002816
16000078 0000286D
E2000000 00000000
E0000000 80008000

Here we can see we skipped the E2000000 00000000. This part basically is an endif part, it ends a conditional branch. We then added one to the 78 of the following line. This basically is an elseif, meaning, it closes the previoius conditional branch and adds a new one.

So yeah, that's how you can make an entire tracklist with new songs. The only downside is that the tracklist will be tied to the original stage that holds said tracklist, meaning all My Music settings will apply on other stages using this tracklist.


Title: Re: The Brawl Expansion Project
Post by: Cyprus on February 22, 2015, 06:28:35 PM
Is there an updated clone tool or any way supporting the v2 models so I can clone Toon Link or no?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 22, 2015, 06:44:14 PM
Is there an updated clone tool or any way supporting the v2 models so I can clone Toon Link or no?

You don't need a tool to make your clones.

You can do it manually.


Title: Re: The Brawl Expansion Project
Post by: Cyprus on February 22, 2015, 06:50:35 PM
You can? Huh never knew. So I can just follow a random clone tutorial or that won't work?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 22, 2015, 07:03:45 PM
You can? Huh never knew. So I can just follow a random clone tutorial or that won't work?

Yes, of course.

But if you use the CSSRoster.dat file, you don't need the Custom CSS Code.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on February 22, 2015, 07:04:44 PM
Well that's a shame to hear but you did accomplish the unthinkable with this, PW. I'll still be hoping someday for BrawlEx to encompass stages as well, but for now I think the earlier mentioned methods for doubling the current SSS is more than enough.
Still best of luck with whatever it is you do in life outside of the brawl scene, and thanks so much for making the clone engine a reality!


Title: Re: The Brawl Expansion Project
Post by: Cyprus on February 22, 2015, 08:26:30 PM
Yes, of course.

But if you use the CSSRoster.dat file, you don't need the Custom CSS Code.
Oh really? Thanks bro!


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 24, 2015, 08:02:53 PM
Hey, I'm new to hacking and wanted to add some characters to Project M using the Clone Engine for my brothers. I've read the tutorial and have seen some videos on YouTube, but when loading the game nothing changes and the game crashes on the CSS. Is there any way to do this or is there a special and/or difficult way to do this.


Title: Re: The Brawl Expansion Project
Post by: Afterthought on February 24, 2015, 08:57:55 PM
Hey, I'm new to hacking and wanted to add some characters to Project M using the Clone Engine for my brothers. I've read the tutorial and have seen some videos on YouTube, but when loading the game nothing changes and the game crashes on the CSS. Is there any way to do this or is there a special and/or difficult way to do this.

Second one. Projects like Project M Unbound or Project M DIY have incorporated Ex into P:M, perhaps looking into those will give you an idea.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 24, 2015, 10:07:12 PM
Second one. Projects like Project M Unbound or Project M DIY have incorporated Ex into P:M, perhaps looking into those will give you an idea.

Its not so much that I don't know who to add but, its that when i try it doesn't work at all. So if I read what you said correctly if I(for example) download D.I.Y. I can add characters to it and it will be the same as playing PM?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 24, 2015, 11:47:27 PM
Its not so much that I don't know who to add but, its that when i try it doesn't work at all. So if I read what you said correctly if I(for example) download D.I.Y. I can add characters to it and it will be the same as playing PM?
Yes. I believe that DIY and Unbound only have working versions available for v3.02. They will work for what you need for now. I know the DIY team is in the process of decoding PMv3.5 right now.
Note that each of these are not actually PM itself. You can't use BrawlEx with the original files from Project M. These are just BrawlEx packs that are made to function like PM. It more than likely won't be as smooth as vanilla PM, but for the casual gamer you won't be able to tell the difference. (Unless your like me and play competitively :P then you notice)


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 25, 2015, 10:14:35 AM
Yes. I believe that DIY and Unbound only have working versions available for v3.02. They will work for what you need for now. I know the DIY team is in the process of decoding PMv3.5 right now.
Note that each of these are not actually PM itself. You can't use BrawlEx with the original files from Project M. These are just BrawlEx packs that are made to function like PM. It more than likely won't be as smooth as vanilla PM, but for the casual gamer you won't be able to tell the difference. (Unless your like me and play competitively :P then you notice)

Ok I tried adding a Black Knight PSA to D.I.Y. but when I tested it his CSS was in random places on the CSS and the game froze seconds after loading it.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 25, 2015, 01:22:15 PM
Ok I tried adding a Black Knight PSA to D.I.Y. but when I tested it his CSS was in random places on the CSS and the game froze seconds after loading it.
CSS in random places?... So like the image was over multiple characters, or did it just appear more than one time? If you just add a single clone it should just add it to the end of the roster after random... Are you using a tool to add the clone, or are you doing it by hand?

In that situation I personally, because you only are working with 1 clone, would just start the process over again. Get a fresh download of DIY and first test to see if that works. If that works then just add the clone, but don't worry about any of it's images. So instead of looking like the Black Knight on the CSS it would just look like another Ganondorf clone. Test to see if all the clone files work. If that works, then worry about changing all the images.

That is what I do to save me the trouble of bug fixing later. Trust me. I've learned the hard way. Don't try and add 20+ clones at a time and expect it to work... I tried that once. Spent hours getting it all ready, only for it to crash at the CSS. Check it one step at a time so that you don't have to worry trying to find that 1 thing out of 1000 different variables that causes it to crash! :P


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 25, 2015, 01:56:23 PM
CSS in random places?... So like the image was over multiple characters, or did it just appear more than one time? If you just add a single clone it should just add it to the end of the roster after random... Are you using a tool to add the clone, or are you doing it by hand?

In that situation I personally, because you only are working with 1 clone, would just start the process over again. Get a fresh download of DIY and first test to see if that works. If that works then just add the clone, but don't worry about any of it's images. So instead of looking like the Black Knight on the CSS it would just look like another Ganondorf clone. Test to see if all the clone files work. If that works, then worry about changing all the images.

That is what I do to save me the trouble of bug fixing later. Trust me. I've learned the hard way. Don't try and add 20+ clones at a time and expect it to work... I tried that once. Spent hours getting it all ready, only for it to crash at the CSS. Check it one step at a time so that you don't have to worry trying to find that 1 thing out of 1000 different variables that causes it to crash! :P

Ok I started over with a new completely new download of D.I.Y. and for some reason when using the Brawl Configure Unity tool to change the character select screen theres already an extra character configured(the ID I believe is 41). I checked the module and I found "sora_menu_" files in there, could that be causing the problem. Believe it or not I actually have 9 siblings and they picked out 7-8 diffrent characters to use. I  wanted to add them all one at a time, but I cant get one of them to work.

Since there was already a Slot configured I thought I could add him using the extra slot already there without adding the images for the CSS, but it still froze on the character select screen. I'm using the tools from the first page and using a tutorial I found on YouTube as a step by step to add the character. I also wanted to know if it could be the PSA I'm using thats causing the game to freeze.


Title: Re: The Brawl Expansion Project
Post by: Lawliet on February 25, 2015, 03:15:13 PM
Thank you. I appreciate any effort from anyone who tries to help me out. I just figured this would be the place to ask regarding possible conflicts - there's nothing worse then getting all the files done correctly and making your own textures and stuff, and then finding out that it won't work due to a conflict.

On my 14th extra stage, and everything's working fine thus far :kdance:
No worries, I have this kind of problem too. Man, you have so much questions about this BrawlEx.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 25, 2015, 09:04:09 PM
Ok I started over with a new completely new download of D.I.Y. and for some reason when using the Brawl Configure Unity tool to change the character select screen theres already an extra character configured(the ID I believe is 41). I checked the module and I found "sora_menu_" files in there, could that be causing the problem. Believe it or not I actually have 9 siblings and they picked out 7-8 diffrent characters to use. I  wanted to add them all one at a time, but I cant get one of them to work.

Since there was already a Slot configured I thought I could add him using the extra slot already there without adding the images for the CSS, but it still froze on the character select screen. I'm using the tools from the first page and using a tutorial I found on YouTube as a step by step to add the character. I also wanted to know if it could be the PSA I'm using thats causing the game to freeze.

The PSA shouldn't make it freeze at the CSS... The "sora_menu_" files should be there...
I just downloaded DIY myself to check the files. You are making sure to create a new clone with ID 41, yes? 3F and 40 are for Roy and Mewtwo who are already set up.

Ah! I think I know. I'm going through the process myself using the tool. Module. Are you making sure to add the ft_ganonBX file into the module folder? If you don't add and edit that, then it won't work. The tool doesn't seem to add that file automatically. So you will have to edit and add the module yourself.

Here's a mini tutorial for you that I just threw together. (This does not cover images, it only adds a clone.)

1. This is what the tool should look like when you open up the folder.
(http://i.imgur.com/JCCgvNW.png) (http://i.imgur.com/JCCgvNW.png)

2. Add a clone, and you will see that it added the necissary files to the BrawlEx directory. It also added the slot in the CSSRoster.dat
(http://i.imgur.com/xyeAr1H.png) (http://i.imgur.com/xyeAr1H.png)
(http://i.imgur.com/LqvryC8.png) (http://i.imgur.com/LqvryC8.png)

3. Change the name of the clone to the desired name. In this case I changed it to BlackKnight.
Then make a new folder /pf/fighter/blackknight/ Inside of that put the required files. Rename them to fitBlackKnight... I screwed up and forgot to capitalize the 'K' in the picture. The name should stay the same for all files.
(http://i.imgur.com/QmE375r.png) (http://i.imgur.com/QmE375r.png)

4. Edit the module. You will need to copy the ft_ganonBX file into the module folder, and rename it to ft_blackknight. Then open it in module editor and change the 14 to 41 in section8. This is changing it from Ganon's ID to the new clones ID.
(http://i.imgur.com/ZxywVRj.png) (http://i.imgur.com/ZxywVRj.png)
You should now have a working clone.

Please note that I haven't tested this, so it is all theoretical. :P

Post Merge: February 25, 2015, 10:09:06 PM
Alright. I went ahead and made a mini tutorial on the images too. That way there is no confusion. Yet again. Not tested. I will test it later and edit something if it doesn't work for some reason. (It should work ;))
1. Open common5.pac. (Note that DIY uses common5 instead of sc_selcharacter_en. Normally you would use that.)
Go to sc_selcharacter_en > char_bust_text_lz77 and create a new BRResource Pack. This will be where you put the clone portraits.
(http://i.imgur.com/2jqW6Cj.png) (http://i.imgur.com/2jqW6Cj.png)

2. Change the FileIndex of the new MiscData[] from 0 to 110.  Why 110? I know there is a reason, but I can't quite think of it from the top of my head... something about not interfering with other files or something. For all consecutive clones you would just add 1. So 110, 111, 112, etc...
(http://i.imgur.com/PyDggEE.png) (http://i.imgur.com/PyDggEE.png)

3. Add the CSP portraits for you character. Compress them to CMPR instead of C18. Be sure to name them MenSelchrFaceB.###1, MenSelchrFaceB.###2, MenSelchrFaceB.###3, etc... Replace the ### with the same FileIndex number as the MiscData. So MenSelchrFaceB.1101. (This 110 number is important. Remember it!)
(http://i.imgur.com/aqHrOPa.png) (http://i.imgur.com/aqHrOPa.png)

4. Now go to sc_selcharacter_en > MiscData[70]. Add your two new textures for the CSS name and icon. Be sure to name them MenSelchrChrFace.0### and MenSelchrChrNmS.0###.
(http://i.imgur.com/6dde6zN.png) (http://i.imgur.com/6dde6zN.png)
(http://i.imgur.com/iN67bjy.png) (http://i.imgur.com/iN67bjy.png)

5. Now go to sc_selcharacter_en > MiscData[30] and add your CSP Name file. Be sure to name it MenSelchrChrNm.###1.
(http://i.imgur.com/EvS1OqD.png) (http://i.imgur.com/EvS1OqD.png)

5.5. Now to make the names and icon appear on screen you must follow these steps:

sc_selcharacter.pac\MiscData[30]\AnmTexPat(NW4R)\nSelchrCname4_TopN__0\
  Card010\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
  Card011\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
  (FrameCount = 1111)aka(+10)

sc_selcharacter.pac\MiscData[30]\AnmTexPat(NW4R)\MenSelchrFaceA_TopN__0\
  Face02\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrFace.110)
  Face06\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNmS.110)
  (FrameCount = 1111)aka(+10)
  (export MenSelchrFaceA_TopN__0 and replace MenSelchrFaceB_TopN__0 through MenSelchrFaceI_TopN__0)

Follow the directory paths given and add new entries at the end where they tell you. Also be sure to name the properly.

6. IMPORTANT! Without this step nothing you have done will matter. Find the Cosmetic##.dat config file for your clone. In this case Cosmetic41 and open it in a hex editor. The editor I use is called HxD. Also pull out your calculator and change it's setting to programmer. If you put 110 into the calculator and convert it to Hex you get 6E. Use the calculator to convert any future numbers like; 112 = 70 or 124 = 7C.
Now in the hex editor change 1st value in the second row to that new hex number. This will change it from searching for Ganon's files to all files associated with 110. Save that file!
(http://i.imgur.com/eSvxv9h.png) (http://i.imgur.com/eSvxv9h.png)

7. Add BPs. Get some InfFace.pac files and rename them to InfFace1101 and so forth. Inside of them replace the textures with the desired BPs and save.
(http://i.imgur.com/bm4J5VG.png) (http://i.imgur.com/bm4J5VG.png)


8. Now add the MenSelchrFaceB###0 file. It is the same basic process as the BPs, but instead of seperate files they are all in one. Replace what you need. These ones line up with the CSPs in char_bust_text_lz77. Be sure to rename them so that they have your clone ID of 110. So MenSelchrFaceB.1101, MenSelchrFaceB.1102, ect...
(http://i.imgur.com/JZPfo99.png) (http://i.imgur.com/JZPfo99.png)


For me, getting the BPs, CSPs, and costumes to all line up is a pain. I know that certain ones go together, but I usually just trial and error fix it after I have everything there. Just some image replacing. Nothing too strenuous.

I hope this helps. I'm going to try it out now. I'll make revisions to this tut if necessary after.

Post Merge: February 26, 2015, 12:13:57 AM
The cloning part worked... But the cosmetics didn't. My tutorial is a little off. I think I did something wrong in step 6. Changing the 14 to 6E didn't seem to do anything. Can anyone help me out on this? I can't seem to remember. :P Which config, and what value is changed?

Post Merge: February 26, 2015, 10:44:24 AM
Alright! So I wrote/edited the tutorial a little bit. Only for this to be the result!
(http://i.imgur.com/4GXpUQf.jpg) (http://i.imgur.com/4GXpUQf.jpg)
CSPs adn BPs work, but the icon and names all say Random.
The game also crashes after battle when going to the results screen. This has happened to me in the past and I'm not sure why.
If anyone else can see where I've gone wrong, please inform me. This is rather annoying... I think I had this same issue like 2 months ago, and no one addressed it then either. Help would be appreciated.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 26, 2015, 11:52:22 AM
Alright I followed your instructions on adding the clone to see if it worked, and didn't have any problems on the CSS. Now when I go to the SSS and select a stage  it looks like its loading but it never actually loads.

Other than that, It looks like the clone worked. I didn't realized that it automatically created a slot on the CSS and that was probably what the problem was.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 26, 2015, 01:08:33 PM
Alright I followed your instructions on adding the clone to see if it worked, and didn't have any problems on the CSS. Now when I go to the SSS and select a stage  it looks like its loading but it never actually loads.

Other than that, It looks like the clone worked. I didn't realized that it automatically created a slot on the CSS and that was probably what the problem was.
So wait... you followed my instructions and it worked... but I followed my instructions and it didn't work... WTF?! Like all your images and names showed up properly on the CSS? Interesting...

As far as your crash after SSS. That means you are missing files in the fighter folder, or files are not named properly. The game is trying to load something that it can't find, so it just sits there. If you have all the correct files and names, and it still doesn't work, double check to make sure you have the module how it should be.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 26, 2015, 01:40:20 PM
So wait... you followed my instructions and it worked... but I followed my instructions and it didn't work... WTF?! Like all your images and names showed up properly on the CSS? Interesting...

As far as your crash after SSS. That means you are missing files in the fighter folder, or files are not named properly. The game is trying to load something that it can't find, so it just sits there. If you have all the correct files and names, and it still doesn't work, double check to make sure you have the module how it should be.

Ok so in your instructions you said to create a new fighter folder, but instead I just placed the "blackkinght" folder into the "fighter" folder already there. The module file is in the right place, but I'm still not sure why its not working.

I haven't added Black Knights CSS Images to the CSS yet, just wanted to see if the clone itself would work.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 26, 2015, 01:59:08 PM
OHHHHH!! Ok. Yeah so not concerning the images... You haven't gotten there yet... K. That's the part I'm not figuring out right now.
Here is what the fighter folder should look like, with all of the required files.
(http://i.imgur.com/G9l8wqn.png) (http://i.imgur.com/G9l8wqn.png)
Don't forget the Dark and Spy files. I know some people don't use them, but I prefer to have everything there. :P

I'm still looking into the results screen crash issue that I am having. Also the reasoning for random names on the CSS.

Post Merge: February 26, 2015, 02:15:14 PM
Fixed my freeze at results screen. You need to make sure to renumber the files in MenSelchrFaceB1100. I updated the tutorial to include this info.

Now I just need to figure out why it shows up as random on the CSS...


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 26, 2015, 03:54:55 PM
Ok I figured out that I placed the entire Black Knight folder(as well the CPS folder) to the fighter folder and that could be why ot wasn't working. I also realized that there where spaces in between "Black" and "Knight" in the "blackknight" folder. After fixing this it still frezes after selecting a stage.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on February 26, 2015, 03:57:10 PM
Ok I figured out that I placed the entire Black Knight folder(as well the CPS folder) to the fighter folder and that could be why ot wasn't working. I also realized that there where spaces in between "Black" and "Knight" in the "blackknight" folder. After fixing this it still frezes after selecting a stage.

Is your module file well modified and placed?

The module is often the main problem.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 26, 2015, 04:11:40 PM
Is your module file well modified and placed?

The module is often the main problem.

What do you mean by "well modified"?

I changed the Clone ID to 41 if that's what you mean.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 26, 2015, 04:53:09 PM
Alright. I got everything mostly working. The only thing not working now is the BPs for some odd reason... They only seem to load the single first BP for all of the clones costumes. How I fixed my random name issues? I referred to this thread. (http://forums.kc-mm.com/index.php?topic=68266.0)
I have also updated that little tut with the info I used to fix it. I needed to go into the MiscData[30]/AnmTexPat(NW4R/ area and add things there.  :P


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 27, 2015, 07:41:31 AM
Do you have any idea why the clone still isn't working?


EDIT: Nevermind, I fixed it. But how do I get the PSA to work?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 27, 2015, 08:29:44 AM
Do you have any idea why the clone still isn't working?

Nevermind, I fixed it. But how do I get the PSA to work?
Well... I know I personally used this PSA (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36062) for my black knight, but any should work really...

What about it isn't working? Does it still crash after SSS, or does something weird happen during battle?


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 27, 2015, 09:42:29 AM
Well... I know I personally used this PSA ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36062[/url]) for my black knight, but any should work really...

What about it isn't working? Does it still crash after SSS, or does something weird happen during battle?


Actually everything worked up until I go into the match, for some reason Black Knights attack are the same as Ganon's. Also when I try to change his colour and enter a match I end up as a Ganon recolour instead of Black Knight.

My PSA didn't come with a "FitMotionEtc" file, is this why his moveset isn't changed?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 27, 2015, 10:02:19 AM
Actually everything worked up until I go into the match, for some reason Black Knights attack are the same as Ganon's. Also when I try to change his colour and enter a match I end up as a Ganon recolour instead of Black Knight.

My PSA didn't come with a "FitMotionEtc" file, is this why his moveset isn't changed?
Alright. So for your color issue you probably don't have all the color slots filled in. Here (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=knight+&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Ganon) are some recolors of the black knight that you would need to add to the fighter folder.

I know the PSA that I use requires you to use his down-taunt to pull out his sword.

The FitMotionEtc file is needed in order for him to have new animations. He may still have the new PSA hitboxes and such because of the FitGanon file, but because the animation file ins't there he doesn't look like he is doing anything.

On the vault, it seems that the Black Knight hacks that are labeled PSA don't actually come with the full PSA. Idk why that is, but either way you should make sure to have the FitGanon.pac and FitGanonMotionEtc.pac to ensure that you do have a different PSA. :P


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 27, 2015, 11:48:13 AM
Alright. So for your color issue you probably don't have all the color slots filled in. Here ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=All&Reported=All&Wifi=0&Featured=All&Name=knight+&ByUser=&Credit=&Info=&AudioSource=&MainType=Character&SubtypeSearch=and&Target=Ganon[/url]) are some recolors of the black knight that you would need to add to the fighter folder.

I know the PSA that I use requires you to use his down-taunt to pull out his sword.

The FitMotionEtc file is needed in order for him to have new animations. He may still have the new PSA hitboxes and such because of the FitGanon file, but because the animation file ins't there he doesn't look like he is doing anything.

On the vault, it seems that the Black Knight hacks that are labeled PSA don't actually come with the full PSA. Idk why that is, but either way you should make sure to have the FitGanon.pac and FitGanonMotionEtc.pac to ensure that you do have a different PSA. :P


Ok I downloaded the Sword Ganon you have and added the files to Black Knights fighter file. I do have a question though; the "FitGanonMotionEtc" files have "Darknut Sword" and "TP Sword" in the file name, should I remove them from the fie name?

Also, Thanks for the recolours, how do I add them? I got the "Black Knight Recolours (PoR)" one.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 27, 2015, 01:16:25 PM
I personally like what the TP sword looks like. Either one works. You can open the files in BrawlBox and view their models if you really want to figure out which one you want.

You would rename those files as "fitBlackKnightMotionEtc".  You would also rename the recolors to fitBlackKnight00, fitBlackKnight01, fitBlackKnight02, etc...

You would then place those files into the fighter/blackknight folder.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 27, 2015, 05:36:54 PM
Ok
I personally like what the TP sword looks like. Either one works. You can open the files in BrawlBox and view their models if you really want to figure out which one you want.

You would rename those files as "fitBlackKnightMotionEtc".  You would also rename the recolors to fitBlackKnight00, fitBlackKnight01, fitBlackKnight02, etc...

You would then place those files into the fighter/blackknight folder.

OK I got the clone to work, did you figure out the issue with the CSS portraits?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on February 27, 2015, 06:54:21 PM
Edited cause I basically ended up fixing it myself but it might be useful to note:

So I've just recently updated to BrawlEx 2.0 stable and I'm having trouble with kirby. I keep getting silent crashes when loading stages, so apparently I'm missing files. I updated everyone's config files to version 2 by resaving them and I'm in the process of checking each character now.

It seems that Luigi and Yoshi both needed to have their version 2 config files remade from scratch to be kirby compatible while everyone else could just have their v1 config files resaved with the newest BrawlEx Configuration tool to be updated. Not sure if there's an issue with updating their v1's to v2 or what but regardless I ended up solving my own problem so you can disregard this unless you've got a similar kirby issue. I'll update this post if more character seem to have the same issue but I'm going through the roster and all seems fine now.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on February 27, 2015, 08:48:08 PM
Does brawlex support all star SSE and classic yet?


Title: Re: The Brawl Expansion Project
Post by: Cyprus on February 27, 2015, 09:32:57 PM
So I come back again with online help so when I create a room it gives me the screech of death is there something wrong with online BrawlEx or am I just being stupid?
Also I wanna edit the GCT that came with Nebulon's pack but I can't seem to just add the simple online code into it so I can play online with his pack so I'm just using another GCT I made (Which is just a replacement until I make the new one) so if someone can help me with that also I will pay you my respect for that please.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on February 27, 2015, 11:48:04 PM
Does brawlex support all star SSE and classic yet?

I know it supports classic for sure, last I tried All-star crashed when trying to do co-op but I think it works fine in single player now. Pretty sure SSE is still broken though.


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 28, 2015, 02:30:52 AM
Ok
OK I got the clone to work, did you figure out the issue with the CSS portraits?
Check out step 6 in this. (http://forums.kc-mm.com/index.php?topic=73298.msg1328127#msg1328127) That should solve the portrait issue.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 28, 2015, 10:05:26 AM
Ok for some reason after adding clones the game is freezing alot more often then it used to. Is there a way to fix this.

Also, is there a way to add sound files?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on February 28, 2015, 04:04:42 PM
Ok for some reason after adding clones the game is freezing alot more often then it used to. Is there a way to fix this.

Also, is there a way to add sound files?
Sound?... I know there is a way, but I have never messed with it. Search the tutorial threads for help there.

Where is the game freezing with clones? Is it consistent, or does it appear to happen randomly during matches? How many clones have you added, and what PSA are giving you troubles? I know some PSA don't like PM physics; such as the Goku. I believe that one freezes when trying to air dodge... I think... don't quote me on that one... :P


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on February 28, 2015, 10:25:04 PM
Sound?... I know there is a way, but I have never messed with it. Search the tutorial threads for help there.

Where is the game freezing with clones? Is it consistent, or does it appear to happen randomly during matches? How many clones have you added, and what PSA are giving you troubles? I know some PSA don't like PM physics; such as the Goku. I believe that one freezes when trying to air dodge... I think... don't quote me on that one... :P

Edit: I've erased my previous post because I found out what/who was causing it to freeze. I added a Sora PSA and everytime we go into a match with him the game freezes when the match first loads.


Title: Re: The Brawl Expansion Project
Post by: Ssisk on March 01, 2015, 12:09:16 PM
Hey Im having a problem with the CSS where I can't have more than 50 icons/slots on the screen. Dose any one have a fix or a solution for me?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on March 01, 2015, 02:03:25 PM
Hey Im having a problem with the CSS where I can't have more than 50 icons/slots on the screen. Dose any one have a fix or a solution for me?
ur cssroster.dat is probably not configured to have ,ore than 50 characters.
u can configure it by the tools provided by phantom wings or by a hex editor.
i cant recall exactly what 2 numbers are configured in the cssroster.dat via hex atm though


Title: Re: The Brawl Expansion Project
Post by: RedipsTheCooler on March 01, 2015, 05:52:30 PM
Is it possible to clone a solo shiek?


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on March 01, 2015, 08:33:33 PM
OK, I added a Darkrai clone to my game but some of his animations are way to big. Is there a way to change there size?

Edit: I'm having a hard time understanding exactly what to do on step3 of PCMB CSP tutorial, could you help me out a little bit?


Title: Re: The Brawl Expansion Project
Post by: AutumnVen on March 01, 2015, 09:48:54 PM
OK, I added a Darkrai clone to my game but some of his animations are way to big. Is there a way to change there size?

Edit: I'm having a hard time understanding exactly what to do on step3 of PCMB CSP tutorial, could you help me out a little bit?
I PMed you. :P


Is it possible to clone a solo shiek?
I'm not 100% sure. If you can, then it would be using the BX CSS Expansion v1.0.2.2 download in the OP. ;)


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on March 02, 2015, 08:04:02 PM
Hey Im having a problem with the CSS where I can't have more than 50 icons/slots on the screen. Dose any one have a fix or a solution for me?

If you're using the BrawlEx CSS Expansion, and you're still stuck at 50, then you probably don't have the BrawlExCSS's sc_selcharacter.pac file in your patching directory. Without it, your CSS will only go up to 50.

Is it possible to clone a solo shiek?

Currently, no. Sheik is dependent on Zelda for the Final Smash resources that are stored in FitZelda.pac. That being said, there's nothing stopping you from creating a character slot that selects Sheik by default and then just removing the ability to transform into Zelda.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on March 02, 2015, 08:23:08 PM
I've been wondering...Has CSS Expansion v2 been looked into a bit more in an attempt to fix its issues?


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on March 02, 2015, 08:51:14 PM
I've been wondering...Has CSS Expansion v2 been looked into a bit more in an attempt to fix its issues?

Not much since last update. It's one of the things I'd want to do next though. I really hate having to downres the CSS portraits. The issue is caused by a combination of two things: the first being that everytime you hover over an icon, it reloads both the previous portrait and the new portrait twice for some reason; and the second being that the more files you have in a single directory on an SD card, the longer it takes to load a file from that directory.

Of course, the main issue is memory constraints. There simply isn't enough resource memory in the Wii available to store so many unique portraits at such a high resolution all at once. It may be possible to make due with just using the SD card for storage using buffered loading if it proves to be impossible to get those load times down, but otherwise, the only other option is to make due with what we already have.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 02, 2015, 09:32:22 PM
Currently, no. Sheik is dependent on Zelda for the Final Smash resources that are stored in FitZelda.pac. That being said, there's nothing stopping you from creating a character slot that selects Sheik by default and then just removing the ability to transform into Zelda.

Out of curiosity, how do you do this?  Would that involve getting rid of the ability to use Sheik normally?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 02, 2015, 10:01:52 PM
Sorry if I ask this, but are there any possibilities to have cloned SFX?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on March 03, 2015, 07:12:03 AM
Sorry if I ask this, but are there any possibilities to have cloned SFX?

I've asked about that before. PhantomWings said that it would either be SFX or stages that he would consider working on.
Though how likely do you think custom soundbanks and/or ef_char entries would be for a future update?
It's a toss up between this, the fixes to the BX CSS Expansion, and the development of the new BX Stage Roster Expansion. So around 33%?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 03, 2015, 02:30:12 PM


Thanks for using the famous quotes.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on March 03, 2015, 06:38:40 PM
Okay, I have a problem. So, I added Villager into my mod, hoping to have my 49th slot on my mod, but, was shocked to see only 48. One of my slots is now missing, and I have been using the original code all this time, and I don't know what to do!


Title: Re: The Brawl Expansion Project
Post by: Nebulon on March 03, 2015, 07:29:18 PM
Hey all :) Quick question, hopefully someone knows. Is it known why Olimar's 06-09 costumes are unable to have an antenna glow? Is it his EX module? I'm reviewing my pack's additions trying to figure out the issue.


Title: Re: The Brawl Expansion Project
Post by: ClubbyBear on March 05, 2015, 07:37:30 PM
Hey, does anyone know how i would update a pack made with an older version of BrawlEx? It has five characters made with 1.0 modules.

Thanks in advance.

EDIT: Nevermind, I managed to solve the problem, although it required remaking the fighter and modules.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 06, 2015, 11:40:29 AM
Hey all :) Quick question, hopefully someone knows. Is it known why Olimar's 06-09 costumes are unable to have an antenna glow? Is it his EX module? I'm reviewing my pack's additions trying to figure out the issue.

Not sure but I recalled Olimar clones having issues with random crashes and pikmin glitches. While the topic's about, were those ever fixed?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 06, 2015, 03:08:38 PM
Not sure but I recalled Olimar clones having issues with random crashes and pikmin glitches. While the topic's about, were those ever fixed?

No, the module file is still in BETA just like Captain Falcon and others.


Title: Re: The Brawl Expansion Project
Post by: Strange Matter on March 06, 2015, 08:59:43 PM
Has anyone been able to successfully create a clone of R.O.B. without any gfx conflicts? His neutral special beam doesn't work like most gfx do and you can't simply change its ID by opening his .pac in PSA like you can with most graphic effects (including other traces).


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 10, 2015, 01:34:54 AM
Has anyone been able to successfully create a clone of R.O.B. without any gfx conflicts? His neutral special beam doesn't work like most gfx do and you can't simply change its ID by opening his .pac in PSA like you can with most graphic effects (including other traces).

I just put the Geno over ROB psa into my game and it worked fine. All custom GFX loaded and I couldn't see any problems at all. Not sure if that's what you're referring to?

Now I have a question:

Been doing BrawlEx stuff and I've finally crossed the limit for my sc_selcharacter.pac file (Limit it 3.79, I'm sitting at 3.83) I know I can reduce the size of portraits to 100x125 to help save some space, but would prefer to do this as a last resort.

Is there any other way I can reduce the size of the file aside from the portrait reduction? I.e what other files can I cut out or edit? Or is there nothing else I can really touch?

Figured I'd ask here because I'm guessing most people who use BrawlEx have had to do this at some point


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on March 10, 2015, 02:11:50 AM
Now I have a question:

Been doing BrawlEx stuff and I've finally crossed the limit for my sc_selcharacter.pac file (Limit it 3.79, I'm sitting at 3.83) I know I can reduce the size of portraits to 100x125 to help save some space, but would prefer to do this as a last resort.

Is there any other way I can reduce the size of the file aside from the portrait reduction? I.e what other files can I cut out or edit? Or is there nothing else I can really touch?

Figured I'd ask here because I'm guessing most people who use BrawlEx have had to do this at some point
Have you changed the miscdata
  • s to extendedlz77 along with changing the portraits from C18 to CMPR?


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 10, 2015, 02:56:02 AM
Have you changed the miscdata
  • s to extendedlz77 along with changing the portraits from C18 to CMPR?
Changed the MiscData's (Thought I'd already done it) and it saved .10 (So down to 3.73, which works for now).

All the portraits are CMPR - I did them all myself and double checked. Any other ideas? I can include maybe 2 more characters with my current size,


Title: Re: The Brawl Expansion Project
Post by: Firelis on March 10, 2015, 05:23:17 AM
Changed the MiscData's (Thought I'd already done it) and it saved .10 (So down to 3.73, which works for now).

All the portraits are CMPR - I did them all myself and double checked. Any other ideas? I can include maybe 2 more characters with my current size,

Use the V 2.0.0.X version, they said it would try and load Char_bust tex files from an actual char_bust_tex folder in BrawlEx.


Basically you'll just have to read the readme file and you'll have pretty much infinite CSP


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 10, 2015, 05:57:58 AM
Use the V 2.0.0.X version, they said it would try and load Char_bust tex files from an actual char_bust_tex folder in BrawlEx.


Basically you'll just have to read the readme file and you'll have pretty much infinite CSP

I'll give that a shot. Thank you!


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on March 10, 2015, 01:11:03 PM
I'll give that a shot. Thank you!
That's currently unstable, PW Hasn't had a chance to fix it's little issues.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on March 10, 2015, 01:47:25 PM
Okay, so, I have been adding costumes to my characters using files from something similar to the BrawlEx engine, and I'm just now getting repeated crashes after trying to add a new costume for Mewtwo, which I used the Clone Engine to add into my mod, which isn't Project M. It crashes on the Stage Select anytime I do ANYTHING after I tried adding that costume. It's not the costume, though...
So, I came here looking for answers. So, what the heck did I do wrong?


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 10, 2015, 08:00:22 PM
Okay, so, I have been adding costumes to my characters using files from something similar to the BrawlEx engine, and I'm just now getting repeated crashes after trying to add a new costume for Mewtwo, which I used the Clone Engine to add into my mod, which isn't Project M. It crashes on the Stage Select anytime I do ANYTHING after I tried adding that costume. It's not the costume, though...
So, I came here looking for answers. So, what the heck did I do wrong?

Just from my experience, given that it's freezing at the stage select screen it could be a few different issues. Is it freezing upon entering the Stage Select Screen or after selecting a stage? Is it a silent freeze or the 'BUZZ OF DEATH' freeze?

If it's after selecting a stage, the silent freeze would indicate something is missing, whereas the death buzz sound would indicate that something is loading incorrectly.

For additional costumes, make sure that you're including new Battle Portraits and Result Screen Portraits in their respective positions on the SD card (BP's would be causing the freeze if they're missing or the wrong size). It shouldn't be due to custom icons or names in-battle if the other costumes have been working till that point, so make sure the BP's InfFace for the portrait is done correctly

Alternatively, it could be that there's something that's been set incorrectly. If the new costume is appearing on your CSP then that should mean you have your fighter and CSSSlot configs correctly edited., but give them a check just in case.

When you say do ANYTHING, does that mean it's freezing for other characters, (eg If you select Mario against DK), or just that new Mewtwo costume? Maybe the issue is with the costume itself not working - it might not be compatible with the moveset

tl:dr - Check the new files you put in were named and made correctly, check your fighter and CSSSlot configs to see if they include the new costume, make sure you've got a BP and RSP, check if it's compatible with the moveset.

Hopefully that helps. If not, sorry for wasting your time


Title: Re: The Brawl Expansion Project
Post by: WTVelocity on March 11, 2015, 05:14:39 AM
I just tried to run this (the 2GB pack). When selecting Goku and Random, or Goku and Mario, it freezes when I select a stage. Also IDR if it's supposed to be this way or not, but none of the stage icons on the list is modded.

I'll try downloading the larger pack seeing if another SD card I have will work for Smash, but if it doesn't, any ideas? extracted all of the files to a new SD card. Thanks!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 11, 2015, 04:21:02 PM
I just tried to run this (the 2GB pack). When selecting Goku and Random, or Goku and Mario, it freezes when I select a stage. Also IDR if it's supposed to be this way or not, but none of the stage icons on the list is modded.

I'll try downloading the larger pack seeing if another SD card I have will work for Smash, but if it doesn't, any ideas? extracted all of the files to a new SD card. Thanks!

You're either missing the Battle Portraits for Goku or (in case if you didn't make him have proper ones) the character's module is corrupted.

Also, make sure you have all the needed files.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 11, 2015, 06:18:43 PM
Use the V 2.0.0.X version, they said it would try and load Char_bust tex files from an actual char_bust_tex folder in BrawlEx.


Basically you'll just have to read the readme file and you'll have pretty much infinite CSP

In case you want to see it before you go to the trouble of setting it up: https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)

It's really not in a usable state imo.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 12, 2015, 01:43:26 AM
In case you want to see it before you go to the trouble of setting it up: https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)

It's really not in a usable state imo.

Yeah I couldn't get it to work right. Ended up just changing the size of all my CSP's from 128x160 to 100x125 - took about an hour as I have a LOT of them.

Thanks anyway though!


Title: Re: The Brawl Expansion Project
Post by: DrLuigi on March 12, 2015, 02:44:50 AM
※Sorry, I don't speak English.

Is there a possibility that BrawlEx Clone Engine will correspond to Riivolution in the future?


Title: Re: The Brawl Expansion Project
Post by: Mawootad on March 12, 2015, 08:02:39 PM
I've been getting crashes when starting a game with a brawlex clone selected via the css after previous games using the base fighter selected via the css without having selected or played against the brawlex clone getting (iirc) something like a file not found error for gfx.  I don't have a lot of brawlex fighters and the crash is annoying, could I just force the character select routine that loads data into memory for each of the clones upon entering a css?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on March 12, 2015, 08:49:47 PM
I've been getting crashes when starting a game with a brawlex clone selected via the css after previous games using the base fighter selected via the css without having selected or played against the brawlex clone getting (iirc) something like a file not found error for gfx.  I don't have a lot of brawlex fighters and the crash is annoying, could I just force the character select routine that loads data into memory for each of the clones upon entering a css?
i think u gotta exit the css roster every time after a match if u r sharing gfx
that is why i dont use special effect files gfx for my packs


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 13, 2015, 05:58:16 AM
i think u gotta exit the css roster every time after a match if u r sharing gfx
that is why i dont use special effect files gfx for my packs

I think I get the same thing happening to me as the other guy.
How do you ensure you're not using the special effects gfx? Like what pac are they in? I love my characters but the constant crashing is a little annoying


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 13, 2015, 09:00:31 AM
i think u gotta exit the css roster every time after a match if u r sharing gfx
that is why i dont use special effect files gfx for my packs

The game shouldn't crash if the character's share gfx files, it'll just load whichever's ef file was loaded first, which is why we now port the gfx files to enemies and such to prevent it from happening (meaning you don't have to back out of the CSS every match). It's a bit time consuming but well worth it. Most PSAs now a days come with a PSA that is already ported as well.
When I used PSAs that weren't ported in the past, I never got a crash, just incorrectly loaded external gfx when two characters that used the same ef file were loaded.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 13, 2015, 05:22:04 PM
The game shouldn't crash if the character's share gfx files, it'll just load whichever's ef file was loaded first, which is why we now port the gfx files to enemies and such to prevent it from happening (meaning you don't have to back out of the CSS every match). It's a bit time consuming but well worth it. Most PSAs now a days come with a PSA that is already ported as well.
When I used PSAs that weren't ported in the past, I never got a crash, just incorrectly loaded external gfx when two characters that used the same ef file were loaded.

This makes much more sense. Can you steer us in the direction of a tutorial of how to do this? I think a few of the ones I'm using are older and it may be nice to have the gfx work consistently all the time without having to exit the CSS


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 13, 2015, 08:38:45 PM
This makes much more sense. Can you steer us in the direction of a tutorial of how to do this? I think a few of the ones I'm using are older and it may be nice to have the gfx work consistently all the time without having to exit the CSS


Here is the only tutorial I know about it on the vault: http://forums.kc-mm.com/index.php?topic=66856.0 (http://forums.kc-mm.com/index.php?topic=66856.0)

But...it's outdated, there is a much easier way to do it (it's discussed in the posts, but not in full).

I'll try explaining as best as I can.

First off, here is a list of all of the enemies that can be ported over (there are more enemies, but only these specific ones can be used. Visit this link for all of the ef files: http://pastebin.com/hac63s9f (http://pastebin.com/hac63s9f))

-Enemies-
7D = ef_kuribo [Goomba] *
7E = ef_patapata [Paratroopa] *
80 = ef_killer [Bullet Bill] *
83 = ef_dekakuribo [Giant Goomba] *
86 = ef_gal [Gal] *
8A = ef_melorin [Melorin] *
8B = ef_popperam [Popperam] *
8D = ef_bitan [Bitan] *
8E = ef_mechcannon [Mechcannon] *
8F = ef_mizuo [Mizuo] *
90 = ef_roada [Roada] *
91 = ef_bombhead [Bombhead] *
93 = ef_gyraan [Gyraan] *
94 = ef_bucyulus [Bucyulus] *
95 = ef_tautau [Tautau] *
96 = ef_bubot [Bubot] *
97 = ef_flows [Flows] *
98 = ef_aroaros [Aroaros] *
99 = ef_botron [Botron] *
9A = ef_jyakeel [Jyakeel] *
9E = ef_ghamgha [Ghamgha] *
A0 = ef_pacci [Pacci] *
A1 = ef_faulong [Faulong] *
A2 = ef_deathpod [Deathpod] *
A4 = ef_spar [Spar] *
A5 = ef_kokkon [Konkon] *
A6 = ef_jdus [Jdus] *
A9 = ef_shelly [Shelly] *
AA = ef_ngagog [Ngagog] *
AC = ef_cymal [Cymal] *
AD = ef_teckin [Teckin] *
AE = ef_cataguard [Cataguard] *
B0 = ef_boobas [Boobas] *
B1 = ef_arman [Arman] *
B2 = ef_prim [Prim] *
B7 = ef_robo [Robo] *
B9 = ef_bosspackun [Petey Piranha] *
BA = ef_rayquaza [Rayquaza] *
BC = ef_porky [Porky] *
BD = ef_galleom [Galleom] *
BE = ef_ridley [Ridley] *
BF = ef_duon [Duon] *
C0 = ef_metaridley [Meta Ridley] *
C1 = ef_taboo [Tabuu] *
C2 = ef_masterhand [Masterhand] *
C3 = ef_crazyhand [Crazyhand] *
C4 = ef_falconflyer * [Falconflyer]

So, open the PSA you want to port (not the FitMotion, open the moveset) in brawlbox, and you should see this:
(http://i.imgur.com/heaAhov.jpg)

See where it says "ef_mario"? Or in your case, whichever ef file your PSA is currently using. You are going to rename that to the ef file you want to use from my list above. I'll do the first one, ef_kuribo. And then open the ef file afterwards and rename the REFF (the red) and the REFT (the blue) as well. I don't know if that second part is necessary, but I do it just in case.
(http://i.imgur.com/Qh6u6fy.jpg)
(http://i.imgur.com/hVjLmkH.jpg)
(http://i.imgur.com/51gPoP5.jpg)
(http://i.imgur.com/iQCOZ1g.jpg)

Okay, woot, halfway done!

Take note of the hex code of the enemy ef file you are using (in our case, referencing the list above, ef_kuribo is hex code 7D)
Now, close brawlbox, and open your moveset in PSA.

What you are going to need to do is go through the subactions, and find where the old ef file is referenced, and change it to our new one. If you follow the link I put above to all of the ef files, you can see all of the character's ef files as well (such as Mario's, Ike's, etc...). In my example, since I used a Mario PSA, all of the ef_file references in the PSA will be called to ef file "1". I want to change that to reference "7D", which is our new one, kuribo. How do we do that?
There are two things we are looking for:
(http://i.imgur.com/iks3BMB.jpg)

Anytime you see an External Graphic call, it's worth checking out. If the file goes to the original character's file, we want to change it. To know, we need to look at the file ID. This is what I see when I double click the external graphic from my example picture above, and then click the "graphic" tab:
(http://i.imgur.com/YctAIzi.jpg)

In this next image, I circled the only numbers we care about (the first four):
(http://i.imgur.com/KS6Iq7p.jpg)

It says "0001", which is ef_file 1...which is Mario's. I want to change that "0001" to "007D" to be kuribo's. So...that's all there is to it.
(http://i.imgur.com/L0fFOP6.jpg)
(http://i.imgur.com/JBxvIcl.jpg)

For the "terminate graphic effect", do the same exact thing. I know the tabs have no names, but you do it in the first tab, exactly like the external graphic. Remember though, only change it if it's referencing the old ef file. If the external graphic file loads ef file "0000" for example, that is okay, since that is the common one.

So once you change all of those to your new ef file, your character will be ported. To test it, play your character -- you should notice no change/difference -- that means you did it right, and the ef files will no longer conflict.
My advice for finding all of the external graphic calls is to look at the ef file in brawlbox, and see which graphics are used for which attacks. This way, you can go to those subactions and easily change the values. Of course, there might be hidden ones all over the place (and they aren't all necessarily in the gfx tabs), and it IS time consuming, but it's worth it. Once you get the hang of it, you can start knocking them out pretty quickly.

Articles require one extra step (like some Doc PSA's pills), I'll try to post again really soon with the extra step, but for most PSAs this isn't an issue. I hope this helps!


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 14, 2015, 07:59:55 PM
itman i know you said only those enemys could be used but what about the assist trophys can they be used?


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on March 14, 2015, 08:04:33 PM
itman i know you said only those enemys could be used but what about the assist trophys can they be used?

Yes. As well as SSE Stages.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 14, 2015, 08:57:01 PM
Yes. As well as SSE Stages.

thats good because i plan for my pac to have over 100 characters, so i wasn't sure if there were enough enemys, but thanks to you telling me that i can add assist trophys and sse stages to it, i now know there should probably be enough.



Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 14, 2015, 10:00:28 PM
itman i know you said only those enemys could be used but what about the assist trophys can they be used?
You can use assist trophies...but if the assist trophy that you ported over comes out while playing with that character, your gfx will be lost for the remainder of the match and until you back out of the CSS. Which is why I don't quite recommend them, despite it being such a small chance.

I didn't know about the SSE stages being able to be ported over, that's great. :)
And to get more room for ef files, you can:
A. Combine, or
B. Use more than one

By combine, I mean you can use "ef_kuribo" for example, to hold the gfx of multiple characters (as many as you have room for), and then just that ef file for both. By use more than one, I mean you can physically import another ef file and have two in your moveset.



Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 14, 2015, 10:26:08 PM
You can use assist trophies...but if the assist trophy that you ported over comes out while playing with that character, your gfx will be lost for the remainder of the match and until you back out of the CSS. Which is why I don&#039;t quite recommend them, despite it being such a small chance.

I didn&#039;t know about the SSE stages being able to be ported over, that&#039;s great. :)
And to get more room for ef files, you can:
A. Combine, or
B. Use more than one

By combine, I mean you can use "ef_kuribo" for example, to hold the gfx of multiple characters (as many as you have room for), and then just that ef file for both. By use more than one, I mean you can physically import another ef file and have two in your moveset.



that's fine because i usually dont play with items on anyway.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on March 15, 2015, 04:45:35 AM
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!

I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.

First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?

Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that]  and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.

Also, I'm not that familiar with the difference between subarticles and articles (Which you said you'd tackle at a later date) - Will I need to worry about these a lot?

Also (sorry I'm rather annoying) but I didn't quite grasp this part:
By combine, I mean you can use "ef_kuribo" for example, to hold the gfx of multiple characters (as many as you have room for), and then just that ef file for both. By use more than one, I mean you can physically import another ef file and have two in your moveset.

For the 'Combine' part, how do you tell what amount of gfx the ef_(enemy/etc) can hold? And for the 'Use More Than One', I'm confused as to where you import the other ef_(etc) file.

Again, sorry for the huge amount of questions! Don't feel rushed to respond or anything - I'm going to bookmark this and have a ton of Uni work to do anyway so no rush.


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on March 15, 2015, 12:47:20 PM
I'm pretty sure this has been mentioned earlier in this topic, maybe a 100 times even, but I'm having a hard time finding it in the 532 pages of responses. I heard in order to add custom SFX for cloned characters, you have to use and replace the soundbank of a boss and redirect it to have the clone play the sounds. How does one do this when there aren't 100 bosses in the game? And what about custom announcer calls & victory themes?

There's also a little issue I'm having where random on the CSS shows the custom franchise icon for my clone and the name Sonic above it's icon. And when entering the stage result screen, the franchise icon of my clone is behind the card that shows the results. I can tell because it looks find until the card appears.

Please forgive me if these questions have been discussed already! I'm really having a hard time finding info.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 15, 2015, 12:48:56 PM
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!

I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.

First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?

Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that]  and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.



Not all PSAs were made to use the base character's GFX (though they might use the character's ef_file).

The Roll over Zelda probably has common GFX instead of Zelda's proper ones.
So, when using Roll against Zelda, no GFX glitches will occur.
The ef_file will deload after finishing the fight, but Roll will still use the common GFX.
Though her SFX file (if shared with Zelda) will still be affected.

Lloyd over Wolf uses many Wolf proper GFX (but modified), so facing Wolf might give you some GFX glitches.


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 15, 2015, 01:18:32 PM
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!

I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.

First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?

Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that]  and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.

Also, I'm not that familiar with the difference between subarticles and articles (Which you said you'd tackle at a later date) - Will I need to worry about these a lot?

Also (sorry I'm rather annoying) but I didn't quite grasp this part:
For the 'Combine' part, how do you tell what amount of gfx the ef_(enemy/etc) can hold? And for the 'Use More Than One', I'm confused as to where you import the other ef_(etc) file.

Again, sorry for the huge amount of questions! Don't feel rushed to respond or anything - I'm going to bookmark this and have a ton of Uni work to do anyway so no rush.
Basically, look at the ef file -- like click the models and look at the textures and such. Anything in there that is different than the original character's = needs to be ported. Roll needs to be ported, it has several things in there like the pink tornado (air side B) and the buster shot and such. Most PSAs need to be ported in the end. To be safe, I would test them out though.

So like, if you open up the Roll PSA's ef file, and then compare it side by side with (in this case) Zelda's PSA's ef file, you'll see how different they are. The conflictions are weird, like when I was first doing them, I noticed sometimes the first match I'd do wouldn't have the two characters conflict (or maybe I just didn't notice), but afterwards they would. I think it depends on which one is loaded first, so if you select Zelda first, and then select Roll, Roll should have the messed up gfx. The ef files load simply by selection on the CSS (before even entering a match), so that's why gfx porting is so important.

Yes, you understand what's going on. :) You're just changing the ef file to something else that an existing character doesn't use, so they won't conflict. Since enemy ef files exist in game and can be loaded like normal.


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on March 15, 2015, 04:09:54 PM
I was using a simple clone I made (Vivi over Lucas), and I noticed that if there is a battle involving 2 or more players as Vivi, all the special attacks would invisible, but they could still contact with an enemy. However, if playing Vivi and Lucas there are no problems. Is this a similar to GFX glitches without porting effects from SSE enemies/ stages or assist trophies?


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on March 15, 2015, 05:36:16 PM
Has any one got a lone Zero Suit samus clone working? I can't get any of the Samus/Zelda clones working. and mind you i have a ton of clones. am i missing anything new to make them work?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 20, 2015, 12:49:15 PM
Has anyone had any success with multiple Giga Bowsers for Bowser's final smash? Modifying his fighter data to have more colour slots didn't seem to have any effect (he still loads slot 00). I know PM has this feature, but I don't think I've seen anyone backport it to vbrawl, and I'm sure with the tools BrawlEx has it must be possible in some way.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on March 20, 2015, 09:53:13 PM
Has any one got a lone Zero Suit samus clone working? I can't get any of the Samus/Zelda clones working. and mind you i have a ton of clones. am i missing anything new to make them work?

Cloning the alone variants of them should be the same as any other character. Cloning both transforming characters together requires a little bit of extra work:


If you just want the alone variant of the character, then you can clone them exactly the same way you'd clone any other character. For cloning both characters, you'll need to do a little bit more with the config files.

Start by cloning both of the characters as you would normally. For this example, I'll say I'm going to clone Zelda and Sheik as ZeldaEx and SheikEx into slots 3F and 40. The one main thing that's different is that there's only 1 ExModule to work with: ft_zelda-sheik.rel. This module can be configured similarly to the regular ExModules, except that there are two spaces in section[8] for both Zelda and Sheik's ids. In this case, I'm going to be changing those ids to 3F and 40. After configuring the ExModule, you can name it to something like ft_zeldaex-sheikex.rel and place it in your modules folder. From here, you can configure your Fighter Config files to point to the FitZeldaEx and FitSheikEx resources. After configuring the Fighter Config files, open them back up with a hex editor and change the both of the module reference strings to "ft_zeldaex-sheikex.rel". Finally, open up the Slot Config files for both characters and change the Edit Flags (@0x0C) to 0x00000001, and change the Slot Characters (@0x10) to 0x0000003F and 0x00000040 for Zelda's Slot Config and 0x00000040 and 0x0000003F for Sheik's Slot Config. After that, you should be ready to go.

To Summarize:
- Acquire fighter resources, config files, and the 1 ExModule file.
- Configure both character ids and the module id of the ExModule.
- Configure the Fighter Config files to point to the fighter resources.
- Manually change the 2 Fighter Config files to reference the 1 ExModule file.
- Manually change the Slot Config files to point to both of the new fighters in either order of your choice.

One final thing to note: If you're going to clone Bowser and GigaBowser together, you'll need to make one additional change: When you're configuring the fighter config files, be sure to check the "Merge Motion/Etc" check box. Additionally, you'll need to use the merged Bowser and GigaBowser MotionEtc.pac files from the downloads section on the main page.

Also, if you want to use Giga Bowser alone, he will work with his normal files, but he won't have his attack effects as they are loaded from Bowser's moveset file. The same download link I just mentioned also has a modified GigaBowser moveset file that has Bowser's effect file added into it. Use this moveset file instead if you want the attack effects to show up.


Has anyone had any success with multiple Giga Bowsers for Bowser's final smash? Modifying his fighter data to have more colour slots didn't seem to have any effect (he still loads slot 00). I know PM has this feature, but I don't think I've seen anyone backport it to vbrawl, and I'm sure with the tools BrawlEx has it must be possible in some way.


Right now there isn't a way to have multiple costumes for Giga Bowser as the game internally restricts him to 1 costume. It's on my todo list though. For the most part, I already know what needs to be changed. It's just a matter of finding time to get it into the next update.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 20, 2015, 10:04:03 PM
Has someone made a succesful Bowser clone?

And is there a way to change his Final Smash so said clone doesn't transform?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on March 20, 2015, 11:49:31 PM
Is there still a limit for the sc_selcharacter filesize? Are there ways around it?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 21, 2015, 11:28:09 AM
Is there still a limit for the sc_selcharacter filesize? Are there ways around it?

There's both filesize limit and file storage limit.

Even if your sc_selcharacter has lower filesize, if you have too many stuff there the game will freeze.
This is annoying as we are not able to add more CSPs to the CSS and/or Stock Icons.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on March 21, 2015, 12:41:46 PM
*SNIP*
Ah, i feel a little dumb. i got it working, and that post helps explain how to make a transforming clone.
This will be important to a specific character i want working.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 22, 2015, 12:15:37 PM
Right now there isn't a way to have multiple costumes for Giga Bowser as the game internally restricts him to 1 costume. It's on my todo list though. For the most part, I already know what needs to be changed. It's just a matter of finding time to get it into the next update.

Ah, okay cool. I'll be looking forward to the next update, no rush though of course and thanks for getting back to me on that!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 22, 2015, 01:55:22 PM
I already asked this before, but has someone made a succesful Bowser clone?

And is there a way to change his Final Smash so he doesn't transform/load Giga Bowser?


Title: Re: The Brawl Expansion Project
Post by: Ssisk on March 22, 2015, 05:57:53 PM
is it possible at the moment to make a sheik solo hack?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 22, 2015, 06:20:27 PM
is it possible at the moment to make a sheik solo hack?

You can make a Sheik clone using the Zelda/Sheik module and make said Sheik clone to not transform in Zelda.

There's no Solo Sheik module because some of his stuff depend on Zelda.

I haven't done this yet, but many people had said that it can be done.


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on March 24, 2015, 02:14:24 AM
Hm, i used the search function for this question.
how does one put multiple character PSA's onto one CSS slot?
I had an idea for Zelda (and other characters) that they would have variant PSA's based on Costume. I'm not sure how to do this with BrawlEX. Like the first costume is Vanilla, but after the red/green/blue costumes, you have an extra costume that has a small variant PSA that the chracter could have. I read that it was possible a while ago, but i never bothered trying it.


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 24, 2015, 04:47:18 AM
Hm, i used the search function for this question.
how does one put multiple character PSA's onto one CSS slot?
I had an idea for Zelda (and other characters) that they would have variant PSA's based on Costume. I'm not sure how to do this with BrawlEX. Like the first costume is Vanilla, but after the red/green/blue costumes, you have an extra costume that has a small variant PSA that the chracter could have. I read that it was possible a while ago, but i never bothered trying it.
It's very easy! You just use Basic Variable LA-[54] to compare costume numbers.
So if you wanted, say, costume 5 to be the Zelda with differences, you would split the code up using that variable (If LA-[54] = < 5, do something, else do something else).


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on March 24, 2015, 05:31:41 AM
It's very easy! You just use Basic Variable LA-[54] to compare costume numbers.
So if you wanted, say, costume 5 to be the Zelda with differences, you would split the code up using that variable (If LA-[54] = < 5, do something, else do something else).
Well, this makes some sense. but i'm not exactly sure what this means. (me is confuse.)


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on March 24, 2015, 09:37:10 AM
Hm, i used the search function for this question.
how does one put multiple character PSA's onto one CSS slot?
I had an idea for Zelda (and other characters) that they would have variant PSA's based on Costume. I'm not sure how to do this with BrawlEX. Like the first costume is Vanilla, but after the red/green/blue costumes, you have an extra costume that has a small variant PSA that the chracter could have. I read that it was possible a while ago, but i never bothered trying it.

Currently there isn't any characters that normally support this kind of feature. The closest to it is Wario, but that's just a costume swap. There are ways you can go about doing it using codes I believe, but that's not actually changing the roster. Otherwise, as Itman said, you can create a custom moveset that will change which moves are used depending on the current costume. This is what Nebulon's Brawl4All already pack uses for certain characters.

Yet another thing I would like to get done someday is to add the ability to make any CSS icon have multiple characters like Zelda/Sheik or Pokemon Trainer. In this way, you could use a single CSS icon for 2 or 4 different variants of a character that you could choose by clicking on the corners of the character's portrait. Again, this is another thing that will have to wait until I have time to do though...


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on March 24, 2015, 06:52:02 PM
*SNIP*

Ah, Cause i had an idea for marth. Where his normal costume was Vanilla, his Red costume used a fire based moveset, Blue was water. etc etc. Because PM did this, but i was hoping that one could further expand upon this. Like what would normally be Fitmarth05, would be a backward's bladed marth that had a totally different moveset.

But having a feature work like Zelda/Shiek would be pretty cool. I don't like having 3 or 4 mario variants that take up 3 more slots than normal.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 25, 2015, 08:28:13 AM
i have just run into a glitch with brawlex version 2 when ever i try to do a 4 player match with me as kirby and the computers as captain falcon, olimar, and jiggly puff as soon as i choose any stage at all the game freezes even though all of those characters work in one on one matches.

also none of those characters are clone characters, there all normal characters they also have no movesets on them.
so phantom wings do you know why they might be freezing?

like i said they're not clone characters they're normal characters so why do they freeze when i choose any stage at all?


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on March 25, 2015, 09:52:01 AM

Ah, Cause i had an idea for marth. Where his normal costume was Vanilla, his Red costume used a fire based moveset, Blue was water. etc etc. Because PM did this, but i was hoping that one could further expand upon this. Like what would normally be Fitmarth05, would be a backward's bladed marth that had a totally different moveset.

But having a feature work like Zelda/Shiek would be pretty cool. I don't like having 3 or 4 mario variants that take up 3 more slots than normal.
The Marth thing is possible using the variable I mentioned earlier.
PM me if you need help with the formatting of it in PSA.


Title: Re: The Brawl Expansion Project
Post by: Kenji23Z on March 25, 2015, 05:28:37 PM
So like...
Mine freezes on the strap menu when I have the Common3 file on my SD
Then it stalls on the loading screen when I do have it, either way my game won't load....


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on March 25, 2015, 06:18:40 PM
Hey, does Phantom Wings have a tutorial on how to put in new announcer calls for BrawlEx characters?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on March 25, 2015, 06:49:09 PM
i have just run into a glitch with brawlex version 2 when ever i try to do a 4 player match with me as kirby and the computers as captain falcon, olimar, and jiggly puff as soon as i choose any stage at all the game freezes even though all of those characters work in one on one matches.

also none of those characters are clone characters, there all normal characters they also have no movesets on them.
so phantom wings do you know why they might be freezing?

like i said they're not clone characters they're normal characters so why do they freeze when i choose any stage at all?

I know Olimar has costume specific Kirby hats. If you selected a Kirby that was a higher costume value then the standard 00-05, then it will freeze with Olimar unless you put an Olimar hat in for Kirby. So if you have Kirby06 you need Kirbypikmin06 (I don't remember the exact name) The same goes for Jigglypuff I believe. If the freeze occurs by selecting default Kirby with these characters, then you may be lacking the Kirby module needed for Brawl EX... but I don't think that was for normal character compatibility, just EX... but it could be.

Did you select Kirby06? Did you put in the proper Kirby module from the BrawlEX download?


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 25, 2015, 07:00:36 PM
thanks so much nebulon i didn't know that about kirby, also i do have the kirby module in my module folder.
i know you mentioned also that If you selected a Kirby that was a higher costume value then the standard 00-05,
then it will freeze with Olimar
dose that include freezing when you choose a stage? because that's where my game is freezing.

Post Merge: March 25, 2015, 07:32:07 PM
thanks nebulon i just tried doing what you mentioned for each character and that seems to have fixed my problem.  :D


Title: Re: The Brawl Expansion Project
Post by: Nebulon on March 25, 2015, 07:43:20 PM
Quote
Yet another thing I would like to get done someday is to add the ability to make any CSS icon have multiple characters like Zelda/Sheik or Pokemon Trainer. In this way, you could use a single CSS icon for 2 or 4 different variants of a character that you could choose by clicking on the corners of the character's portrait. Again, this is another thing that will have to wait until I have time to do though...

I'm rooting for you PW :)


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 26, 2015, 11:33:09 PM
umm i was messing around with the clone engine when i found out something petty cool that i just had to let everone know about and here it is:

have you ever been trying to get the kirby hats to work with the clone characters but no matter what you tried it didn't work?
but than you start to notice something that you didn't before in the fighter config you notice it has the option to choose either none, single or multiple for the kirby hats.
so than you start wondering hey if the kirby hats don't work with the clone characters than what good is having the option?
well i'm about to tell you what it can be used for.
let's say you have different model imports on mario like dr.mario and maybe blaze the cat and than you think wouldent it be nice if you could have not only the kirby hat for dr.mario but also the blaze the cat kirby hat and maybe some other kirby hats as well, but than you notice that mario is only able to have one kirby hat and than you think that's not fair how come mario only gets one kirby hat but jiggly puff gets 5 different ones.
so how can we make it so mario can have 5 or even 9 different kirby hats well the answer is simpler than you might think.
just go into the fighter config of the character you want to have 5 or more kirby hats of and change it's setting from single to multiple but please remember this will not work for a clone character
it will only work for characters that were originally in the game. next save and close the fighter config.
after that name the fighter config the same way you would for a clone character just make sure it has a non clone character id
put it in your fighter config folder and thanks to that your about 85% done so all you need to do next is go into your fighter folder than into kirby and name the hats you want to use accordingly so if you want multiple mario hats just grab each kirby hat you want for mario and name them fitkirbymario00.pac, fitkirbymario01.pac and so on and so forth until you have at least five kiby hats set up unless you have more than five different costums on mario in which case you will need to put as many kirby hats as you have costumes on mario so if 5 costumes than put 5 kirby hats but if 9 costumes put 9 kirby hats in the kirby folder just make sure they're named right.


Post Merge: March 26, 2015, 11:41:17 PM
as an extra thing to know based off what color kirby you are that will determine what hat you'll end up with when you eat the character you made have multiple kirby hats, so for exsample fitkirbymario00 is the hat the first kirby color will get fitkrbymario01 is the kirby hat the second color of kirby will get and you can figure out the rest.

one last thing to know doing this sometimes changes how kiby hats act, like for instance i put a pikachu hat on fitkirbymario01 and i left fitkirbymario00 as the original kirby hat you would get from sucking up mario,
because of this my first kirby color has all the normal mario hat stuff but my second kirby color has pikachu's kiby hat
but instead of shooting a fire ball or a thunder shock my kirby ends up first using the pikachu animation for the thunder shock but than kirby makes the sound that mario's fire ball would make instead of kiby saying pikachu
or pika than after that kirby shoots out mario's fireball but the graphic looks kida like a combination of mario's fireball  graphic and pikachu's thunder shock graphic.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on March 27, 2015, 05:33:34 AM
Omahgawsh! Thank you for telling me! Now, I can make hats for all of my clones!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 27, 2015, 11:06:18 AM
but instead of shooting a fire ball or a thunder shock my kirby ends up first using the pikachu animation for the thunder shock but than kirby makes the sound that mario's fire ball would make instead of kiby saying pikachu
or pika than after that kirby shoots out mario's fireball but the graphic looks kida like a combination of mario's fireball  graphic and pikachu's thunder shock graphic.
Sounds like the kirby hat itself probably has some animation data in it that's effecting how Mario's fireball works.


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on March 27, 2015, 12:16:14 PM
Omahgawsh! Thank you for telling me! Now, I can make hats for all of my clones!

as i said in my post above it will not work with the clones, it only works with the characters that were in the game to begin with.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on March 28, 2015, 09:57:16 AM
does this work for riivolution if so where can I find a XML


Title: Re: The Brawl Expansion Project
Post by: Lawliet on March 28, 2015, 11:13:28 AM
does this work for riivolution if so where can I find a XML


Of course. There used to be a link, but it's broken. Here


 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955[/url)


Title: Re: The Brawl Expansion Project
Post by: Tyshy on March 28, 2015, 09:48:42 PM
Of course. There used to be a link, but it's broken. Here



 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955[/url][/url)
does anyone know where another one is


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 28, 2015, 11:06:27 PM
Of course. There used to be a link, but it's broken. Here
 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955[/url][/url)


So you say that a download link is broken and yet post it or post another one which isalso broken?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on April 03, 2015, 05:53:40 PM
Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on April 03, 2015, 06:09:30 PM
Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.
Yoshi

finally an Ex slot for Xenomorph



Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 03, 2015, 06:42:38 PM
Has someone been able to make a Bowser clone yet?

With or without Giga?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 03, 2015, 06:50:34 PM
Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console?

I'm playing around with a Falcon clone as we speak so I can slap in the original and see what happens. It just crashes when the Blue Falcon is summoned during a final smash, right?


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on April 03, 2015, 09:20:25 PM
I'm playing around with a Falcon clone as we speak so I can slap in the original and see what happens. It just crashes when the Blue Falcon is summoned during a final smash, right?

Righto. That's what it used to do. And prior to Pikazz looking at it and noticing that i was patching a string of assembly that wasn't actually a character accessor, it was exhibiting strange behavior where falcon would either get stuck in certain actions infinitely (without freezing the game) or during certain movement / momentum based moves he would sit in place and spin a few times oddly before resuming normal behavior. I said back then that the blue falcon crash was more than likely the same thing, due to the exact same spinning in place behavior actually taking place during the cinematic portion of the FS, but by the opponent this time. After briefly taking a look today, i did indeed find that i had patched a portion of the module that had no business being patched.

So TL;DR it should work correctly now.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 03, 2015, 10:13:12 PM

So TL;DR it should work correctly now.

Nope, I'm still getting a crash as soon as the Blue Falcon collides with the opponent. All of his other moves appear to function regularly, however.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on April 03, 2015, 10:45:27 PM
Nope, I'm still getting a crash as soon as the Blue Falcon collides with the opponent. All of his other moves appear to function regularly, however.

Hmm. Interesting. Well it seems i at least fixed one glitch. I'll see about looking into this further. It's just a bit difficult to debug since dolphin won't actually catch the crash at all, even in interpreter mode.


Title: Re: The Brawl Expansion Project
Post by: pikazz on April 04, 2015, 05:19:56 AM
whats crashing is the Road getting loaded. the road is an article aswell D:
no ideas how to patch the road tho :/

it COULD be something else by riding the special effects (like the camera and the visual) but the road article seems to be the biggest problem


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 04, 2015, 03:01:31 PM
Yeah, it is right when the road should appear that the crash occurs. But regardless if you tinker with it again and think you've hit a breakthrough I'd be more than welcome to test it out.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on April 06, 2015, 12:51:52 PM
Of course. There used to be a link, but it's broken. Here



 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206955[/url][/url)
thanks does anyone have the Xml that was in the download?


Title: Re: The Brawl Expansion Project
Post by: Lawliet on April 06, 2015, 05:20:34 PM
So you say that a download link is broken and yet post it or post another one which isalso broken?

The first one actually, just to show what it was


Title: Re: The Brawl Expansion Project
Post by: Sirkura on April 08, 2015, 03:44:27 AM
The first one actually, just to show what it was

so i'm having issues getting this to work with PM 3.5. i've been relying on others to test the edits for me due to not having time to set up the files myself. so far we've managed to get 90% of the system working, its been reported the characters freeze when air dodging, so i made a couple quick codes to try to fix it. i finally had time to start fiddling with the menu and i can't seem to get the roster.dat to read. the CSS menu is blank. i've added all the core files (common2/3 as well as added the necissary resources to the common3/5 files (misc13 in common3, and MenSelchrPos_TopN__0.chr0/mdl0) i even tried adding the files from my current working BeX package to it with no luck. anyone able to tell me whats going on?

DERP! i misnamed the BeX folder.  i thnk i got it working with PM 3.5 now. clones show up and behave as they should, normal characters work, special modes.... mostly work xD stamina is glitchy but not game breaking.

however we seem to experiance random crashes at the result screen anyone know how to fix it? i remember having a similar error when i added the mod to brawl minus.


Title: Re: The Brawl Expansion Project
Post by: 1blitzer1 on April 09, 2015, 10:36:37 PM
Anyone know of an easy way to make your own brawler pack?

Post Merge: April 09, 2015, 10:39:36 PM
*brawlex


Title: Re: The Brawl Expansion Project
Post by: Sirkura on April 10, 2015, 03:17:54 AM
so i'm having issues getting this to work with PM 3.5. i've been relying on others to test the edits for me due to not having time to set up the files myself. so far we've managed to get 90% of the system working, its been reported the characters freeze when air dodging, so i made a couple quick codes to try to fix it. i finally had time to start fiddling with the menu and i can't seem to get the roster.dat to read. the CSS menu is blank. i've added all the core files (common2/3 as well as added the necissary resources to the common3/5 files (misc13 in common3, and MenSelchrPos_TopN__0.chr0/mdl0) i even tried adding the files from my current working BeX package to it with no luck. anyone able to tell me whats going on?

DERP! i misnamed the BeX folder.  i thnk i got it working with PM 3.5 now. clones show up and behave as they should, normal characters work, special modes.... mostly work xD stamina is glitchy but not game breaking.

however we seem to experiance random crashes at the result screen anyone know how to fix it? i remember having a similar error when i added the mod to brawl minus.
actually i found out i had corrupt battle portrait appearantly one bad one can make everyone freeze even if its not in the match >.> (makes no sense but freezing stopped after i removed and readded them.)


Title: Re: The Brawl Expansion Project
Post by: Tyshy on April 10, 2015, 11:50:31 AM
how do i put zelda clone in? the brawlex clone tool doesnt show her name


Title: Re: The Brawl Expansion Project
Post by: Lawliet on April 10, 2015, 11:59:50 AM
thanks does anyone have the Xml that was in the download?
I do. I can e-mail that to you.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on April 10, 2015, 12:34:32 PM
I do. I can e-mail that to you.
ok thanks :D


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 10, 2015, 03:41:26 PM
Who has done a succesful Bowser clone?

I can't get it to work.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on April 10, 2015, 03:49:39 PM
how do i put zelda clone in? the brawlex clone tool doesnt show her name
The Clone Tool hasn't been updated yet to where it'll recognize the new Modules. You have to add them in manually.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on April 10, 2015, 04:10:17 PM
The Clone Tool hasn't been updated yet to where it'll recognize the new Modules. You have to add them in manually.
how do I do that?


Title: Re: The Brawl Expansion Project
Post by: yoshi535 on April 11, 2015, 05:36:00 PM
Okay, I've been gone for awhile, but I'm back! My stuff got deleted, so I'm working on restoring that BrawlEx + Riivo XML. Someone else put it back up, so you can also get it that way!

EDIT: Okay, It's Back!  :kdance:


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on April 13, 2015, 12:15:22 AM
can someone get these to work with brawlex?
L-Canceling (Shield Canceling) by Phantom Wings
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

SSBM Air Dodge 2.1 [Phantom Wings]
42000000 80000000
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 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 805A0100
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
32000038 00000021
32000038 0000007F
32000038 00000080
32000038 00000083
58010000 0000002C
58010000 00000004
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000004 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C27816DC 00000004
8963FFFC 2C0B0001
40820008 48000010
39600000 9963FFFC
98030000 00000000
E0000000 80008000

when i use them the custom character select screen code doesn't work

Edit: l canceling + brawlex works. wavedash + brawlex works. wavedash + l-canceling + brawlex doesn't work


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on April 13, 2015, 03:47:43 PM
I've been adding characters to PMD.I.Y. using BrawlEx and my current character max is 61-663 characters, but once ive added all the characters all the CSS icons get small and there's a huge empty space on the CSS. Is there a way to fill  in this space without adding anymore characters? Or possibly make the icons bigger to fill out the space.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on April 14, 2015, 03:36:26 AM
Is it just me or does the lucario module have the old glitch with the aura sphere back? i'm working on making the newer PM codesets work with this and mewtwo lost the shadowsphere.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 14, 2015, 10:08:07 AM
Hey, PW, or anyone who knows.. is it possible to use the method of loading CSPs through the brawlex directory without using Roster.dat.

The reason being is I would like to use independent pokemon (no trainer) with custom CSPs for everyone (and no file size).

I cannot use Brawlex at full strengh because ASL conflicts with that, so I'm just using Brawlex JUST for extra CSP space, but I can't use the Independant pokemon fighter config file because it's not loaded since I'm just using the brawlex one way.

Sorry for the confusion, any questions I'll be happy to answer lol


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on April 14, 2015, 09:26:03 PM
Hey, PW, or anyone who knows.. is it possible to use the method of loading CSPs through the brawlex directory without using Roster.dat.

The reason being is I would like to use independent pokemon (no trainer) with custom CSPs for everyone (and no file size).

I cannot use Brawlex at full strengh because ASL conflicts with that, so I'm just using Brawlex JUST for extra CSP space, but I can't use the Independant pokemon fighter config file because it's not loaded since I'm just using the brawlex one way.

Sorry for the confusion, any questions I'll be happy to answer lol

The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on April 14, 2015, 09:39:49 PM
Is there any tutorial to migrate to BX v2?


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 15, 2015, 12:59:05 PM
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.

Whoa, that was fast! Thanks for the info, I'll continue to attempt this method. Now is there any specific program to use this method with? Like a hex editor or brawlbox? Perhaps the module editor?

Even if I were to copy lines of hex, it doesn't seem to copy comments and other info (red text/ highlighted stuff.) I have tried all three programs, all of which gave me a bad file when booting smash.


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on April 15, 2015, 09:53:32 PM
Whoa, that was fast! Thanks for the info, I'll continue to attempt this method. Now is there any specific program to use this method with? Like a hex editor or brawlbox? Perhaps the module editor?

Even if I were to copy lines of hex, it doesn't seem to copy comments and other info (red text/ highlighted stuff.) I have tried all three programs, all of which gave me a bad file when booting smash.

For the most part, I use the module editor 3. Open up a vanilla copy of the module and add a section[7] with the size needed (make sure you mark it as an Executable section). Then copy over the hook and hook function using a hex editor. The relocations (highlighted in red) will need to be copied over by hand using the Module Editor, but they aren't too complex. Things should work just fine with just that, but if it still isn't working after that, you may need to reduce the size of the module by the amount you added to make sure it properly fits. Section[5] usually has a bunch of free space at the end of it, so you can reduce it by the same size that you added for section[7]. The important part is that the new module's FixSize matches the original module's FixSize. You can freely override this value in the module's properties.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 12:35:50 AM
Had a go at it: common3.pac (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0)

Set them to load from /private/wii/app/rsbe/pf/CSP/cs_texXXX.brres

should work :P


Title: Re: The Brawl Expansion Project
Post by: Keizer Organa on April 16, 2015, 12:52:37 AM
Well, I decided to make a Lucario clone (it's Beerus from Battle of Gods). So here's what's going on.

I have the BrawlEx .rel that exists for Lucario (as well as the regular one).   I used the BrawlEx one first for the clone. I start up the game and go to select Beerus. Once I select my clone, the game crashes. So I use the regular .rel for Beerus and I'm able to get further this time. However, when I start a match, the game crashes.

I've tried everything I know to do and this is surprisingly my first time cloning. Is there something I am doing wrong? Please do tell me.

EDIT1: It seems I am being ignored when I clearly need help....-.-


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 06:23:33 AM
Had a go at it: common3.pac (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0)

Set them to load from /private/wii/app/rsbe/pf/CSP/cs_texXXX.brres

should work :P


Heh, well you certainly did better than I did, as it at least booted correctly, and I got to the menu! :P

However, it crashes as soon as I selected for the CSS (Classic/ Practice/ BRAWL!, etc.)
Have you tested it on, maybe, dolphin or such?


Title: Re: The Brawl Expansion Project
Post by: Doq on April 16, 2015, 09:11:53 AM
Is there any tutorial to migrate to BX v2?
1. Copy core files to SD card
2. Play

Although you may want to update your configs.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 16, 2015, 10:30:04 AM
Well, I decided to make a Lucario clone (it's Beerus from Battle of Gods). So here's what's going on.

I have the BrawlEx .rel that exists for Lucario (as well as the regular one).   I used the BrawlEx one first for the clone. I start up the game and go to select Beerus. Once I select my clone, the game crashes. So I use the regular .rel for Beerus and I'm able to get further this time. However, when I start a match, the game crashes.

I've tried everything I know to do and this is surprisingly my first time cloning. Is there something I am doing wrong? Please do tell me.

EDIT1: It seems I am being ignored when I clearly need help....-.-
Sometimes people won't respond if they don't know the answer to your question. Things are less active here as of late too so patience is a must.

You might wanna check your battle portraits, if they're incorrectly named or placed the game will crash before it has a chance to load them. If it's a silent crash you're missing a required file. If the base character (Lucario I'm assuming in this instance) has anything that the clone character didn't come packaged with (Entry, Final smash, etc) make sure to copy it from the original character's files and slap them in there renamed to your clone (You can find all the original files under the resources page at the top of the site).


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 11:30:33 AM
Heh, well you certainly did better than I did, as it at least booted correctly, and I got to the menu! :P

However, it crashes as soon as I selected for the CSS (Classic/ Practice/ BRAWL!, etc.)
Have you tested it on, maybe, dolphin or such?

I tested it on both Dolphin and the Wii. It works fine.
It's probably your CSS.

Also make sure to name the bress correctly "cs_tex000.brres" for Mario for example and to set the compression to none.

The slow loading of the CSPs is pretty noticeable on the Wii. Has to do with the loading of files every time you change a costume. Maybe files could be made to load right before entering the SSS or right before starting the match...idk...


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 11:46:08 AM
Really? Because I removed my menu2 folder and it still didn't work. Are you using the Roster.dat or Custom CSS code?


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 11:51:04 AM
neither.

What about a common5.pac?


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 11:59:13 AM
neither.

What about a common5.pac?

I don't have one. Maybe I should? I just don't know what's the difference between the common5.pac and the menu2 folder if they have the same resources.

The thing I noticed is that common5 is loaded pretty much on boot and can't be refreshed, while menu2 can be changed on the fly by reloading its files.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 12:05:02 PM
The only thing I have is the FilePatch code, Mario's cs_tex000.bress on the CSP folder, and my own sc_selcharacter.pac from which I deleted Mario's CSPs for testing.

Maybe check the log on dolphin; it might tell you something.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 12:26:13 PM
Oh, I don't use dolphin. My cpu is old lol, but I did what you did and moved every file out of the way aside from the CSP folder and system3. I unchecked every code aside from the patch code, and the SDHC extension (cause I need it lol) and it still crashed. I'm sure it doesn't matter what patch code you're using. You're probably using the latest, right?


Title: Re: The Brawl Expansion Project
Post by: Keizer Organa on April 16, 2015, 12:37:05 PM
Quote
Sometimes people won't respond if they don't know the answer to your question. Things are less active here as of late too so patience is a must.

You might wanna check your battle portraits, if they're incorrectly named or placed the game will crash before it has a chance to load them. If it's a silent crash you're missing a required file. If the base character (Lucario I'm assuming in this instance) has anything that the clone character didn't come packaged with (Entry, Final smash, etc) make sure to copy it from the original character's files and slap them in there renamed to your clone (You can find all the original files under the resources page at the top of the site).
Sorry about that.

Well, I check my BP (it's named correctly), so I don't think that's the problem.

I think I have located the problem: the Lucario files in the Data Partition are missing the FitLucarioFake and FitLucarioEntry files. Unless they are not part of it; otherwise everything is accounted for.

EDIT1: I checked the Mewtwo files within Project M, and they don't seem to have those files. Therefore, I think my file placement is accounted for, yet it continues to crash my game.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 12:43:07 PM
Try this one: common3.pac (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0)


Title: Re: The Brawl Expansion Project
Post by: RedipsTheCooler on April 16, 2015, 01:18:02 PM
Can anyone help me? I'm not really sure how to use the new brawlex css expansion. I'm trying to have the cosmetics for slot 147 load through the sd card (to save space in sc_selcharacter.pac), but i'm not sure how to format it. I tried cs_tex147.brres, but that didn't work. I just don't understand how.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 01:39:24 PM
Can anyone help me? I'm not really sure how to use the new brawlex css expansion. I'm trying to have the cosmetics for slot 147 load through the sd card (to save space in sc_selcharacter.pac), but i'm not sure how to format it. I tried cs_tex147.brres, but that didn't work. I just don't understand how.
What exactly happens?
Did you put the .bress in the correct file path?
Did you change the compression to "None"?


Title: Re: The Brawl Expansion Project
Post by: RedipsTheCooler on April 16, 2015, 01:42:46 PM
What exactly happens?
Did you put the .bress in the correct file path?
Did you change the compression to "None"?

There was no compression, and the filepath was this: BrawlEx/char_bust_tex/cs_tex147

specifically, the game hard freezes.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 01:49:29 PM
Welp... I think I found the issue. The common3.pac conflicts with your CSS fix code, PW... or any code to do with css modifying, it seems. Without them, it works fine.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 16, 2015, 02:13:29 PM
There was no compression, and the filepath was this: BrawlEx/char_bust_tex/cs_tex147

specifically, the game hard freezes.

Freezes where?
Entering CSS?
Hovering over an icon?

Welp... I think I found the issue. The common3.pac conflicts with your CSS fix code, PW... or any code to do with css modifying, it seems. Without them, it works fine.

That's odd...
Do you use BrawlEx?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 16, 2015, 04:36:09 PM
I have tried to load my Lucario clone again, and it still crashes my Wii whenever I enter a match (the way it crashes for me varies, but it either makes that annoying noise or it just stops working altogether). The files needed for the clone to work are accounted for in the right folder for the clone, and the Battle Portrait is correctly named and placed in its correct location.

Is there any way that anyone can assist me further?
Do the files work over the normal Lucario? Are the loaded files going over Lucario's file size limit?

Also Power Marshall if you're using that css expansion on a regular wii it really does have a nasty stutter in its current state, not very practical: https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)


Title: Re: The Brawl Expansion Project
Post by: RedipsTheCooler on April 16, 2015, 04:45:14 PM
Freezes where?
Entering CSS?
Hovering over an icon?
It freezes when hovering over an icon. I apologize for being so vague.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 16, 2015, 05:10:50 PM

That's odd...
Do you use BrawlEx?

No. I did exactly what you did and got rid of everything but the CSP folder, and system folder (with common 3 only) and the only codes were File patch, and SDHC expansion code. It works when I do that, but if I include anything that touches the CSS in anway (CSS fix, Custom CSS, etc.), it crashes.


Title: Re: The Brawl Expansion Project
Post by: Keizer Organa on April 16, 2015, 08:25:44 PM
Do the files work over the normal Lucario? Are the loaded files going over Lucario's file size limit?
I dunno. I'll have to check whenever I can.

Regarding file size limit, the texture and model are way below the limit, and the moveset is about 90 kb over. The FitLucario clone file I'm using is about 100 kb over.
I may just replace them with the normal ones and see what happens, because FitLucarioMotionEtc.pac and the FitLucario.pac files I'm using are from a custom PSA. I will post my progress whenever I get the chance.

EDIT1: I got the chance, and tested the clone with normal files (save for the model-texture file for the clone) and right when I went to hover my cursor over the clone, the game crashes. Sooooo........what did I do wrong?


Title: Re: The Brawl Expansion Project
Post by: PhantomWings on April 16, 2015, 10:46:18 PM
No. I did exactly what you did and got rid of everything but the CSP folder, and system folder (with common 3 only) and the only codes were File patch, and SDHC expansion code. It works when I do that, but if I include anything that touches the CSS in anway (CSS fix, Custom CSS, etc.), it crashes.

That's to be expected to some extent. Those codes modify assembly in sora_menu_sel_char.rel. If you change the size of the module, then the alignment of the file changes causing a shift in the assembly code. This causes those codes to write to the wrong places making things unstable. There's also a small gotcha with the way module sections are aligned. Due to a small quirk in the way they're structured, the module editor can't perfectly recompile them to the exact same alignment. You can however, force the sections to line up properly if you pad out each section with extra bytes. The best way to ensure code compatibility is by first ensuring that the module's FixSize matches the original, and then performing a diff on the two files to see where where the section alignments differ (Note that they only need to match up to the FixSize.). From there, you can manually pad out each section to properly line them up again.

I dunno. I'll have to check whenever I can.

Regarding file size limit, the texture and model are way below the limit, and the moveset is about 90 kb over. The FitLucario clone file I'm using is about 100 kb over.
I may just replace them with the normal ones and see what happens, because FitLucarioMotionEtc.pac and the FitLucario.pac files I'm using are from a custom PSA. I will post my progress whenever I get the chance.

EDIT1: I got the chance, and tested the clone with normal files (save for the model-texture file for the clone) and right when I went to hover my cursor over the clone, the game crashes. Sooooo........what did I do wrong?

Crashing due to hovering over the icon implies an error in the CSP data. To confirm this, you could try changing the CSSSlot config file's cosmetic ID to someone that you know already works like Mario. If it still crashes, then it is likely there is something wrong with your core BrawlEx file setup.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 17, 2015, 01:12:18 AM
Alright, taking PW's info I made a new common3.pac (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0) Tell me if it works for you Power Marshall.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 17, 2015, 04:05:41 AM
Alright, taking PW's info I made a new common3.pac (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0) Tell me if it works for you Power Marshall.
It still won't work with any CSS modifying codes. If those codes are off, it doesn't crash. :(


Title: Re: The Brawl Expansion Project
Post by: Keizer Organa on April 17, 2015, 03:44:07 PM
Crashing due to hovering over the icon implies an error in the CSP data. To confirm this, you could try changing the CSSSlot config file's cosmetic ID to someone that you know already works like Mario. If it still crashes, then it is likely there is something wrong with your core BrawlEx file setup.
Alright. When I get the chance to (once again because busy), I'll try it.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 21, 2015, 12:11:12 AM
It still won't work with any CSS modifying codes. If those codes are off, it doesn't crash. :(

Umm well I can't figure it out then...
FixSize matches perfectly and so do each of the sections.
Problem is modules now get loaded 20 bytes further in memory...

All I can do for now is make the codes compatible with that common3.pac
Code:
CSS Fix [External CSPs] [Phantom Wings]:
046A0C88 C2000000
0469DC38 40820030
0469DC60 2C030000
04689EA8 60000000

Custom CSS v2 [External CSPs] [spunit262]
0668312C 00000030
387E006C 3B600000
3C808068 38840E00
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690358 48000068
066900F8 00000008
2c170028 41820168
02680E00 0022FFFF
06680E00 000000YY
ZZZZZZZZ ZZZZZZZZ


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 21, 2015, 06:52:25 AM
Okay, both codes "work." I say that because your CSS fix works perfectly, now with the Ex CSPs, your custom css code works... but it has weird effects. I.E. I set my CSS amount to 27, in smash, it gives me 20 mario icons and the rest are the icons I had set originally for my CSS, so it'd be like:
 20x Mario / luigi/ mario/ peach/ etc. Other than that, it works.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 21, 2015, 11:09:39 AM
Oops... should be fixed now.
Code:
CSS Fix [External CSPs] [Phantom Wings]:
046A0C88 C2000000
0469DC38 40820030
0469DC60 2C030000
04689EA8 60000000

Custom CSS v2 [External CSPs] [spunit262]
0668312C 00000030
387E006C 3B600000
3C808068 38840E00
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690358 48000068
066900F8 00000008
2c170028 41820168
02680E00 0022FFFF
06680E00 000000YY
ZZZZZZZZ ZZZZZZZZ


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 21, 2015, 12:36:29 PM
Thanks a bunch, ASF1nk. It works great, now! One more thing to anyone, not just you (you did enough lol). What are the codes to have independent pokemon now? I forgot. I know you put in 5C instead of 1C for Squirtle or something( so that he's independant), but is there other things needed? Because he still has pokemon trainer lol.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 21, 2015, 01:03:11 PM
Thanks a bunch, ASF1nk. It works great, now! One more thing to anyone, not just you (you did enough lol). What are the codes to have independent pokemon now? I forgot. I know you put in 5C instead of 1C for Squirtle or something( so that he's independant), but is there other things needed? Because he still has pokemon trainer lol.

That would require even more codes.
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)

And if you still want external CSPs codes need to be fixed for compatibility.
I need to figure out how to fix the module that way I don't need to mess with the codes.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 21, 2015, 01:22:35 PM
R-right. Are you able to test it to make sure it works, or would you like a tester if you can't test it on your own?


Title: Re: The Brawl Expansion Project
Post by: Afterthought on April 22, 2015, 08:39:39 AM
I'm having trouble adding a clone to my BrawlEx (a problem I haven't ever faced till now actually).
I'm trying to use the Fighter52 slot but upon selection of the clone (a clone of Lucas) the game hard crashes.

  - I replaced the module many times, this didn't fix the issue.
  - I tried replacing the files within the folder of the clone himself, nothing.
  - I tried replacing the core files of BrawlEx, still no fix.
  - The CSPs and such are not the problem, as they load up before I select the character anyway.

Any ideas and assistance is appreciated.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 22, 2015, 11:46:25 AM
I'm having trouble adding a clone to my BrawlEx (a problem I haven't ever faced till now actually).
I'm trying to use the Fighter52 slot but upon selection of the clone (a clone of Lucas) the game hard crashes.

  - I replaced the module many times, this didn't fix the issue.
  - I tried replacing the files within the folder of the clone himself, nothing.
  - I tried replacing the core files of BrawlEx, still no fix.
  - The CSPs and such are not the problem, as they load up before I select the character anyway.

Any ideas and assistance is appreciated.

The module is probably not well configured.
Check if it loads the correct slot.
If not, change it (in this case, to 52)


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on April 22, 2015, 01:18:23 PM
I'm having trouble adding a clone to my BrawlEx (a problem I haven't ever faced till now actually).
I'm trying to use the Fighter52 slot but upon selection of the clone (a clone of Lucas) the game hard crashes.

It may be your GCT file itself .I made a brand new .gct file for the same reason

  - I replaced the module many times, this didn't fix the issue.
  - I tried replacing the files within the folder of the clone himself, nothing.
  - I tried replacing the core files of BrawlEx, still no fix.
  - The CSPs and such are not the problem, as they load up before I select the character anyway.

Any ideas and assistance is appreciated.


Title: Re: The Brawl Expansion Project
Post by: Afterthought on April 22, 2015, 04:46:20 PM
-module talk-

It's not the module. Every time I replaced the number the game will still crash.

It may be your GCT file itself .I made a brand new .gct file for the same reason

I don't think the codes interfere with clones whatsoever. Not certain on that though.

Any more ideas?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 22, 2015, 09:11:03 PM
It's not the module. Every time I replaced the number the game will still crash.

I don't think the codes interfere with clones whatsoever. Not certain on that though.

Any more ideas?

Show us what you did.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on April 23, 2015, 03:03:48 PM
R-right. Are you able to test it to make sure it works, or would you like a tester if you can't test it on your own?

Okay well can you test this one (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0), without the new codes I modified. Use your original codes.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on April 23, 2015, 07:11:21 PM
Okay well can you test this one (https://www.dropbox.com/s/7zce78ae1a4pavr/common3.pac?dl=0), without the new codes I modified. Use your original codes.

Congratulations. It works. Independent Pokemon and all. :D :D


Title: Re: The Brawl Expansion Project
Post by: Nasca Corp on April 23, 2015, 09:06:20 PM
Hi all pals.. i have a question, if i want to clone zero suit samus (using zero suit samus alone rel) which Slotconfig i need to use??  Slot03 [Samus-SZerosuit]   or   Slot04 [SZerosuit-Samus]??

Edit:

Well with Slot04 [SZerosuit-Samus]  the icons appears like a mario i select it and semi crash after select a stage

With  Slot03 [Samus-SZerosuit]  icons show properly and game loads well, the character work well, BUT when i use her final smash at end of the animation the character just stand and i cant move and i have to restart the match, how i can fix this?


Title: Re: The Brawl Expansion Project
Post by: BlueBrain on April 24, 2015, 03:36:00 AM
have you tried taking a look at the PSA where her FS is called? maybe it's trying to transform into samus...


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 24, 2015, 08:12:04 AM
have you tried taking a look at the PSA where her FS is called? maybe it's trying to transform into samus...

▲This.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 24, 2015, 12:58:24 PM
Hi all pals.. i have a question, if i want to clone zero suit samus (using zero suit samus alone rel) which Slotconfig i need to use??  Slot03 [Samus-SZerosuit]   or   Slot04 [SZerosuit-Samus]??

Edit:

Well with Slot04 [SZerosuit-Samus]  the icons appears like a mario i select it and semi crash after select a stage

With  Slot03 [Samus-SZerosuit]  icons show properly and game loads well, the character work well, BUT when i use her final smash at end of the animation the character just stand and i cant move and i have to restart the match, how i can fix this?
I don't think your Slot configs have anything to do with the final smash. I personally used Slot04 [SZerosuit-Samus] and it worked fine for me. Is the moveset in question designed to be used by Zsamus alone? Or is the final smash still programmed to transform back into Samus? Try using it over the regular zss slot and see if she transforms into Samus, if so that's the reason your glitch is happening.


Title: Re: The Brawl Expansion Project
Post by: Nasca Corp on April 24, 2015, 09:13:38 PM
I don't think your Slot configs have anything to do with the final smash. I personally used Slot04 [SZerosuit-Samus] and it worked fine for me. Is the moveset in question designed to be used by Zsamus alone? Or is the final smash still programmed to transform back into Samus? Try using it over the regular zss slot and see if she transforms into Samus, if so that's the reason your glitch is happening.
Yeah dude i know is not the slot , must be the PSA, i ve removed the "terminate instance" but nothing happen, maybe i need to re-do the subrutine and the Final Smash, to prevent she transform in samus, thks all !


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 25, 2015, 12:15:55 PM
I'll ask this again:
Has someone been able to make a Bowser clone? With or without Giga Bowser?

I can't get it to work.
The game just freezes when selecting the clone.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on April 28, 2015, 12:01:26 AM
I'll ask this again:
Has someone been able to make a Bowser clone? With or without Giga Bowser?

I can't get it to work.
The game just freezes when selecting the clone.
I have actually made all the possible Bowser clone (Bowser with Giga, Bowser alone & Giga alone).
What are you trying to clone? It depends because with Bowser & Giga is just like any other BrawEx character but if you want one of them alone you need to fix some things in his config file and his move set files


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 28, 2015, 06:08:56 AM
I have actually made all the possible Bowser clone (Bowser with Giga, Bowser alone & Giga alone).
What are you trying to clone? It depends because with Bowser & Giga is just like any other BrawEx character but if you want one of them alone you need to fix some things in his config file and his move set files

I want Bowser alone.
I don't know how to clone Bowser + Giga.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on April 28, 2015, 07:23:09 PM
anyone has any news on a Yoshi module?


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on April 29, 2015, 11:02:08 PM
I want Bowser alone.
I don't know how to clone Bowser + Giga.

For Bowser alone you need to do this to his Slot Config file.
(http://i.imgur.com/koxth9i.png)
And instead of 0B (Bowser Fighter ID) you need to change it to the one your Bowser clone use.
And unless you check "Merge Motion/Etc" in his Fighter Config you need to include the "FitKoopaEtc.pac".

Also in case you want to have both Bowser + Giga you need to do this.
(http://i.imgur.com/b9mVUXz.png)
You also need to change the 0B and the 30 (the Fighter ID of Giga Bowser). And you need to check "Merge Motion/Etc" in both Bowser & Giga Fighter Config otherwise they will not work.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 30, 2015, 10:20:39 AM
For Bowser alone you need to do this to his Slot Config file.
([url]http://i.imgur.com/koxth9i.png[/url])
And instead of 0B (Bowser Fighter ID) you need to change it to the one your Bowser clone use.
And unless you check "Merge Motion/Etc" in his Fighter Config you need to include the "FitKoopaEtc.pac".

Also in case you want to have both Bowser + Giga you need to do this.
([url]http://i.imgur.com/b9mVUXz.png[/url])
You also need to change the 0B and the 30 (the Fighter ID of Giga Bowser). And you need to check "Merge Motion/Etc" in both Bowser & Giga Fighter Config otherwise they will not work.


I'll try this out, thanks.

When you talk about the IDs "0B" and "30", you're talking about the name of the files or the coding?
Because the Slot files are named like that, but said numbers are also seen in the images.

EDIT: The game still doesn't load my Bowser clone. The game freezes as soon as I select a Stage.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on April 30, 2015, 07:54:10 PM
I'll try this out, thanks.

When you talk about the IDs "0B" and "30", you're talking about the name of the files or the coding?
Because the Slot files are named like that, but said numbers are also seen in the images.

EDIT: The game still doesn't load my Bowser clone. The game freezes as soon as I select a Stage.
You can see the IDs I'm talking about in this image: Fighter Data Chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png?m=), Giga Bowser only have a Fighter (30) and a Slot (2C) Config files, the SlotConfig use the Fighter ID to determine what character it will transform if the character can do it. You don't have to worry when cloning because they all use the same ID for the 4 types of config files unless you use a Boss Slot.

And for your problem if you're using the correct rel (ft_koopa-alone BX v1.1.rel) and it have the right ID in the rel and your game is having a soft freeze then you probably forgot a file, check if you have all the files that appear in the BrawlEx Config Utility, although some of them aren't really needed like the Fit_Spy & The Fit_Dark, so it could be the files for the Kirby hat which you need to select in the Kirby option as "None" to make the game to doesn't search for this files.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on April 30, 2015, 09:22:22 PM
You can see the IDs I'm talking about in this image: Fighter Data Chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png?m=), Giga Bowser only have a Fighter (30) and a Slot (2C) Config files, the SlotConfig use the Fighter ID to determine what character it will transform if the character can do it. You don't have to worry when cloning because they all use the same ID for the 4 types of config files unless you use a Boss Slot.

And for your problem if you're using the correct rel (ft_koopa-alone BX v1.1.rel) and it have the right ID in the rel and your game is having a soft freeze then you probably forgot a file, check if you have all the files that appear in the BrawlEx Config Utility, although some of them aren't really needed like the Fit_Spy & The Fit_Dark, so it could be the files for the Kirby hat which you need to select in the Kirby option as "None" to make the game to doesn't search for this files.

Got it to work, thanks.
But just for non transforming Bowser.
If I try to make a Bowser w/Giga the game freezes.
Do I need to do something else besides cloning Giga Bowser?

P.S: I'm using 2 modules to clone them (both are the koopa-giga koopa).
Do I need to use just one? If yes, I might require more explanation.


Title: Re: The Brawl Expansion Project
Post by: Riddler on May 01, 2015, 02:07:55 AM
So as of May 1st, what is the most comprehensive Brawl Ex pack?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on May 01, 2015, 08:33:24 AM
There's Nebulon's BrawlEx pack, but that has more of a focus on quantity over quality. I don't really know of any other released BrawlEx packs though.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on May 03, 2015, 01:28:07 AM
Got it to work, thanks.
But just for non transforming Bowser.
If I try to make a Bowser w/Giga the game freezes.
Do I need to do something else besides cloning Giga Bowser?

P.S: I'm using 2 modules to clone them (both are the koopa-giga koopa).
Do I need to use just one? If yes, I might require more explanation.

If you want Bowser + Giga you need to edit like this the Slot Config:
(http://i.imgur.com/b9mVUXz.png)
And instead of '0B' the ID of your Bowser clone and instead of '30' the ID of your Giga Clone. You need to do the same with the Slot Config for Giga but the order of the IDs are reversed.
Also both of them must have the "Merge Motion/Etc" check in their Fighter Config using the BrawlEx Config Utility.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 03, 2015, 10:36:06 AM
If you want Bowser + Giga you need to edit like this the Slot Config:
([url]http://i.imgur.com/b9mVUXz.png[/url])
And instead of '0B' the ID of your Bowser clone and instead of '30' the ID of your Giga Clone. You need to do the same with the Slot Config for Giga but the order of the IDs are reversed.
Also both of them must have the "Merge Motion/Etc" check in their Fighter Config using the BrawlEx Config Utility.


By using both modules?
Or do I just need to use one?


Title: Re: The Brawl Expansion Project
Post by: Carnage on May 03, 2015, 11:59:00 AM
There's Nebulon's BrawlEx pack, but that has more of a focus on quantity over quality. I don't really know of any other released BrawlEx packs though.
tbh i think nebulon has every moveset that has quality and then the rest since there arent enough quality movesets to fill 100 slots.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 03, 2015, 12:17:51 PM
tbh i think nebulon has every moveset that has quality and then the rest since there arent enough quality movesets to fill 100 slots.

You're right.
And most movesets actually reference the same character.
There are about 6 Shadows in the Vault. It would be useless to use them all (and most are the same but edited).

Good that Nebulon uses different PSAs for everyone.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on May 03, 2015, 03:00:07 PM
We NEED Kirby, Wario, Samus, Dedede and G&W.


Title: Re: The Brawl Expansion Project
Post by: Carnage on May 04, 2015, 08:37:22 AM
Anyone know anything about loading this on a PAL wii? I know I asked this a while ago, but can anyone tell me how? Do I need USB Loader?
this is for the ntsc ssbb version only, i use my pal wii and load a ntsc ssbb iso trough usbloadergx thats the simpler way imo and you can split the iso to fit on fat32 drive and runs perfectly trough usbloadergx.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on May 05, 2015, 11:40:39 PM
By using both modules?
Or do I just need to use one?

You need to use only one module for both clones, the "ft_koopa-gkoopa BX v1.1.rel".
For editing the module name you need to use a hex editor software. For example this is how I have setup my Giga Bowser clone file:
(http://i.imgur.com/P183Djf.png)
Both my Bowser and Giga Bowser clone use the "ft_bowser.rel" to be able to transform into the other one.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 06, 2015, 04:58:20 PM
You need to use only one module for both clones, the "ft_koopa-gkoopa BX v1.1.rel".
For editing the module name you need to use a hex editor software. For example this is how I have setup my Giga Bowser clone file:
([url]http://i.imgur.com/P183Djf.png[/url])
Both my Bowser and Giga Bowser clone use the "ft_bowser.rel" to be able to transform into the other one.


And there's the problem I have
I'm not a hex editor friendly user.

Well, I'll try it sometime later.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on May 08, 2015, 06:56:47 PM
And there's the problem I have
I'm not a hex editor friendly user.

Well, I'll try it sometime later.

Actually you don't really need to have a lot of hex knowledge to make this, just click on the right column after where it says "ft_" and start writing the new module name and if for example the old module file is longer than the new one you just need to fill with 0s in the left column.
For example I had "ft_bowser.rel" and I change it to "ft_koopa.rel" and because I have a double "6C" I need to edit the second "6C" to a "00":
(http://i.imgur.com/X0Gj1yZ.png)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 08, 2015, 09:01:03 PM
Actually you don't really need to have a lot of hex knowledge to make this, just click on the right column after where it says "ft_" and start writing the new module name and if for example the old module file is longer than the new one you just need to fill with 0s in the left column.
For example I had "ft_bowser.rel" and I change it to "ft_koopa.rel" and because I have a double "6C" I need to edit the second "6C" to a "00":
([url]http://i.imgur.com/X0Gj1yZ.png[/url])


Ok, I'll try to make a Bowser w/Giga clone.
Before that, I noticed that Giga Bowser doesn't have a CSSSlot nor CosmeticConfig.
What should I do there?


Title: Re: The Brawl Expansion Project
Post by: BlueBrain on May 09, 2015, 06:59:11 AM
just out of curiosity, would it be possible to add a giga bowser clone without a bowser, and make him appear at CSS?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on May 09, 2015, 09:58:52 AM
just out of curiosity, would it be possible to add a giga bowser clone without a bowser, and make him appear at CSS?
i did that last year lol
Its easier with the new configs now


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 09, 2015, 09:33:42 PM
DO I just download usbloadergx and run it to get the iso to run? Or do I need to do something else as well? Does it support 16GB USBs?
16 GB USB will work fine, however you'll need to convert the iso into wbfs format. Probably best to look up a guide to usb loading before you get started to understand the basics of what programs you need and such.


Title: Re: The Brawl Expansion Project HELP
Post by: Peachy11 on May 12, 2015, 03:58:52 PM
I re-did the whole possess of making a custom character, making sure im using all the proper things, and I was trying to make Wii U Peach- I made individually all the images and names and even for the different colors. then I launch the game- everything is there... the colors the thumbnail and stuff... but then I chose a stage- and it freezes. D:
HALP
I'll make a video of what is wrong if you want me to!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 12, 2015, 04:31:22 PM
I have the game loaded on usbloadergx, but when I launch it, it takes meback to homebrew. I tried 2 of the other hooktypes(I think they are called that) VBI and AXNextFrame, but none worked? Can anyone help? I'm so close to getting this to run.
Have you loaded anything on usbloader before? Are you just running the usbloader GX app or did you go through a guide to softmod your wii? It could be related to the cios you're trying to run it on. I find d2x works best for me and it also supports SDHC loading.

I re-did the whole possess of making a custom character, making sure im using all the proper things, and I was trying to make Wii U Peach- I made individually all the images and names and even for the different colors. then I launch the game- everything is there... the colors the thumbnail and stuff... but then I chose a stage- and it freezes. D:
HALP
I'll make a video of what is wrong if you want me to!


 Is it a silent crash or does the game make a loud beep? A silent crash means you're missing a required file, double check to make sure your base character has entry files, result files, etc if they require them.
If it's a beep then there's a problem with the files you're trying to load. Check over each of your files for the character you're loading and make sure the combined size of your costume, motionetc and moveset don't exceed the file size limit of the base character.


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on May 12, 2015, 10:23:52 PM
Ok, I'll try to make a Bowser w/Giga clone.
Before that, I noticed that Giga Bowser doesn't have a CSSSlot nor CosmeticConfig.
What should I do there?
There are files for Giga Bowser in the new BrawlEx v2.0, but if you don't have them use Bowser files, because the Cosmetic is just for the name the character will have in the victory screen if he win and the CSS is for the costumes the character will have (order, color, etc).
btw you can have multiple Giga Bowser costumes/slots, but only if he is a clone, you can't do this with the original Bowser & Giga


Title: Re: The Brawl Expansion Project
Post by: Tyshy on May 19, 2015, 02:08:40 PM
does the riivolution xml work the same as Gecko?


Title: Re: The Brawl Expansion Project
Post by: Darkrai Lv.1000 on May 22, 2015, 08:07:54 PM
Hi guys, I've been working on adding clones for up to around 92 characters, but for some reason, some appear as the Random icon and crash when selected. And 2 icons are completely wrong.

I've included a screenshot for reference (using Brawl Minus as a base):
(http://i57.tinypic.com/2yuzvp1.png)
(The absolute last one is the ACTUAL Random icon, which does work. Also, the first Roy is supposed to be of Marth, and the Mario immediately after is supposed to be of Ganondorf.)

I'm almost positive I've added those particular ones correctly, as the other clones show up just fine. In addition, I realized that the afflicted icons (includes the aforementioned first Roy and immediate Mario) are EXslots 64 all the way up to 72, which Dolphin doesn't even seem to load according to its logger. I see other packs with rosters bigger than mine with no errors, so does anyone know why I'm getting this problem? :/

EDIT: Fixed the problem, was using the older BrawlEx Core Files. Changed those to the new ones, and everything loads perfectly! xD


Title: Re: The Brawl Expansion Project
Post by: Kyouma on May 24, 2015, 04:44:45 PM
its probably futile since there is no reply for the problem in the comment above, but well, can someone tell me why is this happening?
(http://i.imgur.com/5bG5iMR.png)


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 24, 2015, 06:33:31 PM
its probably futile since there is no reply for the problem in the comment above, but well, can someone tell me why is this happening?
([url]http://i.imgur.com/5bG5iMR.png[/url])

I'm not entirely familiar with the icon layout of the css and how it's controlled, but aren't there bones which determine where each icon will appear, or something to that effect? I'd assume that one of the icon's placements is off from where it should be but it's really just an assumption.


Title: Re: The Brawl Expansion Project
Post by: Kyouma on May 24, 2015, 07:48:16 PM
well, I edited the CSS bones a bit to remove the small names above, maybe I messed it up somehow without noticing, Ill re-do that edit and see if that solves it


Title: Re: The Brawl Expansion Project
Post by: Shiro_Neku on May 24, 2015, 08:04:42 PM
well, I edited the CSS bones a bit to remove the small names above, maybe I messed it up somehow without noticing, Ill re-do that edit and see if that solves it
I thought you didn't need to edit the bones position to make the small names above the css icons disappear. Just by moving their translation to -100 was enough for making the names "disappear" in my build.


Title: Re: The Brawl Expansion Project
Post by: Lawliet on May 25, 2015, 05:03:12 AM
I thought you didn't need to edit the bones position to make the small names above the css icons disappear. Just by moving their translation to -100 was enough for making the names "disappear" in my build.

Another way is to set their scale to 0.001.

its probably futile since there is no reply for the problem in the comment above, but well, can someone tell me why is this happening?
([url]http://i.imgur.com/5bG5iMR.png[/url])

I had this kind problem adding Cloud to my BrawlEx hack pack. When I added him, there was no name above his mugshot. Too bad I can't provide a picture(cause I was using a Wii).


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 25, 2015, 03:31:37 PM
Well, I've just discovered a new css issue regarding large amounts of clones and alt costumes.

I'm finding that after having a large amount of files in the char_bust_tex_lz77 archive of sc_selcharacter.pac the game will crash whenever player 4 moves their cursor over the css. This is avoided only if p4 remains on random after being selected, moving them afterwards over any other icon causes the game to crash. It doesn't seem to be related to file size, only file amount from what I can tell but I plan to play around with it more to verify this / test what limits I can get away with.
Has anyone else had this issue or found a way around it?

Edit: Yeah I've confirmed it's to do with the number of csps, I hit the limit after reaching MiscData[171]. It's probably around the same number as the stock icon limit I stumbled onto earlier, but I'm not 100% since I don't know exactly how many csps I have in there in total. Either way though the limit isn't too bad in that case, since I only had room for about 3 icons more maximum with this many csps. Just thought I'd mention it here in case other people get the p4 freezing issue since I couldn't find it documented elsewhere.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on May 27, 2015, 07:43:05 AM
Heya, so I'm back doing pack work and I wanted to know if anyone could tell me what part of the sc_selcharacter controlled how the icons were organized.

I had a custom shape for mine, however I just figured out that it can not hold more than a certain amount of icons, so I need to go back to the original formation. So I need to know what to copy from the original orientation so that I can replace it in my current sc_selcharacter.

Can anyone guide me?


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on May 27, 2015, 07:48:57 AM
MenSelchrPos_TopN


Title: Re: The Brawl Expansion Project
Post by: Nebulon on May 27, 2015, 01:11:13 PM
MenSelchrPos_TopN

Nice, thanks :)

Also, I noticed I'm over the 3.61 mb limit for the sc_selcharacter. 3.68 to be exact. But I've always operated under the idea the Brawl EX cannot be beyond 3.1 mb Is that because of the PM Loader? I read that somewhere, but I didn't think it was real... or is it something else?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on May 27, 2015, 03:39:41 PM
Nice, thanks :)

Also, I noticed I'm over the 3.61 mb limit for the sc_selcharacter. 3.68 to be exact. But I've always operated under the idea the Brawl EX cannot be beyond 3.1 mb Is that because of the PM Loader? I read that somewhere, but I didn't think it was real... or is it something else?
max is 3.79mb


Title: Re: The Brawl Expansion Project
Post by: leondanny56 on May 27, 2015, 10:49:45 PM
hey i finally got the alloy's to work with my brawlex pack by using the alloy cosmetics on the first page,
but now i have run into a problem even though red alloy works, i noticed that when ever i have more than one person be red alloy the first red alloy loads up but no other red alloy loads the game just crashes.

if anyone knows how to make it so more than one person can be red alloy please tell me.


Title: Re: The Brawl Expansion Project
Post by: Power Marshall on May 29, 2015, 07:57:17 AM
Nice, thanks :)

Also, I noticed I'm over the 3.61 mb limit for the sc_selcharacter. 3.68 to be exact. But I've always operated under the idea the Brawl EX cannot be beyond 3.1 mb Is that because of the PM Loader? I read that somewhere, but I didn't think it was real... or is it something else?

I don't know if it works for clones, but maybe you could use the external CSP method for the original 37-39 characters, and just have the clones in the SC_Selcharacter.pac file? As for the original in that file, just replace it with a small little dot or something, lol.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on May 29, 2015, 08:20:27 AM
how does the riivolution xml work??


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on May 29, 2015, 05:51:53 PM
any1 here have some ideas on how to start making a stageroster.dat


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 29, 2015, 05:55:19 PM
any1 here have some ideas on how to start making a stageroster.dat

How about a SFXConfig.dat?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 29, 2015, 09:46:20 PM
I'd say a GFXconfig.dat to go along but I find there's more than enough sse enemies to work with so I wouldn't really need it.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on May 30, 2015, 11:52:56 AM
I'm using brawl managers to change the SSS icons of my custom stages, but whenever I try to change the series icon it changes the icons for all custom stages. So I add a Mario icon to my Mario galaxy stage and it adds the same icon to my Windy Hill Zone and Pyrosphere stage. How do I fix this?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on May 30, 2015, 12:24:42 PM
I'd say a GFXconfig.dat to go along but I find there's more than enough sse enemies to work with so I wouldn't really need it.

A SFXConfig.dat would help more to get all characters have their own Soundbank.
I know there are many Bosses and SSE enemies, but most of them have very few SFX, the most are the Bosses, Primids and ROBs.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 30, 2015, 02:43:04 PM
A SFXConfig.dat would help more to get all characters have their own Soundbank.
I know there are many Bosses and SSE enemies, but most of them have very few SFX, the most are the Bosses, Primids and ROBs.
Yeah, and there's already a lot of stage workarounds out there at the moment to get more than enough in. SFX is really the only area we really need to squeeze everything in to.
CSPs sort of too considering the current workaround isn't practical on console. Right now I've got all my csps halved in res.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on June 02, 2015, 08:40:29 AM
Hey. So I'm going to give my friend a wii for their birthday. I figured I'd make it modded so that it can play my build (he's wanted to play it at his own home for a while now) and I can't remember if there was an issue with Brawl Expansion working with new profiles or not.

I thought that if you haven't unlocked all of the characters there was an issue but I don't know if that still happens. Does anyone know??


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 02, 2015, 09:19:25 PM
I think they used to all have "NEW" icons hovering over them but I think that got fixed at some point. If worst comes to worst it's easy to download a 100% save to use, and with a modded build it might be more useful to have for the fully unlocked my music and such.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on June 03, 2015, 06:32:58 PM
How do I change the cosmetics using the brawlex clone engine tool


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on June 03, 2015, 06:53:38 PM
I'm not sure if the tool should still be used nowadays...


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 04, 2015, 10:21:41 PM
EDIT: Nevermind, and hopefully this'll be the last time I address this. That P4 crash I mentioned earlier occurs only when having over an absolute index of 100 MiscDatas in your char_bust_tex_Lz77 arc in the sc_selcharacter.pac file. So although you can fit 100 icons onto the css if you still use the default combined Pokemon Trainer or have Zero Suit as a separate icon the game is short 1 set of csps to fit all 100.

Edit 2: For others experiencing this problem I've found a simple workaround. I've set the Pokemon Trainer's CosmeticConfig to load up one of his pokemon (in this case squirtle) and then I just replaced the chosen pokemon's icon on the css with his default one. This results in a pokemon trainer that appears to automatically select one of his pokemon even though he's really starting out unchosen.


Title: Re: The Brawl Expansion Project
Post by: 123123sora on June 05, 2015, 11:11:24 AM
How do you reduce the number of costumes a clone has without having it crash when you cycle through CSPs on the CSS? >_< The character im trying to clone has 10 costumes but I only want the clone to have 4.

Also I have a peach clone and her final smash doesn't play any music. How can i fix this and is there a way to make it so her final smash plays a different song? Like, say the mario franchise victory theme?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 06, 2015, 03:52:07 PM
How do you reduce the number of costumes a clone has without having it crash when you cycle through CSPs on the CSS? >_< The character im trying to clone has 10 costumes but I only want the clone to have 4.

Also I have a peach clone and her final smash doesn't play any music. How can i fix this and is there a way to make it so her final smash plays a different song? Like, say the mario franchise victory theme?

The muted final smashes are a brawlEx issue, I don't know if there's any feasible work around.

As for the costume limit you need to set it in both your fighterconfig and your cssSlotConfig for it to work properly. If you only set it in cssSlot it'll seem fine on the css but your random will cause crashes.


Title: Re: The Brawl Expansion Project
Post by: 123123sora on June 07, 2015, 07:56:34 PM
The muted final smashes are a brawlEx issue, I don't know if there's any feasible work around.

As for the costume limit you need to set it in both your fighterconfig and your cssSlotConfig for it to work properly. If you only set it in cssSlot it'll seem fine on the css but your random will cause crashes.

Can you explain to me where exactly in the fighter config and cssslot config the # of costumes is?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 07, 2015, 08:54:29 PM
Can you explain to me where exactly in the fighter config and cssslot config the # of costumes is?

Sure, but I'll be using some Screenshooter links to make things simpler.
If you open up your FighterConfig in the BrawlEXConfiguration tool you can find the costumes on the right hand side as a section of checkboxes, just check in the numbers of whichever costumes you're using.

For CssSlotConfig you'll need to open the file up in a hex editor and change up the last section of data from 0x20 and onward. Every 4 bits represents one costume, the first 2 represent either the colour of the costume or the file, and the second two represent vice-versa (Sorry, I forget which order is which). The colour identifier seems to be primarily used for team battle, to tell the game which costume is "Red", "Green" or "blue" respectively in that mode. Then the other number is for the file to load (fitCharacter00.pcs, fitCharacter01.pcs etc). I typically just use the same colour value as I do for the file value just to keep things simple. Once you've put in all the costume you want, you end the file with a "0C". Here's a screenshot to show you what I mean: http://screenshooter.net/99992442/xwumfsd (http://screenshooter.net/99992442/xwumfsd)

In that example I have the original Mario on the roster expanded to 10 costumes in total, but if you wanted say only five you'd simply add 0C after the last 05 in that section and fill in the rest of the file with 00's.
Hopefully that helps you out, if you need me to explain anything in further detail though feel free to ask.


Title: Re: The Brawl Expansion Project
Post by: 123123sora on June 07, 2015, 09:30:50 PM
Sure, but I'll be using some Screenshooter links to make things simpler.
If you open up your FighterConfig in the BrawlEXConfiguration tool you can find the costumes on the right hand side as a section of checkboxes, just check in the numbers of whichever costumes you're using.

For CssSlotConfig you'll need to open the file up in a hex editor and change up the last section of data from 0x20 and onward. Every 4 bits represents one costume, the first 2 represent either the colour of the costume or the file, and the second two represent vice-versa (Sorry, I forget which order is which). The colour identifier seems to be primarily used for team battle, to tell the game which costume is "Red", "Green" or "blue" respectively in that mode. Then the other number is for the file to load (fitCharacter00.pcs, fitCharacter01.pcs etc). I typically just use the same colour value as I do for the file value just to keep things simple. Once you've put in all the costume you want, you end the file with a "0C". Here's a screenshot to show you what I mean: [url]http://screenshooter.net/99992442/xwumfsd[/url] ([url]http://screenshooter.net/99992442/xwumfsd[/url])

In that example I have the original Mario on the roster expanded to 10 costumes in total, but if you wanted say only five you'd simply add 0C after the last 05 in that section and fill in the rest of the file with 00's.
Hopefully that helps you out, if you need me to explain anything in further detail though feel free to ask.


Hey thanks a lot :D It appears that the first two bits are the color and the second two are the actual filename. I found this out because it was a Zelda CSSRoster.dat I was editing.

I have another unrelated question though. For some reason, my clones only load the BPs for the first costume in game... why is this?


EDIT: I have another question too. I'm trying to make a BrawlEx SFX for Rosalina over Meta Ridley but I don't know how to add KO SFX. Where is the KO SFX in the PSA file???


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 08, 2015, 06:50:59 AM
Hey thanks a lot :D It appears that the first two bits are the color and the second two are the actual filename. I found this out because it was a Zelda CSSRoster.dat I was editing.

I have another unrelated question though. For some reason, my clones only load the BPs for the first costume in game... why is this?


EDIT: I have another question too. I'm trying to make a BrawlEx SFX for Rosalina over Meta Ridley but I don't know how to add KO SFX. Where is the KO SFX in the PSA file???

PSA currently doesn't support KO SFX.
To replace them you need to use either Tabuu, BrawlBox or a Hex Editor.
I personally reccomend a Hex Editor since the other 2 methods tend to corrupt PSA filea.
Believe me, I've tried.

A Hex Editor is not user friendly, but it is better.


Title: Re: The Brawl Expansion Project
Post by: OmegaPyron on June 08, 2015, 10:51:53 AM
What is the easiest/quickest way to change CSP's on Nebulon's Brawl 4 All? I'm using the 2 GB version.


For P:M, the files are located in pf/system/common5.pac/sc_selharacter_en/char_bust_tex_Iz77/MiscData[X]
and load properly when replaced with Brawlbox. In this build, all the Csps found in the common5.pac are Brawl's default and don't match. Replacing them has no effect!

I found the correct csp's is in pf/menu/common/char_bust_tex/MenSelchrFaceBXXX.brres, but if I replace them, the game glitches going from Homebrew to Gecko.
As advised from http://forums.kc-mm.com/index.php?topic=67591.0 (http://forums.kc-mm.com/index.php?topic=67591.0) and the videos,
I tried LZ77 Extended Compressing the MenSelchrFaceBXXX.brres and converting the images to CMPR, but the game still glitches.


Title: Re: The Brawl Expansion Project
Post by: 123123sora on June 08, 2015, 12:42:40 PM
PSA currently doesn't support KO SFX.
To replace them you need to use either Tabuu, BrawlBox or a Hex Editor.
I personally reccomend a Hex Editor since the other 2 methods tend to corrupt PSA filea.
Believe me, I've tried.

A Hex Editor is not user friendly, but it is better.

What bits are KO SFX?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 08, 2015, 06:33:40 PM
What bits are KO SFX?

You need to find the ID's by yourself using the SFX ID list.

I've never tried it, but some other people have done it before and it worked.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 15, 2015, 10:08:56 PM
In a few of the Brawlex builds, I find a 0KB file called "Bit Variable Clear" in the fighter folder. Does this file serve a purpose?


Title: Re: The Brawl Expansion Project
Post by: Γ on June 24, 2015, 10:21:44 AM
Can someone link me to a text tutorial on how to edit/add clone SFX?


Title: Re: The Brawl Expansion Project
Post by: Tiberious on July 03, 2015, 10:04:59 AM
Okay, I'm looking for the best characters out there... the cream of the crop. Those that will act as if they were always meant to be in Brawl the whole time. What ones are those?

Ideally, I'd like to add Mewtwo if he's any good, and same for Roy, but I won't if either of them are jank in any way.

These will also be for vanilla Brawl, so keep that in mind. Tripping sucks, but it's just part of the game, and I've gotten over it.


Title: Re: The Brawl Expansion Project
Post by: Weegeeisgoingtokillme on July 03, 2015, 10:47:14 PM
Curious question, were the forbidden 7 along with ZSS and Sheik manually added in the Fighter Chart or did it go by what the game files said?


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on July 04, 2015, 07:12:38 AM
Does anybody know if you can use mario's bx fighter rel for luigi? and Does anyone (specifically sammihusky) have an idea for the clone tools progression. that tool is brawlex's greatest ally and its fun to work with


Title: Re: The Brawl Expansion Project
Post by: Inawordyes on July 04, 2015, 10:31:10 AM
Okay, I'm looking for the best characters out there... the cream of the crop. Those that will act as if they were always meant to be in Brawl the whole time. What ones are those?

Ideally, I'd like to add Mewtwo if he's any good, and same for Roy, but I won't if either of them are jank in any way.

These will also be for vanilla Brawl, so keep that in mind. Tripping sucks, but it's just part of the game, and I've gotten over it.

There's a port of both Mewtwo and Roy on the Brawl Vault somewhere that takes their Project M incarnations and adapts them to vBrawl. Another good submission would perhaps be the 2D Marisa PSA that adds the Touhou character Marisa as a 2d sprite character similar to Mr. Game & Watch. The Scott Pilgrim PSA is pretty good as well. There's also a recently-released character named Alastor that might be somewhat what you're looking for.

If you like characters moreso than movesets, then it might also be good to look into the "True xx" PSA series and adapting a model for a character you like over it - which would make them a semi-clone of the original character (Link, Toon Link (as Young Link) Ike, Ganondorf, Captain Falcon, Charizard, Bowser, Meta Knight, and the PM version of Roy all have one, and with the exception of Charizard all are compatible with BrawlEx at this point in time, though Captain Falcon is still a beta module).

Just some suggestions! The best thing to do is take a look at the Character PSA Repository and see if anything strikes your fancy (and most/all of the movesets you can just, as above, put in with another character model if you want).

http://forums.kc-mm.com/index.php?topic=65218.0 (http://forums.kc-mm.com/index.php?topic=65218.0)


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on July 04, 2015, 10:51:00 AM
ebola16: Bit Variable Clear is usually a script inside of PSAs or FitCharacter.pac files to end a certain variable. The file might be used to stop certain variables so if other characters are using them, it doesn't cause any problems and affect gameplay.

Γ: I'm sure there are tutorials out there. I googled it very quickly and saw a video, so they should be out there. I don't think this is the place for me to write a whole tutorial though.

Weegeeisgoingtokillme: I think it goes by the game's files, but for a more intelligent answer, you should ask questions like this in a different area.

BlazeBlue: It's worth dabbling around with to find out!
P.S. We should play BlazBlue...


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on July 04, 2015, 09:32:59 PM
Okay, I'm looking for the best characters out there... the cream of the crop. Those that will act as if they were always meant to be in Brawl the whole time. What ones are those?

Ideally, I'd like to add Mewtwo if he's any good, and same for Roy, but I won't if either of them are jank in any way.

These will also be for vanilla Brawl, so keep that in mind. Tripping sucks, but it's just part of the game, and I've gotten over it.

I can only go off my own experiences so bare that in mind. For completely new, different and working (i.e I haven't encountered any issues):

-2D Marisa over Lucas - Inawordyes mentioned this one, and I'm a Touhou fan so that obviously helps, but this is my favorite PSA. Fun and versatile moveset, brilliant visuals, not OP but not weak, tons of Easter eggs, it's just a blast! Has some cool alts including recolors and other Touhou characters.
-Scott Pilgrim over Lucas - Inawordyes mentioned this one too, great moveset and if you're familiar with the character you'll really appreciate this one
-Geno over ROB
-Goku over Pit
-Cloud over Ike (I use the Cloud Strife Fusion Blader one personally, which is the newest Cloud PSA from memory)
-Sephiroth over Marth (The 5.2 version works well from my experience)
-Majin Vegeta over Pikachu
-Villager over Pit
-Megaman over Snake (based off of Smash 4's model)
-Skull Kid over Toon Link (Slightly OP maybe, haven't decided yet)
-Zero over Link
-X over ROB

For New characters that may have some minor issues or not feel 'Perfect':
-Viewtiful Joe over Captain Falcon (Really fast, may feel odd but really well done)
-Future Trunks over Ike (Works great EXCEPT never use the Side Taunt while facing Left or it will crash for some reason, but otherwise it's perfect)
-2D Alice over Mario (Brilliant PSA that's similar in nature to the 2D Marisa, but Insanely OP and can be unkillable so only use for fun or if you don't care about God PSA's)
-Roll over Zelda (Down Special is the same as neutral special due to nature of no transforming, some small hitboxes with some jab and tilt moves but I find her comfortable to use and she holds her own)
-Lloyd Irving over Wolf (Set is fun, especially if you love Tales of Symphonia, and works fine, but I find the voice effects annoying unless you're using the included SFX file. Just my opinion, so otherwise it's perfect)
--Lucina over Marth (Actually plays different to Marth, fun moveset)

Movesets that are great but similar in nature to other characters:
-Battletoads over Ganon (A combo of Ganon and DK's moves with one or two twists. Plays well)
-Roy over Marth (There's a few out there depending on your preference. I like the Hybrid one myself)
-Saber over Link (Similar moves to Link with some twists)
-Aryll over Link (See above)
-Skyward Sword Link over Link (Alternative take on Link's moveset based off SS)
-Momiji over Link (See above, but resembles Skyward Sword Link)
-Young Link over Link (Similar to Melee Young Link with some twists)
-Gray Fox over Meta Knight (Bigger then Meta Knight with some differences but similar in the sense that he thrives on quick movements and dominating slashing)
-Broly over Ganondorf (Some alternative moves but feels similar to Ganon with some similar moves)

PSA's I haven't tried but look quality:
-Shadow over Sonic (Not sure of best version)
-Mewtwo over Lucario (Not sure of best version)
-Dry Bones over Lucario
-Koopa Trooper over Jigglypuff
-Gotenks over Lucas
-Neku over Lucas
-Deadpool over Snake
-Windwaker Toon Link over Toon Link
-Knuckles over ? (Not sure of best version - Jigglypuff?)
-Tails over ? (Not sure of best version - Jigglypuff?)
-Majin Buu over Lucario
-Kid Buu over Lucario

There's probably a lot more great ones out there but these are the ones I've tried out and enjoyed, or ones that look really interesting and quality based off previews and moveset info. Hope this helps a little


Title: Re: The Brawl Expansion Project
Post by: Tiberious on July 05, 2015, 07:55:10 PM
So, I grabbed vBrawl Mewtwo, but it seems his BrawlEx config files are old. How can I update them to the new format?


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on July 06, 2015, 06:29:37 AM
I think you'd have to manually edit the new config files and module using config utility, brawl box or module editor, clone tool, and hex editor.


Title: Re: The Brawl Expansion Project
Post by: Lone Devil on July 06, 2015, 09:25:18 AM
Alasto
Okay, I'm looking for the best characters out there... the cream of the crop. Those that will act as if they were always meant to be in Brawl the whole time. What ones are those?

Ideally, I'd like to add Mewtwo if he's any good, and same for Roy, but I won't if either of them are jank in any way.

These will also be for vanilla Brawl, so keep that in mind. Tripping sucks, but it's just part of the game, and I've gotten over it.


Alastor over Ganon, Just play it to see why. (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208765)

I'll make true Metal Sonic over Wolf very soon.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on July 08, 2015, 09:54:04 AM
@Persona-Aya
The best shadow over sonic psa is the shadow lord of chaos moveset.
as for mewtwo I recommend the project m for vbrawl  mewtwo .

as for psa's to add
Naruto-there are 2 naruto movesets, .fades CON naruto( a bit more balanced and IMO polished but since it was made in the early days of moveset modes copies alot of animations form other characters)
and Jrush64's naruto (far more accurate to current naruto and all animations are custom made but it does feel unpolished and unfinished)

SmashbrosXX characters- are a very fun and interesting set of characters with a unique and fun playstyle that is closer to traditional fighters in the fact that you have to connect various moves to start combos(IE: A-A-B-A-jump-Fair-Uair-Bair)

Zero- there are actually 3 zero psa's,eldiran's zero was one of the first psa but it is also one of the most balanced for vbrawl mainly taking inspiration from megaman zero but it may be hard to tell since all the animations are links.
Nega zero is basically the same thing but balanced for Brawl minus so it may be a bit overpowered compared to others.
Calikingz's zero is the most accurate zero out there using mostly custom animations with the taken from link actually fitting very well. as for balance it is not a perfect as eldiran's but it's pretty darn close.

Project Sacred: TP Link PSA V1 (Hero of Twilight)-- a take on links moveset that entirely uses his sword no arrows boomerangs or bombs very interesting indeed and also very fun to use

I'll add more to the list later



Title: Re: The Brawl Expansion Project
Post by: PseudoTypical on July 08, 2015, 07:28:20 PM
I'll make true Metal Sonic over Wolf very soon.
This is a PSA? If so, I'm really excited...


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on July 14, 2015, 09:00:33 AM
Hmmm I wonder what PW has next?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 14, 2015, 02:38:39 PM
My hopes (ranked):
1. More stage expansion (since ASL doesn't like Brawlex)
2. More slots for fighters on the CSS screen
3. Liberation from the oppressive file size limits of sc_selcharacter.pac (although the unstable CSS expansion 2.0.0 is certainly a step in the right direction)
4. Ability to add (not replace) custom sounds and/or reading additional XXX.brstm from the .iso
5. A Captain Falcon .rel that has a working final smash!
6. Bowser's Final Smash supports multiple Giga Bowser models

I'd imagine some of those are pretty daunting tasks though. Thanks for your work PW!


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 14, 2015, 02:57:00 PM
My hopes (ranked):
1. More stage expansion (since ASL doesn't like Brawlex)
2. More slots for fighters on the CSS screen
3. Liberation from the oppressive file size limits of sc_selcharacter.pac (although the unstable CSS expansion 2.0.0 is certainly a step in the right direction)
4. Ability to add (not replace) custom sounds and/or music
5. A Captain Falcon .rel that has a working final smash!
6. Bowser's Final Smash supports multiple Giga Bowser models

I'd imagine some of those are pretty daunting tasks though. Thanks for your work PW!
hmm
step number 3 should be taken care of using riivo

PW or someone should work on riivo via USB drive
if you know what I mean :/


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 14, 2015, 03:38:08 PM
hmm
step number 3 should be taken care of using riivo

PW or someone should work on riivo via USB drive
if you know what I mean :/
Riivo would require renaming some of my files, the construction of an XML file, and testing my gct codes to see if they work with Riivo. I use the unstable CSS expansion 2.0.0 and the slow loading time of character CSPs is annoying but better than dealing with sc_selcharacter.pac. I'd want to hear that the slow loading time can't be fixed before I make the switch to Riivo. I liked the approach that was taken with the unstable CSS expansion.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 14, 2015, 07:07:30 PM
My hopes (ranked):
1. More stage expansion (since ASL doesn't like Brawlex)
2. More slots for fighters on the CSS screen
3. Liberation from the oppressive file size limits of sc_selcharacter.pac (although the unstable CSS expansion 2.0.0 is certainly a step in the right direction)
4. Ability to add (not replace) custom sounds and/or music
5. A Captain Falcon .rel that has a working final smash!
6. Bowser's Final Smash supports multiple Giga Bowser models

I'd imagine some of those are pretty daunting tasks though. Thanks for your work PW!

 I know I asked about number 6 before and PW said it was going to be an easy addition. I think number 4 is partially possible for bgm, but I haven't really gotten it to work correctly.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on July 14, 2015, 07:18:07 PM
I think you're talking about BrawlDJ, which basically no one (other than Dant) has gotten to work.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 15, 2015, 12:02:40 AM
BrawlDJ was such a tease...
The best alternative I have is to place custom songs in my .iso. That saves room on the SD and it allows me to have a decent amount of songs. If additional songs could be read from the .iso, that would be ideal for me.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on July 15, 2015, 08:15:17 AM
My hopes (ranked):
1. More stage expansion (since ASL doesn't like Brawlex)
2. More slots for fighters on the CSS screen
3. Liberation from the oppressive file size limits of sc_selcharacter.pac (although the unstable CSS expansion 2.0.0 is certainly a step in the right direction)
4. Ability to add (not replace) custom sounds and/or music
5. A Captain Falcon .rel that has a working final smash!
6. Bowser's Final Smash supports multiple Giga Bowser models

I'd imagine some of those are pretty daunting tasks though. Thanks for your work PW!

1. This is what I think for the stages. The custom stage area should be hijacked to create custom stages. It should probably hold up to 100 stages that would be cool.
2. We need that file size limit broke it limits us greatly.
3. Custom music/SFX.
4. Finish creating the modules.
5. Make the CSS have dual character selection like the Zelda icon. We could use this to load 2 or even more movesets.



Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on July 15, 2015, 08:56:45 AM
You can already add (without replacing) custom music.

It just requires a proper use of the playlist modifier code.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 16, 2015, 04:30:29 AM
You can already add (without replacing) custom music.

It just requires a proper use of the playlist modifier code.
Are you referring to using the combination of the tracklist modifier code, Stage-Track Dependant Song Loader codes, and Custom Sound Engine? I'm doing that now.  I would really like to see something that allows a new .brstm file to be read from the Wii .iso.


Title: Re: The Brawl Expansion Project
Post by: Leon Exodio on July 16, 2015, 05:06:56 AM
has any body got a wolf brawlex psa to be able to load the blaster bullet and work correct because when i brawlex port my psa and edit the gfx the blaster bullet does not work so i open the psa in bb and go to the articles and add the new gfx to the article and it loads in game but it wont move does any body know how to fix this?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on July 19, 2015, 07:51:30 AM
Are you referring to using the combination of the tracklist modifier code, Stage-Track Dependant Song Loader codes, and Custom Sound Engine? I'm doing that now.  I would really like to see something that allows a new .brstm file to be read from the Wii .iso.

How is that any different?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 21, 2015, 02:08:30 PM
How is that any different?
Music can take up a lot of space on the SD card. Also, less reads from the SD card would be required. The file patch code nor the custom sound engine currently recognize new BRSTM files on the ISO (although this may be due to nothing in the system that points to the new files...)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on July 21, 2015, 03:29:57 PM
Considering we can use SDHC now, and that the time to read the SD card is minimal SPECIALLY when compared to reading from the game disc itself, I still think it's pointless.

With a 8GB SDHC card, you can have pretty much everything in the game replaced, and still add stuff. Or do you forget that the Brawl ISO itself is 7.92GB?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 22, 2015, 09:43:34 AM
Considering we can use SDHC now, and that the time to read the SD card is minimal SPECIALLY when compared to reading from the game disc itself, I still think it's pointless.

With a 8GB SDHC card, you can have pretty much everything in the game replaced, and still add stuff. Or do you forget that the Brawl ISO itself is 7.92GB?
I like to keep the same SD card setup in Dolphin and real Wiis. Dolphin doesn't work with virtual SD cards higher than 2 gigs and songs can take up a lot of space. I still think there's value in reading new BRSTMs from an ISO (or having an ISO version of the custom sound engine). With wit, ISOs can be made from a filesystem so technically the size limit of Brawl's ISO is now the size of the hard drive. I'd rather read new BRSTMS from an ISO than worry about Dolphin/Wii SD compatibility.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on July 22, 2015, 10:46:01 AM
I like to keep the same SD card setup in Dolphin and real Wiis. Dolphin doesn't work with virtual SD cards higher than 2 gigs and songs can take up a lot of space. I still think there's value in reading new BRSTMs from an ISO (or having an ISO version of the custom sound engine). With wit, ISOs can be made from a filesystem so technically the size limit of Brawl's ISO is now the size of the hard drive. I'd rather read new BRSTMS from an ISO than worry about Dolphin/Wii SD compatibility.

That is very theoretical. Are you sure Dolphin would still read the ISO properly after it's been expanded?

Anyways, nothing you said before mentioned Dolphin, so, from a Wii standpoint, your wish is already fulfilled. Even on Dolphin! Dolphin can also use added sounds from the SD with the codes, as long as you stay under the limit of a 2GB SD.

Since you're planning to use lots of music, your issue is actually with the virtual SD. Dolphin should allow for greater virtual SDs than 2GB, or, instead, allow you to use a real SD card instead of a virtual one.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 22, 2015, 02:18:58 PM
That is very theoretical. Are you sure Dolphin would still read the ISO properly after it's been expanded?

Anyways, nothing you said before mentioned Dolphin, so, from a Wii standpoint, your wish is already fulfilled. Even on Dolphin! Dolphin can also use added sounds from the SD with the codes, as long as you stay under the limit of a 2GB SD.

Since you're planning to use lots of music, your issue is actually with the virtual SD. Dolphin should allow for greater virtual SDs than 2GB, or, instead, allow you to use a real SD card instead of a virtual one.
I've been using wit to expand the ISO for Brawl for awhile. I've had no problems on both Dolphin and real Wiis (USB Loader GX). That's why adding music to the ISO would be a sensible option since the ISO can easily be recreated.

Also, PhantomWings, the slow loading times for the "BX CSS Expansion v2.0.0.x" would probably be eliminated by reading cs_tex###.brres from the ISO.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 26, 2015, 04:03:30 PM
I figure this is the most relevant place to ask this, does anyone know of a work around for changing gfx files for fighters that use REFF data?
I noticed after changing MarioDk's Goku over Pit to his own file that when in a battle with Pit his Kaioken transformation spawns a bunch of feather effects around him instead of the flames it's supposed to create. I've tried renaming them but that just breaks them entirely. Is there another method for getting around this?


Title: Re: The Brawl Expansion Project
Post by: Cyprus on July 26, 2015, 10:21:53 PM
Help! The Dark Samus PSA randomly turned into Mario and it was working fine the other day, what do I do to fix this problem?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 05, 2015, 05:31:28 AM
Quick question, does the Mr. Resetti assist trophy crash when using Brawlex characters for anyone else?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 05, 2015, 08:55:09 AM
Quick question, does the Mr. Resetti assist trophy crash on Dolphin (but not real Wiis) when using Brawlex characters for anyone else?

It crashes for me on Wiis.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 05, 2015, 04:59:17 PM
My guess as to a fix is either we need new text for Mr Resseti for the brawlEx characters or make it so Mr Resseti uses a default characters text for when he appears like maybe use the text he uses when mario is out .

Anyways does anyone know how to make bowser alone clone slots, I'm very confused as to how I go about setting on up.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on August 05, 2015, 07:52:39 PM
So, what module(s) do(es) PM's 'Independent Pokémon' use? I had an interesting thought regarding Pokémon Trainer, in that I'd like to have both the main Trainer, as well as vBrawl-converted versions of the PM independent ones linked to their individual CSS boxes with their own legit CSPs and everything as EX-characters.

That way, you can choose which style you want, strategic switching, or a single moveset you prefer.

Would this be a possibility?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 06, 2015, 05:02:36 AM
It crashes for me on Wiis.
Oh yes, it does there too. If anyone wants to test, this code will always cause Mr. Resetti to appear from an assist trophy:
4A000000 90180F08
14000054 00040000
E0000000 80008000


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on August 07, 2015, 09:56:51 AM
Yeah, we need to get the ability to make more Mr.Ressetti lines for ex characters or one like what Nintendo did with Pits codecs with DLC fighters. Anyway I've been gone a long time so anything happen recently?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on August 07, 2015, 10:12:06 AM
Oh yes, it does there too. If anyone wants to test, this code will always cause Mr. Resetti to appear from an assist trophy:
4A000000 90180F08
14000054 00040000
E0000000 80008000

Is there a code to just remove him?

Quote

Yeah, we need to get the ability to make more Mr.Ressetti lines for ex characters or one like what Nintendo did with Pits codecs with DLC fighters. Anyway I've been gone a long time so anything happen recently?


I think what we've got is what we'll get. I think interest in Ex development has passed. 


Title: Re: The Brawl Expansion Project
Post by: ToadKart on August 07, 2015, 12:29:36 PM
Aww, we still need a stage expansion. :(


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on August 07, 2015, 02:39:45 PM
I think what we've got is what we'll get. I think interest in Ex development has passed. 
Really!? This is amazing! This is always going to interest me. If I knew how to I'd continue this myself!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 07, 2015, 05:36:33 PM
Oh yes, it does there too. If anyone wants to test, this code will always cause Mr. Resetti to appear from an assist trophy:
4A000000 90180F08
14000054 00040000
E0000000 80008000

Does he crash as soon as he appears? Or when he would go to speak a line that doesn't exist? Would it perhaps be possible to get him to end prematurely in PSA, before he goes to speak any character specific lines?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 08, 2015, 08:42:06 AM
Does he crash as soon as he appears? Or when he would go to speak a line that doesn't exist? Would it perhaps be possible to get him to end prematurely in PSA, before he goes to speak any character specific lines?

He crashes near the beginning of his dialogue, but it varies depending upon which phrases he says. I think a better solution would be creating a code to redirect Resetti to someone else until the problem is fixed. There is a lot of MiscData to go through in ItmResetsanParam.pac.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 08, 2015, 05:51:18 PM
He crashes near the beginning of his dialogue, but it varies depending upon which phrases he says. I think a better solution would be creating a code to redirect Resetti to someone else until the problem is fixed. There is a lot of MiscData to go through in ItmResetsanParam.pac.

Nope, psa worked for me: https://www.mediafire.com/?ejply2u477b4uz3 (https://www.mediafire.com/?ejply2u477b4uz3)

This Resetti will spawn, climb out of his hole, and then climb right back inside and leave.
Editing his data in psa seemed to get rid of most of the file, so I had to compare files in hex and do some overwriting to make it happen.

But yeah, I'll put a vault link up shortly for it.

Edit: Oops, I overlooked a tiny detail. If you strike him as soon as he spawns he cuts off the whole thing and starts up his rant anyway. I'm gonna try to do the same thing I did during his entrance and add it to his angry bit when you hit him, I should have an updated version up shortly.

Edit 2: Alright he's fixed now. Not as visually appealing though, I made him vanish as soon as he touches the ground, avoiding any opportunity for getting hit, before the word bubble even shows up. Link is updated.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 08, 2015, 10:54:31 PM
Nope, psa worked for me: https://www.mediafire.com/?ejply2u477b4uz3 (https://www.mediafire.com/?ejply2u477b4uz3)

This Resetti will spawn, climb out of his hole, and then climb right back inside and leave.
Editing his data in psa seemed to get rid of most of the file, so I had to compare files in hex and do some overwriting to make it happen.

But yeah, I'll put a vault link up shortly for it.

Edit: Oops, I overlooked a tiny detail. If you strike him as soon as he spawns he cuts off the whole thing and starts up his rant anyway. I'm gonna try to do the same thing I did during his entrance and add it to his angry bit when you hit him, I should have an updated version up shortly.

Edit 2: Alright he's fixed now. Not as visually appealing though, I made him vanish as soon as he touches the ground, avoiding any opportunity for getting hit, before the word bubble even shows up. Link is updated.
I stand corrected. Good job! Resetti will still freeze the game if he is released near the edge of a stage and starts talking while he falls. This is pretty rare though. An actual fix to the Resetti issue should eventually be looked into too.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 08, 2015, 11:54:31 PM
I stand corrected. Good job! Resetti will still freeze the game if he is released near the edge of a stage and starts talking while he falls. This is pretty rare though. An actual fix to the Resetti issue should eventually be looked into too.
Oh, I assumed it wouldn't crash since he wouldn't be loading character specific dialogue. I can try and see if I can make him vanish even earlier however.

Edit: Did you test dropping him off the side yourself? His dialogue still comes up but it doesn't crash the game for custom characters, or at least it didn't for me the 3 times I just tested it.
I tried moving up the Change Action command I used to make him unspawn early but it still only seems to take effect when he hits the ground, so it doesn't seem like I can make it occur any sooner.
Still better than nothing for now at least.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 10, 2015, 12:03:45 PM
Oh, I assumed it wouldn't crash since he wouldn't be loading character specific dialogue. I can try and see if I can make him vanish even earlier however.

Edit: Did you test dropping him off the side yourself? His dialogue still comes up but it doesn't crash the game for custom characters, or at least it didn't for me the 3 times I just tested it.
I tried moving up the Change Action command I used to make him unspawn early but it still only seems to take effect when he hits the ground, so it doesn't seem like I can make it occur any sooner.
Still better than nothing for now at least.
His off-screen dialogue freezes the game too. Freezes at "H-hey". As you said, better than nothing.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 10, 2015, 12:45:07 PM
Weird, cause I opened him multiple times with just one of my ex fighters in play and I didn't get any crashes. I did slightly modify it and move the Change Action command to occur before he hit the ground, but it didn't seem to take effect in game. Maybe it made more of a change than I could see? Would you be able to test this version and tell me if there's any difference?
https://www.mediafire.com/?2wlwptxuw0bd6yd (https://www.mediafire.com/?2wlwptxuw0bd6yd)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 10, 2015, 05:02:43 PM
Weird, cause I opened him multiple times with just one of my ex fighters in play and I didn't get any crashes. I did slightly modify it and move the Change Action command to occur before he hit the ground, but it didn't seem to take effect in game. Maybe it made more of a change than I could see? Would you be able to test this version and tell me if there's any difference?
https://www.mediafire.com/?2wlwptxuw0bd6yd (https://www.mediafire.com/?2wlwptxuw0bd6yd)
Tested. The off-screen dialogue still causes a freeze at "H-Hey"


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 10, 2015, 05:20:19 PM
Tested. The off-screen dialogue still causes a freeze at "H-Hey"
That's strange, he says his whole piece about trying to get rid of him for me and then disappears harmlessly. I've just been doing single player matches with a single brawl ex fighter however. I'll test it a bit more extensively later and see if I can find out why it's not crashing in my situation and see if there's anything I can do to fix it completely.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 11, 2015, 12:57:36 AM
Does anyone know how to create a solo shiek clone at all? I tried cloning her many times before but have never been successful in any of my attempts to clone her.


Title: Re: The Brawl Expansion Project
Post by: TrueStorySeamus on August 11, 2015, 04:53:14 AM
I've been trying to get BrawlEx to work; followed all the steps and yet the added character doesn't appear. I believe this is because I'm using a PAL Wii and I need a .gct file that supports that format. So, instead of RSBP01.gct, I need an RSBP01.gct that is compatible with BrawlEx. Any ideas?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 11, 2015, 05:24:36 AM
I've been trying to get BrawlEx to work; followed all the steps and yet the added character doesn't appear. I believe this is because I'm using a PAL Wii and I need a .gct file that supports that format. So, instead of RSBP01.gct, I need an RSBP01.gct that is compatible with BrawlEx. Any ideas?
Currently BrawlEx doesn't work for PAL, sorry.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on August 11, 2015, 05:47:31 AM
I've been trying to get BrawlEx to work; followed all the steps and yet the added character doesn't appear. I believe this is because I'm using a PAL Wii and I need a .gct file that supports that format. So, instead of RSBP01.gct, I need an RSBP01.gct that is compatible with BrawlEx. Any ideas?
Get a 8GB usb and there is a cool thing called USB Loader.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 11, 2015, 11:33:19 AM
Well I've realized now why I don't get any crashes with Resetti, I don't get any crashes with him at all. He just loads up names from BrawlEx's config data and his impersonations are selected based on one of the slot character datas, not sure from which config he pulls it.
So the fix is unnecessary unless you continue to get crashes. I'd assume you just need to make sure all of your character slot data refers to an existing character slot.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 13, 2015, 01:18:49 AM
Right now I'am having problems creating a sheik clone. I have edited the fighter config for the clone renamed the other files and edited the module but every time i try to use her side special i do 999% damage on the ground and in the air the game crashes. can any one posssibly help me figure this out

Edit:: here is the moveset I was hoping to use: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31982[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31982[/url])

Edit2: here are some picture of my setup
([url]http://i.imgur.com/Qchg45T.png[/url])

([url]http://i.imgur.com/9k0OBJo.png[/url])


slot75 in hex
([url]http://i.imgur.com/qDwK8iS.png?1[/url])



slot76 in hex
([url]http://i.imgur.com/p0DUDzU.png?1[/url])

module
([url]http://i.imgur.com/w2paBgL.png?1[/url])


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 13, 2015, 02:24:01 AM

Well if all her other moves work fine in game I wouldn't think that's an issue on your setup.
Is it perhaps an issue with the PSA itself? Does it work properly over Sheik's regular slot? I can't think of any setting you could tweak in the configs that would effect an attack like that so drastically. It could be a bug in the module.
I know I have the spiderman moveset in my build but I don't think I've used any other Sheik based characters. From what I can recall he works perfectly fine too.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 16, 2015, 10:38:25 AM
Well if all her other moves work fine in game I wouldn't think that's an issue on your setup.
Is it perhaps an issue with the PSA itself? Does it work properly over Sheik's regular slot? I can't think of any setting you could tweak in the configs that would effect an attack like that so drastically. It could be a bug in the module.
I know I have the spiderman moveset in my build but I don't think I've used any other Sheik based characters. From what I can recall he works perfectly fine too.



Ok so I tested out the moveset in question over sheik

Juri han: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31982 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31982)

Moveset worked perfectly fine, so I try using Spiderman's Brawl EX files for juri and My Grounded side special does 999% and my Air side special crashes the game. So I take a look at Spiderman's module and guess what? apparently spider man uses Marth's EX Module file so my guess is that Juri's Moveset is simply incompatible with Spiderman's module. So my next best guess is to try using the same method I used to make Bowser clones to create a Zelda+Sheik module for Juri and another random zelda psa.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 16, 2015, 03:30:25 PM
Oh right, I forgot that he was ported over.

Well I don't have any experience with using transforming character modules, but wouldn't you be able to just disable the transforming move and use the combined module?


Title: Re: The Brawl Expansion Project
Post by: Ssisk on August 18, 2015, 10:00:08 PM
Oh right, I forgot that he was ported over.

Well I don't have any experience with using transforming character modules, but wouldn't you be able to just disable the transforming move and use the combined module?
  I did that for when I made a zelda hack with Yukari over zelda, I just turned of her ability to transfrom. Then I tried it with shiek but I could not do it.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 19, 2015, 11:02:26 AM
I think I may have something to do with the fact that they have elevated Slotconfig files.the problem is how do we properly Hex Edit the slot files to make sure they work?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 21, 2015, 05:42:17 PM
If I have a brawlex character setup to use 12 costumes (10 occupy one cosmetic slot and the other 2 occupy the next cosmetic slot), is there a reason we cannot go beyond those 12 costumes? I want to fully utilize the second cosmetic slot for a total of 20 costumes. I understand that FighterConfig and CSSSlotConfig files need to be edited, but I can't really find a pattern for changing Color .Pac Flags to reflect 20 costumes.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 21, 2015, 06:53:05 PM
I've gotten 13 costumes working, the 13th uses the 'Dark' costume a character has (It's ID is 0C, same as the terminator), and apparently it's possible to have 14 by using the Subspace 'Fake' costume (Which I haven't been able to get working so far...), but I'm not sure about 20...


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 21, 2015, 08:05:58 PM
That's an improvement on how many costumes I got. I had 12 costumes set up one time for Link. (Four being Brawl Link, Four being PM/Oot Link, and Four being SJS'/SS Link.)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 21, 2015, 08:33:56 PM
I've gotten 13 costumes working, the 13th uses the 'Dark' costume a character has (It's ID is 0C, same as the terminator), and apparently it's possible to have 14 by using the Subspace 'Fake' costume (Which I haven't been able to get working so far...), but I'm not sure about 20...
Good idea! Can I ask what value you set for the "Color .pac flags" to get the 13th dark costume working in the fighterconfig file? I'm not sure how much I should increase it since the Fighterconfig editor only allows 12 costumes (and the value doesn't increase by a constant amount when adding a costume...).


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 21, 2015, 09:02:14 PM
For that you don't have to do anything, just need to set the cosmetics up, haha.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 21, 2015, 09:11:14 PM
For that you don't have to do anything, just need to set the cosmetics up, haha.
Oh yeah, the dark costume is already set up in the fighterconfig. Thanks again Kitsu-chan!
I still want to look into recognizing the other 8 costume slots in my second config slot though. I fear that the solution lies outside of the current brawlex config files.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 21, 2015, 09:26:03 PM
 yoshi module?
or
is there a ported yoshi character that can be cloned?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on August 22, 2015, 12:08:00 PM
The reason why we can't have more than 10 costume slots is because of Cosmetic IDs.

You can get 12 working, you just can't have the cosmetics for all 12 without it conflicting.

So unless PhantomWings or someone else figures out custom cosmetics without conflicting, then we're stuck at 10 max.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 22, 2015, 12:52:14 PM
The reason why we can't have more than 10 costume slots is because of Cosmetic IDs.

You can get 12 working, you just can't have the cosmetics for all 12 without it conflicting.

So unless PhantomWings or someone else figures out custom cosmetics without conflicting, then we're stuck at 10 max.

Nebulon was able to give Mario 12 slots. I don't know what he did, but he made it.

Also, it is possible for certain characters such as Wolf or Toon Link I believe. This is because the next character (not costume) slot after them has absolutely nothing.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on August 22, 2015, 01:05:52 PM
You would be correct in Wolf and Toon Link's case. I believe Ganondorf and Sonic can also have 12 slots.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 22, 2015, 01:14:09 PM
The reason why we can't have more than 10 costume slots is because of Cosmetic IDs.

You can get 12 working, you just can't have the cosmetics for all 12 without it conflicting.

So unless PhantomWings or someone else figures out custom cosmetics without conflicting, then we're stuck at 10 max.
All you have to do is repoint the vBrawl fighters' portraits to a slot that isn't used like say, MiscData[110] for example.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 22, 2015, 04:22:18 PM
You would be correct in Wolf and Toon Link's case. I believe Ganondorf and Sonic can also have 12 slots.

Yes, after Ganon and Sonic there is nothing but blank spaces. In the case of Sonic, nothing at all.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on August 22, 2015, 07:29:16 PM
All you have to do is repoint the vBrawl fighters' portraits to a slot that isn't used like say, MiscData[110] for example.
this
or repoint existing ones and skip miscdatas
for example
mario:  01
luigi:  03
link:  05
etc.
but your method will work too


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 22, 2015, 07:52:01 PM
All you have to do is repoint the vBrawl fighters' portraits to a slot that isn't used like say, MiscData[110] for example.
I'm just curious why we can't utilize all of the portraits in a given cosmetic slot. Take Sonic for example, I currently have 13 costumes for him occupying MenSelchrFaceB.461-473. It doesn't seem like it would be dificult to also utilize MenSelchrFaceB.474-480 (they are unused). However, there is currently no way to do this.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on August 22, 2015, 08:42:23 PM
Well the reason might be because, The game is normally only capable of loading up thirteen costumes because Wario used that number for his WarioWare and Overall costumes. (Even though it was only twelve costumes. I don't even know why Sakurai had decided to have Wario be the only vBrawl character with alternate costumes.)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 22, 2015, 09:07:24 PM
Well the reason might be because, The game is normally only capable of loading up thirteen costumes because Wario used that number for his WarioWare and Overall costumes. (Even though it was only twelve costumes. I don't even know why Sakurai had decided to have Wario be the only vBrawl character with alternate costumes.)
Yeah, not even the config files can accomplish what I want. The real solution must be hiding in a common.pac or .rel
Guess I'll need to put the 20 costume ambition on hold for awhile


Title: Re: The Brawl Expansion Project
Post by: paku on August 23, 2015, 05:49:27 AM
Only one problem. I try every character from super smash bros. melee. I finish everything. I open the character select. Now it freeze up. I think the sc_selcharacter.pac is too much.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 23, 2015, 11:05:48 AM
Only one problem. I try every character from super smash bros. melee. I finish everything. I open the character select. Now it freeze up. I think the sc_selcharacter.pac is too much.
If your sc_selcharacter.pac exceeds 3.79 MB, then you could try switching sc_selcharacter.pac's compression to "ExtendedLZ77" or reducing the size of images in the .pac


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 25, 2015, 10:42:22 AM
So I'm just curious, when it comes to expanding a character to that one extra costume slot for the fake sse characters, is the only reason we can't do that because we can't find the colour ID for it? Because if it's just a matter of plugging in values until it finally pops up I might have a go at it sometime.
I could've sworn there was a code for making them load up at one point for Peach, Diddy, etc but I can't seem to find it anymore. Which is a shame cause I'd assume the ID value could be in there somewhere.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 25, 2015, 05:10:56 PM
So I'm just curious, when it comes to expanding a character to that one extra costume slot for the fake sse characters, is the only reason we can't do that because we can't find the colour ID for it? Because if it's just a matter of plugging in values until it finally pops up I might have a go at it sometime.
I could've sworn there was a code for making them load up at one point for Peach, Diddy, etc but I can't seem to find it anymore. Which is a shame cause I'd assume the ID value could be in there somewhere.
I've reached the same conclusion. I also just messaged Mewtwo2000 to ask if he knows anything about the mysterious 14th color ID.


Title: Re: The Brawl Expansion Project
Post by: Cyprus on August 25, 2015, 08:32:13 PM
I have a quick question on adding a clone or clones, when I add a clone the shadows for the CSS names are messed up and shows different shadow names for different characters (Ex: Young Link's name under Wario's name) Is there something I missed or what can I do to fix this?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 25, 2015, 09:33:38 PM
I've reached the same conclusion. I also just messaged Mewtwo2000 to ask if he knows anything about the mysterious 14th color ID.
Alright, I'll wait and see if he knows anything before I go on a trial and error binge.
Come to think of it, every character has a FitCharacterSpy costume they use for invisible brawl. I wonder if it's possible to load that with a colour ID was well.

Cyprus your issue is one I got stuck with a lot. It's to do with some of the css stuff you need to add for each clone character, sometimes it all goes out of proper order and causes problems. I think it's related to the AnmTexPat files in MiscData30 I think. All the entries you'd add for adding clones to the roster should be in order from the smallest numbered entry to the largest, the frame indexes should match up with how each entry is numbered as well.
Sorry it's been awhile since I've had to add in more clones to the css so my exact memory of how it happens and how to fix it is a bit blurry.


Title: Re: The Brawl Expansion Project
Post by: paku on August 31, 2015, 02:04:10 PM
How can i create a custom announcer calls for the super smash bros. brawl with melee character on BrawlEx?


Title: Re: The Brawl Expansion Project
Post by: ShinySpiritSeer on September 01, 2015, 08:09:59 PM
I'm having an issue.
I know it says to check if you have common2 and such if the random icon freeze is happening, but even then it STILL freezes up with the random icons. any help with this? I'm trying to use slots 43,49, and 63


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 09, 2015, 05:34:24 AM
Any chance anyone has figured out how to make custom stock icons for clones? I'm integrating BeX with PM 3.6. since PM specifically changed how the codes work for a few things it causes crashing in certain places when a clone does not have them. (I.E. Allstar mode now has seperate stock per character you choose, clones crash instantly due to not having any)


Title: Re: The Brawl Expansion Project
Post by: kingshadow75 on September 13, 2015, 09:50:42 PM
what happened to the clone tool link


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 15, 2015, 06:20:58 AM
Any chance anyone has figured out how to make custom stock icons for clones? I'm integrating BeX with PM 3.6. since PM specifically changed how the codes work for a few things it causes crashing in certain places when a clone does not have them. (I.E. Allstar mode now has seperate stock per character you choose, clones crash instantly due to not having any)


Bump ._.

This was a link in my thread from a user. http://puu.sh/kbIvG.jpg (http://puu.sh/kbIvG.jpg)
both lucase and the clone is using the default files for cosmetics and such.  its loading mario's stock icons and crashing however


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 19, 2015, 01:04:30 AM
bump! third times the charm. Is there no fix for it?


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on September 19, 2015, 10:32:43 AM
Did you try info.pac?


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on September 19, 2015, 10:59:08 AM
I don't think we even figured how to make custom stock icons for the original roster... Did we?


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on September 19, 2015, 02:54:25 PM
What do you mean?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on September 19, 2015, 03:36:40 PM
This says otherwise.
(http://i.imgur.com/6x4KJzi.jpg)

Okay, but really. Here's the real deal (used for my Solo Charizard). Unless this wasn't what you meant.
(http://i.imgur.com/lVsypcy.png)
(http://i.imgur.com/9TyKUOd.png)
(http://i.imgur.com/MG5y3Su.png)


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 20, 2015, 01:59:58 AM
So all that needs to happen is add the BP's to the info.pac? any animation edits like CSP's and such for clones?


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on September 20, 2015, 03:09:07 AM
All clones need their own cosmetics; CSPs, BPs, RSPs, stock icons, etc.
Stock icons for solo mode CSS are in sc_selcharacter.
I believe the in battle stock icons for PM are in the info.pac

All cosmetics should be named according to the cosmetic ID specified in the cosmetic config file 0x10.

You could also try to give your cloned Lucas the cosmetic ID for original Lucas to recycle cosmetics.


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on September 20, 2015, 10:18:14 AM
The clone tool's link is broken. Could someone fix it?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 21, 2015, 12:42:49 AM

You could also try to give your cloned Lucas the cosmetic ID for original Lucas to recycle cosmetics.

thats part of the issue.  lucas has no changes to the cosmetics file. it *should* already use them by default. but instead its loading mario's. as you can see its properly loading everything else. i'll experiment with this later see what i can do. thanks for the help ^^ i now have a good place to start.


Title: Re: The Brawl Expansion Project
Post by: Frighty on September 24, 2015, 10:09:34 PM
Call me a common complaining pleb but it really bothers me that the Clone Tool link is broke despite everyone calling it out, unless i'm missing something.


Title: Re: The Brawl Expansion Project
Post by: Firelis on September 25, 2015, 04:26:42 AM
Hey I have a question regarding Kirby hats, is there a way to make them work ? Because I've wanted to get one to work for a while now so that I could make a Dark Pit Kirby hat.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on September 25, 2015, 08:08:07 PM
Hey I have a question regarding Kirby hats, is there a way to make them work ? Because I've wanted to get one to work for a while now so that I could make a Dark Pit Kirby hat.
Unfortunately, there is no way to make them work at the moment.

Also, some people have been asking about the Clone Tool Link but I can't weigh in since I don't use it. The original post contains the necessary information to manually set up the Brawlex config files if you cannot wait. After some trial and error, it's actually pretty easy to do.


Title: Re: The Brawl Expansion Project
Post by: paku on September 26, 2015, 01:18:13 PM
Anyone how can i create a custom announcer calls?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on September 26, 2015, 09:59:38 PM
Anyone how can i create a custom announcer calls?

1. Create a .wav audio file of the announcer call (You'll want the volume to be high and the sampling rate to be low)
2. Use RSBE and Super Sawndz! to replace a sound with your announcer call (See http://forums.kc-mm.com/index.php?topic=61460.0 (http://forums.kc-mm.com/index.php?topic=61460.0))
3. Set Cosmetic Config's Announcer SFX ID to the new announcer call (See original post of Brawlex thread)
(Optional) Set Slot Config's Victory Announcer Call to the same ID.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on September 27, 2015, 09:58:22 PM
I believe the Clone Tool has been on hold or something to that effect, either way it isn't fully compatible with the newest BrawlEx from what I recall.
I've always found it easier just to control everything manually myself anyway, less convenient but I prefer doing things the direct way.

Edit: Turns out I'm the last poster so I'll throw my comment in this way.

I finally got all of my base roster's cosmetics spaced out and positioned nicely to allow for extra costumes on all of them. I'm doing some trial and error to try and find the file ID number used for the fake costume.
I'm using Diddy to test with since I know he uses a fake costume on default. Starting with 0D I've already encountered a silent crash (game doesn't freeze, can still use the home menu etc). So I'm assuming this means that 0D does point to a file, I just need to figure out what number or name it's trying to load up.

Edit 2: So with the magic of Dolphin I was able to see exactly which file it was trying to access:
File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/diddy/FitDiddyFakekirby/FitKirbyISAAC.pac)

So for some reason it's looking for a "FitDiddyFakekirby/FitKirbyISAAC.pac" file. By the look of it, it's searching for the FitDiddyFake file, but then it seems like it crashes into the kirby data for one of my clones. Perhaps it's a bug with BrawlEx? Especially since PW likely didn't anticipate us to try and access the FitFighterFake.pcs.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 01, 2015, 11:19:34 PM
I believe the Clone Tool has been on hold or something to that effect, either way it isn't fully compatible with the newest BrawlEx from what I recall.
I've always found it easier just to control everything manually myself anyway, less convenient but I prefer doing things the direct way.

Edit: Turns out I'm the last poster so I'll throw my comment in this way.

I finally got all of my base roster's cosmetics spaced out and positioned nicely to allow for extra costumes on all of them. I'm doing some trial and error to try and find the file ID number used for the fake costume.
I'm using Diddy to test with since I know he uses a fake costume on default. Starting with 0D I've already encountered a silent crash (game doesn't freeze, can still use the home menu etc). So I'm assuming this means that 0D does point to a file, I just need to figure out what number or name it's trying to load up.

Edit 2: So with the magic of Dolphin I was able to see exactly which file it was trying to access:
File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/diddy/FitDiddyFakekirby/FitKirbyISAAC.pac)

So for some reason it's looking for a "FitDiddyFakekirby/FitKirbyISAAC.pac" file. By the look of it, it's searching for the FitDiddyFake file, but then it seems like it crashes into the kirby data for one of my clones. Perhaps it's a bug with BrawlEx? Especially since PW likely didn't anticipate us to try and access the FitFighterFake.pcs.
Mewtwo2000 didn't want to respond to me  :(
I got the same thing when I tried using 0D, although Fit*Fakekirby would sometimes redirect the "*" to a completely different brawlex character... Even if I created the folders and placed the fighter files where Dolphin expected, the game will still crash.
I tested 0x0D-0x10 and 0xFF. All failed to load the 14th character.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on October 02, 2015, 02:51:29 AM
0C = Dark.pac (Emerald)
0D = Fake.pac
80 - EF = Spy.pac (Clear) [crashes game]
EE - FE = Spy.pac (Clear?) [works]

(http://i.imgur.com/1NUm2gO.png) (http://i.imgur.com/GCXBIae.png)

(http://i.imgur.com/OZqusUq.png) (http://i.imgur.com/OYuc6nl.png)



BrawlEx is somehow messing with it though.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 02, 2015, 03:15:24 AM
Thanks for the info ASF1nk!


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on October 02, 2015, 03:39:00 AM
Sorry I edited my previous post.
I tested these in vBrawl because like I said BrawlEx messes with it.
But I got the Spy.pacs to load.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 02, 2015, 04:45:55 AM
Sorry I edited my previous post.
I tested these in vBrawl because like I said BrawlEx messes with it.
But I got the Spy.pacs to load.
CONFIRMED, 14 COSTUMES!
EE will load Fit*Spy. (Tested with a Zelda and Ness based PSA).
EF caused freezing for me. If one fails to load Spy, it may be worth trying some others.
You rock ASF1nk!

Now, welcome to CSP file size hell!  >D

Spy update: Jiggs, Pikachu, Sonic and Wario have Fit*Spy## as opposed to the normal Fit*Spy
Captain Falcon, Fox, Ganon, Poke Trainer, Sonic and Wolf have Fit*FinalSpy in addition to Fit*Final


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on October 02, 2015, 09:59:34 AM
Share your findings with Phantom Wings, he could probably use the knowledge to improve BrawlEx. Great to know it works fine with vBrawl, though!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 02, 2015, 03:14:50 PM
Yeah, I kinda figured it must've been an issue on the BrawlEx side of things.
Good to know the spy slot is exploitable however, since I never use invisible brawl I'll definitely be taking advantage of it.

So I'm assuming the characters that use the FitSpy## files can access more than one FitSpy costume? I know that Wario on default has FitSpy00 and FitSpy01 (I assume for his warioware and overalls respectively).

Also thanks Asf for clearing all that up, I knew the spy files had to be accessible somewhere but I would've long given up finding them with how far in they were.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 02, 2015, 10:08:04 PM
So I'm assuming the characters that use the FitSpy## files can access more than one FitSpy costume? I know that Wario on default has FitSpy00 and FitSpy01 (I assume for his warioware and overalls respectively).
For Sonic:
EE will load FitSonicSpy00 successfully
EF will also try to load FitSonicSpy00 but crash
Not quite what I was expecting.


Title: Re: The Brawl Expansion Project
Post by: jkid101094 on October 03, 2015, 05:41:36 AM
I hate to be the guy that shows up just to ask a question but I have a bit of a dilemma on my hands as well. I'm the kind of guy that values the feeling of unlocking characters and since I know certain IDs are tied to certain unlock criteria, I was wondering if I could use BrawlEx to essentially swap character IDs?

My example in particular is that there's a Roll mod on the vault that goes over Shiek. I plan to replace Shadow Moses with a Megaman stage and add Megaman himself as a Snake clone. In theory it seems plausible that I could clone Shiek over Snake's ID (26) to make Roll unlockable by playing on the Megaman stage 10 times, but I'm not sure how this process would differ from the standard cloning process or if there's a better way to go about it.

My attempts to replace the Fighting Alloys with the Fighting Polygons also hit a similar snag as every alloy shares a single .rel file making swapping Blue Alloy out for Link and Red Alloy out for Pikachu impossible.


Title: Re: The Brawl Expansion Project
Post by: Zuhan on October 03, 2015, 07:36:13 AM
I cant help but notice that the BrawlEx Clone Tool link is broken. Is there another place I can go to download this?


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on October 03, 2015, 07:53:35 AM
I cant help but notice that the BrawlEx Clone Tool link is broken. Is there another place I can go to download this?
https://www.reddit.com/r/smashbros/comments/3lomgl/cant_find_working_link_for_brawlex_clone_tool/ (https://www.reddit.com/r/smashbros/comments/3lomgl/cant_find_working_link_for_brawlex_clone_tool/)
kingshadow75 PMed me this link, so credit to him for link.


Title: Re: The Brawl Expansion Project
Post by: Zuhan on October 03, 2015, 11:48:29 AM
Awesome, thanks.


Title: Re: The Brawl Expansion Project
Post by: Metalkingboo on October 03, 2015, 02:40:40 PM
My game is crashing at the SSS Screen. Somtimes I am able to play one match but the next time i go to the SSS screen it crashes. Can anyone help?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 03, 2015, 03:15:15 PM
My game is crashing at the SSS Screen. Somtimes I am able to play one match but the next time i go to the SSS screen it crashes. Can anyone help?
Are you changing characters or costumes between matches?
Does it happen consistently with any specific character or costume?
Will it happen if you wait on the css instead of jumping to the sss?

If yes to any of those it could be to do with file size when unloading and loading up different files. I used to find certain costumes, especially on clone characters, would cause crashes sometimes when being unloaded even if they worked in game. If I reduced their file size either from the psa itself or the problem costume I found I could reduce the crashing or stop it altogether.


Title: Re: The Brawl Expansion Project
Post by: Metalkingboo on October 03, 2015, 09:31:17 PM
Are you changing characters or costumes between matches?
Does it happen consistently with any specific character or costume?
Will it happen if you wait on the css instead of jumping to the sss?

If yes to any of those it could be to do with file size when unloading and loading up different files. I used to find certain costumes, especially on clone characters, would cause crashes sometimes when being unloaded even if they worked in game. If I reduced their file size either from the psa itself or the problem costume I found I could reduce the crashing or stop it altogether.
I'd get the last option, if i wait a while on the SSS or move the cursor it would freeze. I just tried using the normal character files (completely plain Mario) and it still froze.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 03, 2015, 10:30:38 PM
I'd get the last option, if i wait a while on the SSS or move the cursor it would freeze. I just tried using the normal character files (completely plain Mario) and it still froze.
Alright, and when you don't use a modified sc_selmap.pac the crashing doesn't occur?
What changes have you made to the SSS?


Title: Re: The Brawl Expansion Project
Post by: Metalkingboo on October 03, 2015, 11:35:15 PM
Alright, and when you don't use a modified sc_selmap.pac the crashing doesn't occur?
What changes have you made to the SSS?
None, i'm using the default SSS.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 04, 2015, 06:07:16 PM
None, i'm using the default SSS.
I'd suggest using trial and error to pinpoint the mod causing the source of the problem. I'd disable anything you're currently using one by one until the game stops crashing, that way we can have a better idea of why it's happening.


Title: Re: The Brawl Expansion Project
Post by: Metalkingboo on October 05, 2015, 11:33:49 AM
I'd suggest using trial and error to pinpoint the mod causing the source of the problem. I'd disable anything you're currently using one by one until the game stops crashing, that way we can have a better idea of why it's happening.
The thing is that i'm not using any extra mods, it's just one extra Mario slot that is the default Mario (did this to test BrawlEx). None of the other characters have any custom costumes either.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 06, 2015, 11:29:19 AM
Don't know what to tell you then. I'd say maybe find a working pack and build off from that? Or maybe try setting up BrawlEx from scratch?
I've personally never had any issues with the SSS related to BrawlEx directly so I don't really know where the problem would lie.


Title: Re: The Brawl Expansion Project
Post by: Metalkingboo on October 06, 2015, 12:53:09 PM
Don't know what to tell you then. I'd say maybe find a working pack and build off from that? Or maybe try setting up BrawlEx from scratch?
I've personally never had any issues with the SSS related to BrawlEx directly so I don't really know where the problem would lie.
Yea, i think if i can't find a way to fix it then i'll try getting a pack and edit it.
Thanks for your help anyways!

Post Merge: October 07, 2015, 11:30:40 PM
Good news, I got it to work. I deleted everything an then did everything from scratch. I guess cause i used the clone tool it messed things up.


Title: Re: The Brawl Expansion Project
Post by: kingshadow75 on October 09, 2015, 05:56:25 PM
can someone plz help. whenever i use the clone tool with the current version of clone engine/css expansion, it does not update the cssroster.dat with the clone i added. btw i am using v0.75 of the clone tool and the recent stable builds of clone engine and css expansion


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 09, 2015, 08:38:15 PM
I've heard the last released version of the clone tool isn't up to date with the newest BrawlEx. Doing things manually is a bit more time consuming, but at least it'll work out proper.


Title: Re: The Brawl Expansion Project
Post by: AangNaruto on October 11, 2015, 07:31:46 AM
I'm having an issue with getting more than 50 characters to appear on the character select screen. I'm using the CSSRoster.dat, not the css code, so it should support more than 50 characters. However, even though the CSS roster is configured to have 53, only the first 50 show up.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 11, 2015, 01:23:23 PM
I'm having an issue with getting more than 50 characters to appear on the character select screen. I'm using the CSSRoster.dat, not the css code, so it should support more than 50 characters. However, even though the CSS roster is configured to have 53, only the first 50 show up.

You need Phantom Wings' special CSS file, which allows you to have over 100 icons.
If you're using the default, only 50 will show up.


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on October 11, 2015, 01:33:26 PM
And where does one get Phantom's special file?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 11, 2015, 03:16:09 PM
And where does one get Phantom's special file?

First page, CSS Expansion download.


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on October 11, 2015, 03:47:52 PM
While tring to open CSS Organizer and use the scselcharacter in the expansion, it said this
ERROR: Index was out of range. Must be non-negative and less than the size of collection.
Parameter Name:Index
How do I fix this?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 11, 2015, 06:46:02 PM
So now that we've got the 14 costume slots working there's been another glaring issue I've tried tinkering with before but had no luck at solving.

With so many characters and costumes it's impossible to have enough stock icons to accommodate single player modes (It's not even a size issue, you literally cannot store that many files in the archive at one time without it crashing). I'm using 2x2 blank images to cut back space and make as many slots compatible as I can but I've hit the limit long ago, and naming all of the files for each individual outfit was quite a chore.

So instead of adding in new ones to fix all the new costumes I think I'm going to try and mess with it and get it to load either a single image for every stock, or none at all. I've tried removing various models associated with it in the sc_selcharacter.pac file but that only seems to cause crashing whenever they would be loaded.

Does anyone have any sort of idea as to where and how I might look into this? Even a best guess is fine, I'm just going to be doing trial and error to see if I can't get something to work.

Edit:
Well I've reached a little snag in the 14 costumes.
Seems like Kirby crashes the game with costumes 11 and Spy when swallowing any character that has multiple kirby files (DK, Falco, Olimar, Snake, etc). Changing them to single in BrawlEx doesn't stop the crash from happening either.
The Dark costume won't swallow at all, and only spits out the enemy. Not sure if its in his psa that causes that or something else.

Edit 2:
Still going through the costume setup.
Game and Watch can't use the "Dark" slot. BrawlEx tries loading another glitchy clone directory.
"(SD): Open failed (/private/wii/app/RSBE/pf/fighter/gamewatch/FitGameWatchkirby/FitKirbyBAYONETTA.packirby/FitKirbyISAAC.pac)"

Cool thing to note though, he does load the "Spy" file instead of another colour palette. So you can have a second model of Game and Watch now.

I'm kind of curious about checking to see whether or not the "Fake" file works for other characters or not. It didn't load properly for Diddy, but considering the "Dark" file doesn't load for game and watch perhaps the Fake costume still works for other characters.
Never mind, I checked with Mario and it tried loading the exact same file as Diddy, going to assume it's the same all around.
Game and watch however can load colour slot 13 however it only loads another Game and Watch palette from FitGamewatch00.pcs.


Title: Re: The Brawl Expansion Project
Post by: magicalhats4 on October 17, 2015, 08:13:55 AM
The link for the clone tool is down and i can't find it anywhere


Title: Re: The Brawl Expansion Project
Post by: kingshadow75 on October 17, 2015, 10:14:54 PM
is it possible to have independent pokemon for brawlex without the pokemon engine code

If people already know then i am late but if people don't know i am happy to share how


Title: Re: The Brawl Expansion Project
Post by: Tyshy on October 20, 2015, 01:31:03 AM
is it possible to have independent pokemon for brawlex without the pokemon engine code

If people already know then i am late but if people don't know i am happy to share how
I think it should work if you add them separately by editing the CSSRoster.dat


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on October 20, 2015, 03:26:16 AM
It works the same way as Solo Sheik and ZSS, you need to add their configs into the brawlex folder, and edit the CSSRoster.dat file to include them.


Title: Re: The Brawl Expansion Project
Post by: magicalhats4 on October 20, 2015, 04:27:53 AM
Can someone send me the clone tool its been taken down everywhere :(


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on October 20, 2015, 05:57:58 AM
Can someone send me the clone tool its been taken down everywhere :(
Look on the last few pages. I posted a new link someone sent me.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 27, 2015, 03:51:57 PM
Well after a lot of trial and error I finally found out how to redirect all the stock icons to load up a single file.
A bit busy at the moment, but I'll put up the necessary files and explain how to do it later. This should free up a bit of sc_selcharacter.pac file space for us, as well as make single player modes compatible with every alt costume and fighter!


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on October 27, 2015, 05:10:53 PM
Well after a lot of trial and error I finally found out how to redirect all the stock icons to load up a single file.
A bit busy at the moment, but I'll put up the necessary files and explain how to do it later. This should free up a bit of sc_selcharacter.pac file space for us, as well as make single player modes compatible with every alt costume and fighter!
original scselcharacter is 3.79mb
how much does it reduce?
and does it include removing all characters battle portraits, as in "normal characters"?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 27, 2015, 07:18:53 PM
original scselcharacter is 3.79mb
how much does it reduce?
and does it include removing all characters battle portraits, as in "normal characters"?
Battle portraits should remain unaffected, this is just for the stock icons in MiscData[90].
The archive had a limit with how many unique icons could exist in the file and because of that I wasn't able to have a stock icon loaded for every costume (The game would crash if it was unable to find a stock icon).

What I managed to do was edit the module in common3.pac that controls how stock icons load, and change it so that it only loads "InfStc" instead of "InfStc.XXX" depending on the costume and character loaded.

So basically you don't need to have a ton of stock icons to make additional costumes and fighters compatible with 1p modes, and you can remove all of the original ones too since they're only really used on that menu. I think they're maybe on the stage select menu as well, though there might be a second set of those in sc_selmap, I've never had any crashes or problems there before so I never checked.

I deleted the miscdata[90] from the original sc_selcharacter.pac and it freed up about 100kb, so it should probably be somewhere close to that much extra space you'll get if you haven't modified your stock icons. If you've put in a bunch of new ones you might save more, or less if you're like me and replaced them with placeholders (I saved about 40 - 50 kb I think). I think the main attraction here is that costumes without stock icons no longer crash on certain menus.

Anyway, here's the modified common3.pac: https://www.mediafire.com/?0mfg5475t12q2pc (https://www.mediafire.com/?0mfg5475t12q2pc)

It should work with the newest version of BrawlEx, just make sure you have a single stock icon named "InfStc" in your MiscData[90] archive, in your sc_selcharacter.pac file. You can have more icons in there but it won't read them, so there's no point.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on October 27, 2015, 09:20:00 PM
Well i think removing battle portraits can decrease the siZe in the selcharacter pac file to provide better css icons and csps
Because no offence
But some of them included in packs, including yours, look really bad because how compressed they are


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 27, 2015, 09:39:15 PM
Oh trust me I know, I have them cut down to half of their original res at this point and I really wish I didn't have to.
Unfortunately battle pics aren't stored in the sc_selcharacter.pac at all, they're individual files in the pf/info/portrite folder. So removing them won't do much good at all. The only real solution to csps would be that alternate system Phantomwings was working on to load them from individual files like how result pics are loaded. Unfortunately in its current state it takes much too long to load every time you highlight a character. I did a demo video before showing what it would be like with 2 players trying to select a character (https://www.youtube.com/watch?v=uczvjrKrKR8 (https://www.youtube.com/watch?v=uczvjrKrKR8)) , and it's pretty easy to imagine the impact of more.

I think if that ever got perfected though, that would likely be the only way to get high quality csps. I still have all of the original res versions of my csps just in case it ever comes to be.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 28, 2015, 11:52:53 AM
I'm using the BX CSS Expansion v2.0.0.x and the lag isn't so bad on Dolphin Emulator with two players. It is annoying on console, but I still find it to be worth using. Reading from a virtual SD.raw is much faster than an actual SD card, so I think making BX CSS Expansion v2.0.0.x load from the .iso would improve the lag issue significantly. Using WIT, I've already expanded Brawl's image file to 7.6 GB so .iso sizelimits shouldn't be a problem.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 28, 2015, 04:59:45 PM
I can imagine your experience would vary on dolphin depending on your computer ( I have a slow laptop, so I try to aim for console mostly ) but iso loading could be quicker. Unfortunately that means backup loading for anyone on console and I know a lot of people are against the idea of that (I use a USB loader because my main wii has a dead disc drive though, so I could still take advantage of it).

Anyhow, in other news I've been playing around with classic mode now that stock icons isn't an issue. Classic mode cosmetics are setup based on the cosmetic ids used with BrawlEx, so if you've repointed all of your base fighters for additional costumes it's going to make a lot of them crash when trying to load up their congratulations videos.

You can fix this by renaming them on the iso, however the File Patch code doesn't load up videos iirc, so I don't think there's a way to fix that there. Renaming the files used in the pf/menu/intro folder can fix up crashes caused when loading stages however. They use the same value your csps use + 1.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 28, 2015, 08:58:37 PM
Regardless of how people feel about loading backups, optimizing BX CSS Expansion v2.0.0.x seems like the best way to have room for a lot of high quality CSPs. ISO integration is a feasible solution for BX CSS Expansion v2.0.0.x's biggest problem.

Also, another limitation of BX CSS Expansion v2.0.0.x:
cs_tex###.brres's size limit is 250 KB. Since we now can use up to 14 characters for each moveset, we can exceed this size limit.
To prevent this, at 128*160 pixel CSP's, you can have one of the following:
12 CI8 encoded images @248-250KB
11 CI8 and two CMPR encoded images @248-250KB
10 CI8 and four CMPR encoded images @248-250KB

Do note that CMPR often produces a lower quality image than CI8. The biggest appeal of BX CSS Expansion v2.0.0.x is that there is seemingly no limit on the NUMBER of cs_tex###.brres's. That's how I have ~14 alts for a lot of my characters using high quality CSPs.

Post Merge: October 28, 2015, 09:13:15 PM
Would changing the file path that BX CSS Expansion v2.0.0.x loads from be enough to load it from the .iso?

Post Merge: October 28, 2015, 10:53:43 PM
And a random piece of information, I've narrowed down the source of "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing." to sora_menu_sel_char.rel (MiscData[13] in older versions of Brawlbox) in common3.pac.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on October 28, 2015, 11:37:07 PM
Or someone could get riivo working with backups...


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 28, 2015, 11:45:15 PM
Changing the path might do it, it's certainly worth a shot. I'm not exactly sure what the file path looks like for reading from the iso however. I did glance by a few file paths in some of my module digging though, so I can't imagine finding and changing it would be too difficult.

As for the music issue did you figure out exactly how to fix it with that? Cause I'd love to apply that to my stock icon fix. It's really weird having Dedede do his dance sans music. I was only able to fix up the stock icon because I found "InfStc." with some % and numbers after it in the module. I figure the weird characters that followed somehow told it to check the costume slot and load that file and just axxed them from the code. If it's something plainly visible like that I could definitely take a crack at it, but anything more and I probably won't be of much help.

I think riivo working with backups is way more of a long shot unfortunately. I feel like if it was going to happen it would have by now (last I checked wii homebrew in general was on a decline), and I think the old appeal to get it working was just for Newer SMB. People just ended up cracking the riivo exclusivity instead.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 28, 2015, 11:48:38 PM
But changing the path to the iso would (hopefully) be easier until riivo works with backups. Does anyone know what path would denote loading from the iso? Other than the path itself and possible bytecounts, I don't think it would be too hard to do.

And secretchaos1, I just isolated the .rel as the source. It also has the path for BX CSS Expansion v2.0.0.x. There's some ugly stuff in there!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on October 29, 2015, 01:52:55 PM
I might take another look around on it and see if I can get the music playing again, but somehow I don't expect it's going to be as simple.

As for loading from an iso I wouldn't know unfortunately. I'd say trial and error but that could take an awfully long time if it isn't something obvious. Maybe if you dig around through the file you might find another file path that leads to the iso that you can use as reference? Other than that I wouldn't have a clue.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 29, 2015, 03:17:00 PM
I took a look into BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel (MiscData[13] in older versions of Brawlbox) in common3.pac. I placed some code chunks that were changed into a vbrawl sora_menu_sel_char.rel individually (confirmed identical via hex editor). None of the chunks caused the final smash music issue.

Unless the music issue is caused my multiple chunks of code interacting, it resides between 0x16 and 0x2314F :-(

I'll update this number as I test more chunks.
NOTE: This range is only valid for BX CSS Expansion v2.0.0.x
Note 2: Use Brawlbox 0.71 to replace MiscData[13] since I can't figure out how to replace .rels in the newest one.

Bad news, I tried replacing a chunk around 0x23189 and the game crashes. I suspect bytecount violations. More :-(

If attacking the back of the file didn't work, let's try the front!
^That didn't work either. Momentarily giving up.


Title: Re: The Brawl Expansion Project
Post by: OmegaSpacePirate on November 01, 2015, 10:02:06 PM
Am I allowed to request codes for a project that I'm making on this thread?


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 05, 2015, 12:58:12 AM
I've been working on getting P:M 3.6 to work with BrawlEx, it was going extremely well until I reached the point of the stock icons that are shown mid-battle and air dodging. Here's a video to give you all a better idea on what I am talking about: https://www.youtube.com/watch?v=X5EJbai0eTU&feature=youtu.be (https://www.youtube.com/watch?v=X5EJbai0eTU&feature=youtu.be)


Title: Re: The Brawl Expansion Project
Post by: robintjuh on November 05, 2015, 06:29:52 AM
If you go inside the info.pac miscdata 30 AnmTexPat you see InfStockface_TopN__0 this is the place where you can add stockicons because it does work when I use cbliss to add costumes for a excisting character it even works for mewtwo and roy. I dont know why it loads a mario icon though at the bottom it says InfStc.000 and thats not the mario's icon but rather a icon without textures. I would love to help since I know for a good amount how brawlex works. I can help you with all sort off brawlex things but I cant help you with the PM codes. Can you also tell me how you didnt let the game freeze when the announcer says GO because it always freezes for me when I try it. If my English is not so good sorry I'm from the Netherlands and still learning English.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 05, 2015, 08:22:37 AM
@robintjuh

I've tried that with Doc but I had no avail, I'll try again later in the day. I can't really answer your question since I don't know what kind of codes and files you are using in your pack.


Title: Re: The Brawl Expansion Project
Post by: robintjuh on November 05, 2015, 09:50:38 AM
@robintjuh

I've tried that with Doc but I had no avail, I'll try again later in the day. I can't really answer your question since I don't know what kind of codes and files you are using in your pack.
I use the project m D.I.Y. codes and all the normal project m files with the brawlex edits of course.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 05, 2015, 10:00:58 AM
I use the project m D.I.Y. codes and all the normal project m files with the brawlex edits of course.

It's most likely due to the fact P:M D.I.Y. only decoded 3.02 and not 3.6.


Title: Re: The Brawl Expansion Project
Post by: robintjuh on November 05, 2015, 10:29:08 AM
It's most likely due to the fact P:M D.I.Y. only decoded 3.02 and not 3.6.
Oh wait I misunderstood you I thought you used everything within project m. Thats why I found it so weird because noboby has been able to clone a character within project m because of  the GO issue as I mentioned before.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 05, 2015, 10:34:29 AM
Oh wait I misunderstood you I thought you used everything within project m. Thats why I found it so weird because noboby has been able to clone a character within project m because of  the GO issue as I mentioned before.


I didn't use everything within Project M but I did use 95% of their codes and files into my pack, it's a little strange why it crashes for you at the beginning of a match.


Title: Re: The Brawl Expansion Project
Post by: robintjuh on November 05, 2015, 10:42:18 AM


I didn't use everything within Project M but I did use 95% of their codes and files into my pack, it's a little strange why it crashes for you at the beginning of a match.
Not only for me but for everyone who tries to use it just look at the D.I.Y. page.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 05, 2015, 10:46:38 AM
Not only for me but for everyone who tries to use it just look at the D.I.Y. page.
I saw the page not too long ago, I would link you my current codeset but I am not quite done polishing it.

Post Merge: November 05, 2015, 05:11:48 PM
Has anyone been able to combine P:M 3.6's common2.pac with BrawlEx's?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 08, 2015, 01:02:09 PM
It's most likely due to the fact P:M D.I.Y. only decoded 3.02 and not 3.6.

I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself. its well since been updated. the problem is a change they made to AllStar mode from 3.5-3.6. it is now set up to read stocks for each character in a match when you play that mode. however it seems that its a universal change as it affects how stocks are loaded in all instances. it overwrites the BeX coding so stocks don't load correctly. once we find that change and remove it BeX should be compatible again. we currently have someone lookig into it.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 08, 2015, 01:45:12 PM
I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself. its well since been updated. the problem is a change they made to AllStar mode from 3.5-3.6. it is now set up to read stocks for each character in a match when you play that mode. however it seems that its a universal change as it affects how stocks are loaded in all instances. it overwrites the BeX coding so stocks don't load correctly. once we find that change and remove it BeX should be compatible again. we currently have someone lookig into it.
All star mode you say? https://www.youtube.com/watch?v=yys0gtvns3g (https://www.youtube.com/watch?v=yys0gtvns3g)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 08, 2015, 02:08:42 PM
All star mode you say? https://www.youtube.com/watch?v=yys0gtvns3g (https://www.youtube.com/watch?v=yys0gtvns3g)

The video is private and no-one can watch it. :P


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 08, 2015, 02:13:01 PM
The video is private and no-one can watch it. :P
my b, try again.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 08, 2015, 03:09:15 PM
my b, try again.
It seems to work fine, but the clones have Mario's icon.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on November 08, 2015, 10:11:14 PM
it works on dolphin but probably not on the wii


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on November 08, 2015, 10:53:29 PM
Oh, right.
Most glitches found on Wii are never found on Dolphin.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 08, 2015, 11:39:46 PM
All star mode you say? https://www.youtube.com/watch?v=yys0gtvns3g (https://www.youtube.com/watch?v=yys0gtvns3g)

hmm this is interesting. even on dolphin its been crashing, tossing up errors about being unable to load the stock icons. we've been stumped for MONTHS. how did you get it to work? I am the head of DiY, feel free to PM me if you have any questions.


Title: Re: The Brawl Expansion Project
Post by: daniel741852 on November 09, 2015, 04:34:57 AM
it works on dolphin but probably not on the wii
Tested on the Wii and it works perfectly.

It seems to work fine, but the clones have Mario's icon.

I think I can fix this issue as I believe I have finally pinpointed the code inside the GCT that controls the stock icons, I can't make any promises however because I am not the best at these kind of things.

Post Merge: November 09, 2015, 04:43:21 AM
Has anyone got PM Squirtle, Ivysaur, and Charizard to load successfully without the Pokemon trainer?


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on November 09, 2015, 05:27:30 AM
I can't use the clone tool. it crashes when I load my private/wii/app/rsbe/pf folder. I am using clone engine 2.0.0.0 and css expansion 2.0.0.X. can someone help?

this is the error

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
   at System.Drawing.Bitmap..ctor(String filename)
   at WindowsFormsApplication2.MainWindow.LoadClones()
   at WindowsFormsApplication2.MainWindow.SelectFolderB utton_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlEx Clone Tool
    Assembly Version: 0.1.0.0
    Win32 Version: 0.1.0.0
    CodeBase: file:///C:/Users/Joey/Desktop/New%20folder%20(6)/BrawlEx%20Clone%20Tool.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.18.5113.26520
    Win32 Version: 0.18.0.0
    CodeBase: file:///C:/Users/Joey/Desktop/New%20folder%20(6)/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.





Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 09, 2015, 10:53:46 AM
it works on dolphin but probably not on the wii
I noticed that with my stock icon problems as well regarding classic mode. They wouldn't load at first on the css and the game worked fine, but on actual wii hardware they used to crash.
A lot of alt costumes and etc on the vault seem to be untested for wii hardware too, I find I often have to change shaders around to make models load properly or reduce the resolution on textures to avoid frequent crashing.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 09, 2015, 05:09:50 PM
Tested on the Wii and it works perfectly.

I think I can fix this issue as I believe I have finally pinpointed the code inside the GCT that controls the stock icons, I can't make any promises however because I am not the best at these kind of things.

Post Merge: November 09, 2015, 04:43:21 AM
Has anyone got PM Squirtle, Ivysaur, and Charizard to load successfully without the Pokemon trainer?

I think PM has them load individually to conserve filesize. if we had an REL they would probably work with some edits. for now i think we might need to rebuild them fromt he ground up.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 09, 2015, 11:33:19 PM
Sweetie-Bot, though I don't personally use the clone tool I have heard it is not compatible with the newest Brawlex.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 12, 2015, 12:43:53 AM
I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself.

Sirkura, I don't have too much interest in PM myself but I was wondering if I could ask if you decoded a specific part of it. Namely Dantarion's Alternate Stage Loader. Were you able to get it working with BrawlEx? I've been able to pull it out from the PM 3.6 GCT (or at least in some part of it) and it seems to be formatted the same way as before. I can't seem to get it working at all in game however, it doesn't seem to be acknowledged at all.

Is it working alongside BrawlEx in your PM build? I feel like this would be a great thing to isolate as the next best alternative at the moment (Almas's Alternate File Loader) can only load 1 set of stages, 1 per icon, whereas Dant's is far more flexible.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 12, 2015, 05:26:33 AM
Sirkura, I don't have too much interest in PM myself but I was wondering if I could ask if you decoded a specific part of it. Namely Dantarion's Alternate Stage Loader. Were you able to get it working with BrawlEx? I've been able to pull it out from the PM 3.6 GCT (or at least in some part of it) and it seems to be formatted the same way as before. I can't seem to get it working at all in game however, it doesn't seem to be acknowledged at all.

actually we are trying to get this to work. for some reason not a single ReL file for ANY stage will load off the SD card. its pretty frustrating. i can't see a reason why it would be incompatible, can you PM me the code so i can take a look? preferable just the code, that way i can do some stand alone testing on it.

Is it working alongside BrawlEx in your PM build? I feel like this would be a great thing to isolate as the next best alternative at the moment (Almas's Alternate File Loader) can only load 1 set of stages, 1 per icon, whereas Dant's is far more flexible.


Post Merge: November 13, 2015, 01:42:08 AM
thought i'd post this here if anyone wants to help collaborate, or use this themselves for a project:

http://www.mediafire.com/download/0aazt83nxr3m6ou/PM_DiY.7z (http://www.mediafire.com/download/0aazt83nxr3m6ou/PM_DiY.7z)

Mewtwo's shadowball is invisible, (there is a way to fix this i don't remember how)

links boomerang (possibly tinks too?) crashes the game, i'm pretty sure PM has codes on the physics of it that BeX probably ignores (like IC constants)

ASL code does not work with BeX (maybe we can possibly point the data to a different memory address?)

aside that cosmetics, clones, and most things are set up, (except mewtwo and roy, havent really set up clone cosmetics yet)

feel free to use and make changes to it. let me know if you find any glitches or fix existing ones, i'll add it to the patch.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 13, 2015, 02:21:23 PM
Mewtwo's shadowball is invisible, (there is a way to fix this i don't remember how)

I fixed an issue like this for the PM Mewtwo that was backported to vBrawl. The animation for his shadowball had an extra keyframe it wasn't supposed to or something to that effect, after I changed it back to the way it was supposed to be he worked fine.
I'd suggest looking there to see if it's amiss.
 Aside from what I pm'd about the ASL I don't really know how you could fix the rest. I know there's some variables that can be changed in the fighter data that people often used codes to do (number of jabs, can crawl, can glide, etc) but I'm not sure if your boomerang issue would be solved by anything in there.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 13, 2015, 04:15:31 PM
I fixed an issue like this for the PM Mewtwo that was backported to vBrawl. The animation for his shadowball had an extra keyframe it wasn't supposed to or something to that effect, after I changed it back to the way it was supposed to be he worked fine.
I'd suggest looking there to see if it's amiss.
 Aside from what I pm'd about the ASL I don't really know how you could fix the rest. I know there's some variables that can be changed in the fighter data that people often used codes to do (number of jabs, can crawl, can glide, etc) but I'm not sure if your boomerang issue would be solved by anything in there.
experimenting with BeX it seems IC's are simply ignored altogether, i think link's PSA is attmpting to load data from it and its simply not there. it has something to do with the hitbox. (crashes as soon as it hits) it even crashes dolphin entirely xD wich is mildly unsettling. i think if i can pinpoint what its drawing on i can erase it and make it work. but i'd need someone more fluent in PSA for that.


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on November 14, 2015, 03:06:28 PM
Does anyone know if ASL works with BeX?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 14, 2015, 03:28:01 PM
Does anyone know if ASL works with BeX?
Unfortunately it doesn't. The closest alternative is the AFL, which works with Brawlex. See forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on November 14, 2015, 05:32:54 PM
 :oshi:
Well, let's see how far AFL will take me...
Thanks for the answer!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 14, 2015, 06:17:55 PM
:oshi:
Well, let's see how far AFL will take me...
Thanks for the answer!
AFL will allow you to load one alternate per stage slot. It's the best option for now without using multiple RSBE folders with the later versions of the file patch code.


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on November 15, 2015, 10:51:39 AM
i don't know if this is the place to ask but can anyone modify the file patch code to read from the following directories?

root/balancedbrawl/pf (regular file patch 3.5.1)
root/brawl-/pf (brawlex file patch 3.5.1b + sound replacement engine 1.20)

if not its okay


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 15, 2015, 07:24:44 PM
actually i'm interested in that too, i know its simply adding a chunk of code at the end of file patch if i remember right and 2 other codes (/folder/ is root of SD, skip /RSBX/, then an add to FPC on the end) it would be nice to make bex compatible with other mods without having to change their directories.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 16, 2015, 09:15:25 AM
I suppose it could be convenient, but you'd still need to change the directory of your codes folder every time you load, wouldn't you? Unless there's a loader that supports setting up multiple .gct files at launch.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 16, 2015, 03:41:05 PM
I suppose it could be convenient, but you'd still need to change the directory of your codes folder every time you load, wouldn't you? Unless there's a loader that supports setting up multiple .gct files at launch.
I think you misunderstand me. As you know i'm working on getting BeX working on PM, PM uses the /ProjectM/ directory using its own FPC and those other 2 codes. i had to switch it so it reads from /private/ so i could use BeX's file patch. knowing how to write a folder to the FPC would be useful so i don't have to change directories. appearantly that concept of coppy PF folder here to pf folder here is really hard for some people >.> so it would lesson some confusion.


Title: Re: The Brawl Expansion Project
Post by: iPodwithnomusic on November 16, 2015, 05:28:53 PM
Hello, I am new to these forums and brawl hacking in general. I have a modded Wii, but not much knowledge about hacking a Wii. I am interested in adding a few characters to my character select screen, and I'm not sure where to start. I know I want to add slots for them, instead of replacing other characters, so I believe I've come to the right place. Is there a way I can just download characters from the vault and add them into new character slots? I'm very confused about how to do this.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on November 16, 2015, 09:19:45 PM
Hello, I am new to these forums and brawl hacking in general. I have a modded Wii, but not much knowledge about hacking a Wii. I am interested in adding a few characters to my character select screen, and I'm not sure where to start. I know I want to add slots for them, instead of replacing other characters, so I believe I've come to the right place. Is there a way I can just download characters from the vault and add them into new character slots? I'm very confused about how to do this.
Just download a pack


Title: Re: The Brawl Expansion Project
Post by: iPodwithnomusic on November 17, 2015, 07:19:57 AM
But I don't want to add 40+ characters, I just want to add a few.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 17, 2015, 10:07:36 AM
appearantly that concept of coppy PF folder here to pf folder here is really hard for some people >.> so it would lesson some confusion.
Ahh, nevermind I understand you completely now. I get a lot of questions like that about setting up my pack when it comes to copy/pasting stuff and renaming .gct's so I know exactly how you feel.

iPod, I believe there's some tutorials in the OP. I'd suggest reading it through thoroughly and giving them a good watch, then experimenting with what you've learned to see if you can figure it out.
Download a pack anyway even if you don't intend to use it, you can utilize it as a reference if something isn't working right to help you troubleshoot.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 17, 2015, 10:54:51 AM
But I don't want to add 40+ characters, I just want to add a few.
Still, the easy way of learning how to modify Brawlex's configuration is to see an already functional pack. You can then create whatever setup you like using information from the first page.

Oops, secretchaos1 basicly said the same thing. I agree!


Title: Re: The Brawl Expansion Project
Post by: Nedark on November 18, 2015, 08:06:37 AM
What would happen I added P:M Mewtwo to Brawl Minus? Would it work?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 18, 2015, 11:12:43 AM
What would happen I added P:M Mewtwo to Brawl Minus? Would it work?
P:M Mewtwo relies on P:M's custom module. Use the backported P:M Mewtwo for vBrawl and it should work fine. Just do a search for Mewtwo on the vault and you should be able to find it.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on November 19, 2015, 03:25:07 AM
Hi all! Been a while since I've been here, nice to see this place hasn't died off completely!

Something I've been confused about for a while, how do some people get both original and extra characters onto their build that don't have a BrawlEx Module? For example people that have Spider-Man over Sheik but still also have Sheik available. how do they do this? In this case there is a zelda-shiek module & a Zelda-alone module, but there's a few other examples I've seen in packs but I can't remember them from the top of my head.

Also can anyone inform me of the state of the Beta Modules? I've had no issues with the Falcon one (I think from memory it's only problematic if it tries to load the Blue Falcon final smash. so if you've got a PSA that replaces the final smash it should be right), but can anyone tell me how functional the samus-alone and pikmin modules are? Might try them out if they work semi-consistently.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 19, 2015, 02:10:06 PM
Hi all! Been a while since I've been here, nice to see this place hasn't died off completely!

Something I've been confused about for a while, how do some people get both original and extra characters onto their build that don't have a BrawlEx Module? For example people that have Spider-Man over Sheik but still also have Sheik available. how do they do this? In this case there is a zelda-shiek module & a Zelda-alone module, but there's a few other examples I've seen in packs but I can't remember them from the top of my head.

Also can anyone inform me of the state of the Beta Modules? I've had no issues with the Falcon one (I think from memory it's only problematic if it tries to load the Blue Falcon final smash. so if you've got a PSA that replaces the final smash it should be right), but can anyone tell me how functional the samus-alone and pikmin modules are? Might try them out if they work semi-consistently.
Most of those characters you're talking about have hard ports over others (For instance Spiderman has a marth port I do believe).
I've heard the pikmin module crashes occasionally so I haven't played with it much. I've used zss alone with no problems.


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on November 22, 2015, 02:19:28 AM
Most of those characters you're talking about have hard ports over others (For instance Spiderman has a marth port I do believe).
I've heard the pikmin module crashes occasionally so I haven't played with it much. I've used zss alone with no problems.

Oh really? I might have to dig a little deeper then. I remember trying a Dark Samus over Marth PSA that ended up crashing my game constantly so that may have put me off the idea of hard ports but I'll give it another shot.

Szerosuit alone is not in the beta section so it should be fine, but I haven't tried a PSA of that yet. Samus alone and Samus-SZeroSuit are in the beta part so I'm still not sure about them. I'lll give the Pikmin one a shot as there's an interesting looking Bomberman PSA over Olimar/Pikmin that I wanna try but didn't know how stable the module was.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 22, 2015, 10:52:02 AM
Oh really? I might have to dig a little deeper then. I remember trying a Dark Samus over Marth PSA that ended up crashing my game constantly so that may have put me off the idea of hard ports but I'll give it another shot.
I'm currently using the Dark Samus over Marth PSA in my Brawlex setup and I've had no problems with it.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on November 22, 2015, 07:08:24 PM
is there a working yoshi moveset over a cloneable character?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 23, 2015, 04:40:30 AM
So we are making headway in our project! when its done PMs alternate stage loader will work with BeX this means over 600+ stages and 128 characters. however we are hvaing trouble finding out exactly what makes BeX work, we found it has assembly added via bx_fighter.rel, but we can't seem to make much sense of it or where it reads from in the memory addresses. anyone happen to know more about its source code?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 23, 2015, 11:53:39 PM
I'm super excited for a compatible ASL!


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on November 24, 2015, 12:54:08 AM
I'm currently using the Dark Samus over Marth PSA in my Brawlex setup and I've had no problems with it.

I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 24, 2015, 10:16:40 AM
I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
I'm on wii console as well and the version I have works flawlessly. I can send it to you, but I've modified it slightly to be less broken (not in terms of crashing, but before she could do inf jumps, and her final smash lasted way too long).


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 24, 2015, 11:14:37 AM
we have 3.6's asl figured out i think, we found its pointers, we just have no clue where BeX is pointing. everything is a bit jumbled and hard to read. i think once we get a fix on BeX's pointers we will be able to fix it relitively quickly.

also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 24, 2015, 02:08:49 PM
I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
I too haven't experienced those issues on Dolphin or the real Wii. If secretchaos1's files don't work you can try redownloading the Dark Samus over Marth PSA and replacing the files. It's possible that something got messed up in the config files or module since they needed to be edited for slots other than the preconfigured 3F in the download.

we have 3.6's asl figured out i think, we found its pointers, we just have no clue where BeX is pointing. everything is a bit jumbled and hard to read. i think once we get a fix on BeX's pointers we will be able to fix it relitively quickly.

also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.
The strange pointers don't surprise me. While this doesn't really answer your question, I can tell you that the ZSS Beta module works fine for me. Also, I tried using the Samus Beta module but it ended up crashing at the match start. I only tried the samus module once though so I can't say it doesn't work at all.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 25, 2015, 03:49:45 AM
I too haven't experienced those issues on Dolphin or the real Wii. If secretchaos1's files don't work you can try redownloading the Dark Samus over Marth PSA and replacing the files. It's possible that something got messed up in the config files or module since they needed to be edited for slots other than the preconfigured 3F in the download.
The strange pointers don't surprise me. While this doesn't really answer your question, I can tell you that the ZSS Beta module works fine for me. Also, I tried using the Samus Beta module but it ended up crashing at the match start. I only tried the samus module once though so I can't say it doesn't work at all.
as far as i've seen from my own testing samus just had the same glitch as lucario had when it was first made, the charge shot is invisible. its probbaly fixable in a similar way as well (was it to do with renaming the article and making it unique? i don't remember now). i already know ZSS works flawlessly xD i use 2 ZSS clones in my build.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 25, 2015, 04:16:08 PM
as far as i've seen from my own testing samus just had the same glitch as lucario had when it was first made, the charge shot is invisible. its probbaly fixable in a similar way as well (was it to do with renaming the article and making it unique? i don't remember now). i already know ZSS works flawlessly xD i use 2 ZSS clones in my build.

I've never had the charge shot issue either. (I know the model is different, but I haven't edited the Fit*.pac or motion files)
(http://i.imgur.com/ys9Ifi8.png)


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 26, 2015, 05:24:47 AM
I've never had the charge shot issue either. (I know the model is different, but I haven't edited the Fit*.pac or motion files)
([url]http://i.imgur.com/ys9Ifi8.png[/url])


lol that psa isn't using the charge shot article but a graphic. graphics are unaffected. try copying samus without any edits and you will see it.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 26, 2015, 08:40:46 AM
lol that psa isn't using the charge shot article but a graphic. graphics are unaffected. try copying samus without any edits and you will see it.
Oh I always thought that was intentional lol


Title: Re: The Brawl Expansion Project
Post by: Large Leader on November 26, 2015, 06:42:51 PM
also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.

You have to use an ASM code to separate their memory limits or something. IDK if BeX does that for you by default or not. ASF1NK had a thread with experimental codes and I think that might have been one of them. If I were you, I'd look for it and check it out. You might find something useful.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on November 26, 2015, 07:48:45 PM
It's been a while since I've checked into this thread.

Have there been any new advancements in anything?


Title: Re: The Brawl Expansion Project
Post by: Persona-Aya on November 26, 2015, 08:12:05 PM
I'm on wii console as well and the version I have works flawlessly. I can send it to you, but I've modified it slightly to be less broken (not in terms of crashing, but before she could do inf jumps, and her final smash lasted way too long).

If you could send that my way I'd appreciate it! I do prefer having characters not being broken


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 27, 2015, 10:10:23 PM
You have to use an ASM code to separate their memory limits or something. IDK if BeX does that for you by default or not. ASF1NK had a thread with experimental codes and I think that might have been one of them. If I were you, I'd look for it and check it out. You might find something useful.

If you're referring to these codes ~ASF1nk's Misc. Codes~ (http://forums.kc-mm.com/index.php?topic=61315.msg1159330#msg1159330), the offsets will likely need to be adjusted for Brawlex.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 28, 2015, 06:27:01 AM
If you're referring to these codes ~ASF1nk's Misc. Codes~ ([url]http://forums.kc-mm.com/index.php?topic=61315.msg1159330#msg1159330[/url]), the offsets will likely need to be adjusted for Brawlex.


but wouldn't BeX already have them seperated by default? since each one uses a seperate module file, and i think they were seperated to prevent freezing. i'm gonna have to look back into the beta module readme's i suppose the only way to really know is to try it out. hmm the codes may not work as well, since BeX overwrites and character data, but that will be the next thing i try.

Post Merge: November 29, 2015, 09:00:52 AM
http://smashboards.com/threads/super-smash-bros-project-m-xp-1-4-11-2-15-600-stages-new-costumes-and-characters-soon.418870/page-6#post-20514977 (http://smashboards.com/threads/super-smash-bros-project-m-xp-1-4-11-2-15-600-stages-new-costumes-and-characters-soon.418870/page-6#post-20514977)

Woooooooo!!!! progress! asl compatibility fix is almost complete. PL said it should be ready by tonight.


Title: Re: The Brawl Expansion Project
Post by: PyotrLuzhin on November 29, 2015, 09:10:27 AM
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

http://www65.zippyshare.com/v/oeM6uB4u/file.html (http://www65.zippyshare.com/v/oeM6uB4u/file.html)


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 02:27:02 PM
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

[url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url] ([url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url])

I'll get to some testing tonight, thanks for the shoutout for finding the codes by the way!

I'm assuming one block of the custom patch function is used for stages, the second for their corresponding .rels?
Would I also be right in assuming it follows the same format as the original ASL? I figure as much, since that's how I was even able to find the codes in the first place.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 02:30:26 PM
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

[url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url] ([url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url])

Unfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.

Crap, I meant to keep the old experiments but I accidentally erased them. Oh well, they had incorrect assumptions about crashes anyway. The most current experimental setup is the one on page 559.
My setup: BX 2.0, Experimental BX CSS Expansion 2.0
1. Delete old AFL code if present
2. Copy the contents of Brawlex's \private\wii\app\RSBE\pf\stage\melee and \private\wii\app\RSBE\pf\module to a backup location
3. Replace Brawlex's \private\wii\app\RSBE\pf\stage\melee folder with P:M 3.6's folder.
4. Overwrite P:M's stgresult.pac with your backup stgresult.pac
5. Delete all st_*.rel from Brawlex's \private\wii\app\RSBE\pf\module folder
6. Copy all st_*.rel from P:M's module folder to my module folder
7. Copy the contents of your backup melee and module folder into Brawlex's melee and module folder. SKIP any files with the same name.

Test Case 1 (Minimal codes for ASL to work)
ALL codes in my .gct = FPC 3.5.1b, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 2 (Minimal codes + 3 Unknown codes)
ALL codes in my .gct = FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 3 (The .gct I normally use except AFL has been replaced by new ASL)
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.

Test Case 4 (My normal .gct + my pre-ASL stage configuration (i.e. ignore my setup steps 2-7))
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 02:46:41 PM
Oh, that's not a good sign already! I'll still do some testing tonight on wii hardware and see if there's any difference.
On another note I see how the code is set up now, the stages to be loaded and rels to be loaded are all bunched up into the main code. It should probably be split up like so:

Code:
ASL 3.6 -PATCHED- [Members of PMDT, patched by PyotrLuzhin]
C23FA360 00000030
91620000 90E20004
91820008 90620010
91220014 3C607072
60636F6A 80E10020
7C033800 4082013C
3C602F73 6063745F
80E1003F 7C033800
41820024 3C602F53
60635447 80E10044
7C033800 40820114
39800ACE 80E10048
48000008 80E10043
3D60DFDF 616BDFDF
7CE75838 3D60805A
616B7CB4 2C0C0ACE
40820008 396BFFFC
816B0000 806B0000
892B0004 880B0005
2C030DED 418200CC
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 4182005C
396B0008 A0EB0000
3C608058 606358B8
A0630002 3D408059
894A82F8 2C0A0001
40820018 3D408059
A14A82FA 2C0A0000
41820010 48000014
7CE71839 4082000C
3929FFFF 4BFFFFB4
3D408059 B16A82FA
886B0003 48000024
2C000000 4182004C
3C608058 606358BC
80630000 7D2303D6
7D2049D6 7C691810
38E05F41 7CE71A14
B0E6FFFC 3C602E72
6063656C 2C0C0ACE
4082000C 3C602E50
60634143 9066FFFE
38A5FFFE 38C60002
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

-ASL Data 1-
46000010 00000000
44000000 005A7CB0
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

-ASL Data 2-
46000010 00000000
44000000 005A7CB4
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 03:53:17 PM
I just found something interesting. See my previous post for a complete description.
Summary of Changes: Using my setup without the 3 Unknown codes will cause all Brawlex characters to crash the game before the results screen. Including the 3 unknown codes causes Project M based PSAs to not have this problem.
Additionally, loading an expansion stage in Test Case 3 crashed the game.

I suspect that the new ASL still depends on a P:M modified .rel but more testing is needed.


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on November 29, 2015, 04:40:45 PM
I tried the code (on Wii), but it didn't work. The results were similar to Ebola's Test case 1, except that BrawlEx characters played flawlessly.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 04:58:05 PM
I tried the code (on Wii), but it didn't work. The results were similar to Ebola's Test case 1, except that BrawlEx characters played flawlessly.
Good! May I ask two important questions?
1. Are you using Brawlex or the Brawlex + P:M merge?
2. Were the Brawlex characters or PSAs that worked designed for P:M?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 29, 2015, 05:50:53 PM
I'll test this myself when i can, also @ ebola, how big is your SD card for dolphin?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 06:08:04 PM
I'll test this myself when i can, also @ ebola, how big is your SD card for dolphin?
For Dolphin it's 2GB. For my real Wii it's 4GB. The SDHC code doesn't seem to interfere with non-SDHC so I always keep it enabled unless otherwise stated.

Post Merge: November 29, 2015, 06:18:48 PM
I should also mention that the total size of my Brawl-related mods is 1.93GB for both Dolphin and my real Wii.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 06:21:10 PM
I'm having no luck with it so far. I've only been using the confirmed codes, not the stuff I was unsure of. I don't get any crashes, but I can't get any alt stages to load.
I modified the asl data to load a battlefield_z.pac file, then I tried using the default PM code  with dolphin so I could check the code log. The game doesn't seem to be attempting to access anything other than the usual stages. I'm going to mess with enabling / disabling stuff and see if it tries to read it, but it doesn't seem to be acknowledging it at all right now.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 06:29:44 PM
You're using Brawlex (without P:M integration) right secretchaos1? If so I'll take a look into my stgresult.pac and config files to see if I tried something fancy that is causing crashes for me.

Post Merge: November 29, 2015, 06:32:13 PM
And did you get an expansion stage working when using the new ASL?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 07:03:35 PM
As in a STGCustom? I never bothered to try, I was just testing with Battlefield when I did my own edits to the code, and then to STGEarth when I was testing the PM code (since I know for sure it has an alt to load in PM).
And yes, I've been trying without P:M integration.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 07:08:17 PM
As in a STGCustom? I never bothered to try, I was just testing with Battlefield when I did my own edits to the code, and then to STGEarth when I was testing the PM code (since I know for sure it has an alt to load in PM).
And yes, I've been trying without P:M integration.
Yeah, I was referring stgcustom. If I'm the only one getting the result screen freeze though then I'll need to look into that further. Thanks!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 07:24:23 PM
I know how to set up the ASL data for it when it's in a working state. the ASL uses ascii data to check which files to load, so you'd just need to convert the first couple ascii characters of custom to hex and use that value to identify the stage in that SSSSSSSS line.
There's a link to an ascii to hex converter in the original Alternate File Loader thread on smashboards, I used it to make sure the stage ascii values hadn't changed any since previous versions of the code.

Edit: I've added in the other codes, still getting no attempt to read anything other than the default file.
Is part of the code perhaps dependent on the modified File Patch Code used by P:M? I wouldn't mind trying whichever version of it you have working with P:M + BrawlEx. Nevermind, I looked into the P:M DIY patch and it seems like you guys replaced the modified FPC with the regular one, so that can't be it.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 09:02:07 PM
I found the solution to my crashing and Bowser's Castle issues. I have updated the ASL experiments. There was a flaw in my P:M stage setup that is addressed in step 7 of my setup. I also added a 4th test case. Is anyone else having RSE 1.20 issues when using the new ASL?

Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

[url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url] ([url]http://www65.zippyshare.com/v/oeM6uB4u/file.html[/url])

Unfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.

My setup: BX 2.0, Experimental BX CSS Expansion 2.0
1. Delete old AFL code if present
2. Copy the contents of Brawlex's \private\wii\app\RSBE\pf\stage\melee and \private\wii\app\RSBE\pf\module to a backup location
3. Replace Brawlex's \private\wii\app\RSBE\pf\stage\melee folder with P:M 3.6's folder.
4. Overwrite P:M's stgresult.pac with your backup stgresult.pac
5. Delete all st_*.rel from Brawlex's \private\wii\app\RSBE\pf\module folder
6. Copy all st_*.rel from P:M's module folder to my module folder
7. Copy the contents of your backup melee and module folder into Brawlex's melee and module folder. SKIP any files with the same name.

Test Case 1 (Minimal codes for ASL to work)
ALL codes in my .gct = FPC 3.5.1b, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 2 (Minimal codes + 3 Unknown codes)
ALL codes in my .gct = FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 3 (The .gct I normally use except AFL has been replaced by new ASL)
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.

Test Case 4 (My normal .gct + my pre-ASL stage configuration (i.e. ignore my setup steps 2-7))
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 09:36:56 PM
I find it a bit unusual that it's dependent on something else in P:M. The original code worked fine in vBrawl and only had issues due to Ex confliction, so if the Ex conflicts have been solved it seems so weird that we aren't getting any reaction from the codes at all. Are we missing part of the code maybe and because the rest of it is present in P:M it works fine there?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 09:55:25 PM
I find it a bit unusual that it's dependent on something else in P:M. The original code worked fine in vBrawl and only had issues due to Ex confliction, so if the Ex conflicts have been solved it seems so weird that we aren't getting any reaction from the codes at all. Are we missing part of the code maybe and because the rest of it is present in P:M it works fine there?
I'd guess that the Ex conflicts haven't been truly solved yet. Either that or a typo.

Supposedly "Project M XP with both BrawlEx and ASL" is working (https://www.smashladder.com/blogs/view/25rn/2015-07-22/super-smash-bros-project-m-xp (https://www.smashladder.com/blogs/view/25rn/2015-07-22/super-smash-bros-project-m-xp)). This might be the next best place to look.

EDIT: Nevermind, that version is not released yet.^
I'll just wait to hear from PyotrLuzhin or Sirkura
There's also a third option, we're all overlooking something silly.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 29, 2015, 10:09:30 PM
I'll just wait to hear from PyotrLuzhin or Sirkura
There's also a third option, we're all overlooking something silly.
With how hyped we are I'd say that's very much a possibility. I think if we can get a look at and play around with a working build with P:M we might be able to get an idea of why it's working there but not in vBrawl. But until we hear back I'll be done with experimenting for now.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 29, 2015, 10:19:25 PM
With how hyped we are I'd say that's very much a possibility. I think if we can get a look at and play around with a working build with P:M we might be able to get an idea of why it's working there but not in vBrawl. But until we hear back I'll be done with experimenting for now.
Agreed.
Random observation: This Project M XP says that it has BrawlDJ in the WIP phase. Sirkura, does this mean BrawlDJ isn't dead?


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on November 30, 2015, 07:13:44 AM
Good! May I ask two important questions?
1. Are you using Brawlex or the Brawlex + P:M merge?
2. Were the Brawlex characters or PSAs that worked designed for P:M?
1. BrawlEx only
2. They were BrawlEx characters


Title: Re: The Brawl Expansion Project
Post by: Sirkura on November 30, 2015, 11:48:19 AM
I'd guess that the Ex conflicts haven't been truly solved yet. Either that or a typo.

Supposedly "Project M XP with both BrawlEx and ASL" is working (https://www.smashladder.com/blogs/view/25rn/2015-07-22/super-smash-bros-project-m-xp (https://www.smashladder.com/blogs/view/25rn/2015-07-22/super-smash-bros-project-m-xp)). This might be the next best place to look.

EDIT: Nevermind, that version is not released yet.^
I'll just wait to hear from PyotrLuzhin or Sirkura
There's also a third option, we're all overlooking something silly.
hmm the PMXP dev team has only been able to load _A stages ourselves. + base stages i believe. and PL said he only had A alts when he tested it. could you try making an _A alt and let me know if it loads? also PMXP is not using any music codes except the song forcer code. Anyone is free to come chat with us in dev chat:

https://discord.gg/0bP53Vo0lW3M0GF1 (https://discord.gg/0bP53Vo0lW3M0GF1)


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 30, 2015, 11:52:54 AM
A bit busy today but I should have some time to test it out later tonight. The base PM code is set to load _Z files so that would explain why it had no effect. I'll setup my Battlefield test code for loading _A.
Did they have any success with rels at all, or just stages? I figure if the rels are working it'll only take a moment of trial and error to determine which set of code determines stages and which determines rels.

Edit: Well I changed the code to load up STGBATTLEFIELD_A and had no luck in dolphin. I find my dolphin tends to be a bit funny with inputs though (exiting a match early never seems to work) so I want to test it on console later just to be sure it wasn't an issue on my end. If it'd be possible to get an exact copy of the working code their using that'd be great, then I could see if maybe it's an input issue as well (I believe I'm using L on gamecube at the moment to test).


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on November 30, 2015, 01:23:40 PM
More odd things happened to me when I used this code:
1. Trying to access my music would not let me leave, nor let me navigate or choose a song.
2. On the CSS, I couldn't change neither the player's name, nor the CPU's level.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on November 30, 2015, 01:56:10 PM
hmm the PMXP dev team has only been able to load _A stages ourselves. + base stages i believe. and PL said he only had A alts when he tested it. could you try making an _A alt and let me know if it loads? also PMXP is not using any music codes except the song forcer code. Anyone is free to come chat with us in dev chat:

https://discord.gg/0bP53Vo0lW3M0GF1 (https://discord.gg/0bP53Vo0lW3M0GF1)
Thanks for the info Sirkura! I could not load _A stages either. I'm curious about the status of loading alt .rels too. I'm still hopeful that BrawlDJ will be eventually fixed!

More odd things happened to me when I used this code:
1. Trying to access my music would not let me leave, nor let me navigate or choose a song.
2. On the CSS, I couldn't change neither the player's name, nor the CPU's level.
I can reproduce both of those issues too. Thanks for the info! It seems you, secretchaos1, and I have similar enough setups for testing purposes.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on November 30, 2015, 04:36:05 PM
Thanks for the info! It seems you, secretchaos1, and I have similar enough setups for testing purposes.
Well I typically use Dolphin just for quick tests and so I can see the code log. I use my wii for actual play since my laptop can't handle the emulation as well as the real thing.
I should add that I also had the My Music issue (I thought it was perhaps an emulation glitch at first), however I believe it occurred while I was using the full selection of codes, including the unknown ones. I'll need to verify it happens with the core codes as well.


Title: Re: The Brawl Expansion Project
Post by: PyotrLuzhin on December 01, 2015, 09:36:19 AM
Thanks for the detailed feedback, guys! You've already made a fix that much easier. Regarding the single-alt issue, I have a feeling that the code just stops after iterating through a for loop once, and the pointer regions that I haven't examined likely contain bad values. Since I don't play vanilla brawl very often, I didn't check to see if the region of memory I used in my ASM codes was actually free in vanilla Brawl. It's probably just a matter of finding a different free area of memory. I can confirm that, on my setup (PM 3.6 with BrawlEX manually added), the Z alts that I loaded seemed to work fine; I did not make any changes to the default naming of PM's alternate stages. Expect a fix soon, but I can't promise anything instantaneous - I'm pretty busy with school at the moment. Again, thanks for the bug reports! It's incredibly helpful.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 01, 2015, 02:48:37 PM
Thanks for the detailed feedback, guys! You've already made a fix that much easier. Regarding the single-alt issue, I have a feeling that the code just stops after iterating through a for loop once, and the pointer regions that I haven't examined likely contain bad values. Since I don't play vanilla brawl very often, I didn't check to see if the region of memory I used in my ASM codes was actually free in vanilla Brawl. It's probably just a matter of finding a different free area of memory. I can confirm that, on my setup (PM 3.6 with BrawlEX manually added), the Z alts that I loaded seemed to work fine; I did not make any changes to the default naming of PM's alternate stages. Expect a fix soon, but I can't promise anything instantaneous - I'm pretty busy with school at the moment. Again, thanks for the bug reports! It's incredibly helpful.
Thank you too for working with the ASL code! Don't feel rushed, the AFL code will suffice until more progress is made.


Title: Re: The Brawl Expansion Project
Post by: Skides on December 01, 2015, 08:34:57 PM
Hello, I'm not sure if this is covered but does anyone know if I can change a clone's shadow so that it is the shadow of the new character and not the base character?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 01, 2015, 08:51:19 PM
Expect a fix soon, but I can't promise anything instantaneous - I'm pretty busy with school at the moment. Again, thanks for the bug reports! It's incredibly helpful.
Gonna second Ebola16, you take as long as you need to with it. We've been waiting a long time for an ASL fix and waiting a bit longer won't kill us, thank you so much for finally making it a reality! I'll be waiting to give your next revision a test.

Also Skides, yes you can change the shadows I believe however they're part of each character's costume models. There's two models in most FitCharacterXX.pac/.pcs files, one for the actual model and a low poly variant for the shadow. There's only a few model imports I've seen that actually change the shadow however, so you'd probably need to make / import the low poly shadow models yourself if you wanted to make everything that legit.
TLDR: It can be done with model importing, shadow is stored in FitCharacterXX.pac/.pcs .


Title: Re: The Brawl Expansion Project
Post by: Tiberious on December 02, 2015, 05:48:22 AM
Going to second the shadow being in the Fit<Name><Color>.pac/pcs files.

It's in ModelData[10], named "Fit<Name>Shd". From observation, it appears to be a very simple rig with all the joints in the shadow mesh parented to the TopN bone.This would make sense to be able to move the joints to the floor at the point they should go based on the light direction.

If you want to make your own, just remember that fewer polys is better. You just need enough to make it look like an approximation of the main characters' shape. You don't even need UV mapping, since it doesn't use any textures.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 02, 2015, 11:59:25 AM
So the project M codelist got posted. Looks like one of those misc codes might have been relevant after all.
http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt (http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt)

Edit: Yeah in particular the one listed as possibly related 2 seems to be part of the full code. The first one is to do with loading multipac stages in classic and all-star (ie. lylat cruise, castle siege) and the last is entirely unrelated, so we can ignore it from now on. I'm pretty sure we have all of the code aside from that but it can't hurt to double check, it's right near the top of the list.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 02, 2015, 06:48:37 PM
So the project M codelist got posted. Looks like one of those misc codes might have been relevant after all.
[url]http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt[/url] ([url]http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt[/url])

FINALLY!


Title: Re: The Brawl Expansion Project
Post by: Skides on December 02, 2015, 10:11:19 PM
Thanks everyone!


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 03, 2015, 05:41:45 PM
Heya everyone. It's been a while since I've posted in this thread, but I've come back for some advice, as I appear to be stuck.

So, part of the process of adding characters is adding their cosmetics. My dilemma is that:

In the sc_selcharacter there is Misc Data 30. In here you put the character's name that goes over their CSP in the CSS, as well as the necessary texture pattern data to set it all up in "AnmTexPat". Opening up AnmTexPat, I've modified the two main pieces to add characters:

"MenSelchrCname4_TopN__0"

and

"MenSelchrFaceA_TopN__0"

However, I've been stuck for 2 hours isolating my problem to "MenSelchrFaceA_TopN__0" Essentially, I'm attempting to add a new character. I have their icon, icon name, and csps put into the sc_selcharacter (however I did not set it up in the cosmetic config to load their csps yet, the character has been using Marth's as a base for testing) and just putting these in did not cause a freeze. I then modified the "MenSelchrCname4_TopN__0" to allow one more entry and it did not cause a freeze.

But for whatever reason, adding a new entry to "MenSelchrFaceA_TopN__0" (and of course exporting and importing it over "MenSelchrFaceB_TopN__0" and so on) as well as raising the Framecount on the side from 1801 to 1811 has caused the game to freeze when I attempt to get to the CSS.

I don't believe this has ever been an issue when I've added characters, which is why it's so confusing to me. Is there actually a limit here? As in, is 1801 the maximum and therefore entry 180 is the maximum? And if so, what are some safe alternatives? The last non-clone related entry was 051 with 110 starting off the clones. Would going below entry 110 be alright?

If you're all wondering why it's over 1801 in the first place, it's because I've successfully given characters 12 costumes, however that requires (as far as I know) for them to use two entries since their costume IDs would have 2 costumes that would need to be used in the next entry (as in, if I give Mario 12 costumes and I put his Miscdata for CSPs and whatnot as 178 I would also need to add an entry for 179)


However, while typing this I just realized I can use the original Mario directory, as well as any other character I gave 12 costumes to, to set up my costumes.

But I am still curious, is there a limit and are there any safe entry numbers I could use below 110 but above 051?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 03, 2015, 06:00:30 PM
@Nebulon, looking at Dolphin logs is probably the best way to sort out those kind of problems. Use only one of your RS* folders to stay below 2GB.

I don't know if this info will help but I managed to max out the possible characters on the character select screen. I also skipped every other ID so all my characters can support up to 20 CSP slots (although 14 is the current max). My MenSelchrFaceA_TopN__0 framecount is currently 1891. After MenSelchrChrNmS.047 (sonic), I set Brawlex up to load the first character using MenSelchrChrFace.048. The next was MenSelchrChrFace.050 (for 20 CSP slots). And so on...

Filling up the CSS using this method spanned MenSelchrChrFace.048 - MenSelchrChrFace.188 for Brawlex characters. I also skipped any slot occupied by boss characters just in case there could be conflicts.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 07, 2015, 01:52:18 PM
Regarding this issue, I'm about to try expanding all my Ex character costume slots so I'll be going up to a framecount of around 2100 or so (if I did my math right, I've got up to MiscData[208] for my csps). I'll let you know how that works out for me and if I hit any limitations.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 07, 2015, 02:01:58 PM
Regarding this issue, I'm about to try expanding all my Ex character costume slots so I'll be going up to a framecount of around 2100 or so (if I did my math right, I've got up to MiscData[208] for my csps). I'll let you know how that works out for me and if I hit any limitations.
2100 seems high. Did you move your first Brawlex character to a lower slot like MenSelchrChrFace.048 and start naming from there? The reason I did that was so Cosmetic##.dat's Cosmetic ID would not exceed 0xFF. I think you'll end up exceeding 0xFF which isn't supported by Brawlex.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 07, 2015, 02:23:54 PM
FF is 255, so no I'll be fine. And yeah, I started from right after my base characters. Sonic is in MiscData[88].
I skipped [50] for random and 51 to keep the even trend of using 20 cosmetic slots per fighter. I then skipped 60 - 65 for reserved slots. I've got my css filled and I'm using the max allowed amount of CSP archives without player four causing crashes.

Edit: Like I said I might've done my math wrong on the framecount, I usually keep count with my csp archives since I modify those the most. I'm just estimating around what it'll be when I go to do it, I haven't actually gotten to fixing those files up quite yet. I still need to rename all my ex csps.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 07, 2015, 02:52:14 PM
My bad, I forgot frame count which goes up by 20 for each additional character. 2100 seemed high since I got everything in 1891 frames for MenSelchrFaceA_TopN__0.pat0 but you should be (theoretically) fine as long as framecount doesn't exceed 2551.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 07, 2015, 02:54:53 PM
That's what I assumed, but I'll let you guys know when I actually take it out for a test run. I don't think I'll ever come close to using all those costume slots, but the setup is nice to have in place should the need to slip an extra costume in here and there arises.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 07, 2015, 03:09:49 PM
I'm was a little hesitant to answer Nebulon's question because I know someone will eventually try the "20 CSPs for all Brawlex characters" setup and waste hours improperly renaming files.

For my peace of mind, I'm going to post my working MenSelchrFaceA_TopN__0.pat0. It can be used in troubleshooting or a base for setting up Brawlex.

If you download this file, do note that you can deviate from what I chose. You will also end up renaming/editing A TON (POSSIBLY THOUSANDS) of files depending on how many characters you have.
http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0 (http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0)


Update: Masquerade made this idea obsolete.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 07, 2015, 03:17:40 PM
I'll stick to my own because I already have all my base characters set and I don't want to potentially have to go through all of that again. I had to do some trial and error to get them right too when it came to skipping over reserved cosmetic slots.
The BrawlEx slots are all blank though, so I don't think I'll run into any problems with them. I don't need to worry about using up a reserved slot and bumping things back, renaming everything etc, etc.
Heads up, there's a nifty program called "Bulk Rename Utility". It's free and really useful for renaming bps and result pic archives. Saved me a lot of time.


Title: Re: The Brawl Expansion Project
Post by: DrHorse on December 08, 2015, 10:46:36 AM
PLEASE TELL ME THIS WORKS WITH PROJECT M


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on December 08, 2015, 02:02:38 PM
PLEASE TELL ME THIS WORKS WITH PROJECT M

Hi! for starters welcome to the forums.
Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

Eithe way, welcome to the forums, hope you enjoi your stay.

Post Merge: December 08, 2015, 02:03:28 PM
PLEASE TELL ME THIS WORKS WITH PROJECT M

Hi! for starters welcome to the forums.
Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

Eithe way, welcome to the forums, hope you enjoi your stay.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 08, 2015, 02:18:02 PM
Could someone remind me which brres in the sc_selcharacter.pac I have to edit in order to allow added Cosmetic brres files to work with it?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 08, 2015, 05:42:07 PM
Could someone remind me which brres in the sc_selcharacter.pac I have to edit in order to allow added Cosmetic brres files to work with it?
Are you talking about the csp archives in char_bust_texLz77? Those are determined by the number of the miscdata archive, the number of the archive corresponding with the fighter's cosmetic value. To have proper names and etc load up you need to direct them in MiscData[30]. In the AnmTexPat subsection you need to edit MenSelchrCName4_TopN__0  and all of the MenSelchrFaceX_TopN__0 X being A - I (they're all identical so you can do the first one, export it and replace all of the others with a copy of it). You can edit MenSelchrCMark4_TopN__0 as well to include new franchise icons if necessary.
I'm assuming you remember how to edit them but forgot which ones they were? I can get more specific from there if you'd like, but I'll stop there just for now in case that's all you need.

Edit so I don't double post:

So I've redone all the cosmetics for my clones, no issues that I can find. I've got them going all the way up to cosmetic ID D0 without any issues. Sounds like you might have made a mistake somewhere in your sc_selchar.pac editing, Nebulon. I know if you save some of those AnmTexPat files without setting the total frame count on them first they can get all messed up and out of place, but I'm not sure where else the problem could lie.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on December 09, 2015, 10:49:26 AM
Hi! for starters welcome to the forums.
Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

Eithe way, welcome to the forums, hope you enjoi your stay.

Post Merge: December 08, 2015, 02:03:28 PM
Hi! for starters welcome to the forums.
Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

Eithe way, welcome to the forums, hope you enjoi your stay.

I'm still working on this. we hit a snag tho. i need PSA'ers to help fix the PSA's that break from not having hard coded variables. other then that BeX is working on it. we also need to set up ASL to work with BeX properly.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 09, 2015, 11:22:09 AM
I remember there being a pre-made BrawlEx sc_selcharacter.pac with pre-inserted Cosmetics, though I've been forgetting to post a minor issue that it has.

(http://i.imgur.com/9SEyTob.png)

The CSS isn't animated at all. What would I need to fix?

-snip
Yeah, I knew how to edit, I just forgot what to edit. Thanks.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on December 09, 2015, 12:53:49 PM
If you're referring to the Background KJP. The reason why it's not animated is because it's a static image placed over the Mario Portrait from the Special Brawl section.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 09, 2015, 01:11:20 PM
Which entry in particular in MiscData[30] would I have to edit to fix it?


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on December 09, 2015, 10:53:39 PM
If you're meaning to try and revert the CSS background back to normal, I believe that you'd just have to replace MiscData[30] With a clean version, and just simply add the clone names back in.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on December 11, 2015, 06:38:47 PM
Does anyone know if I can implement custom victory themes for clones?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 11, 2015, 06:48:00 PM
Does anyone know if I can implement custom victory themes for clones?
Yes, edit the "Victory Fanfare" portion of a character's slot config file.


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on December 11, 2015, 07:41:15 PM
Yes, edit the "Victory Fanfare" portion of a character's slot config file.

Is there a specific name I have to give it?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 11, 2015, 08:22:49 PM
Yes. Victory Fanfare is a song ID. Replace the song ID in the slot config with the one you want. http://opensa.dantarion.com/wiki/Song_IDs (http://anonym.to/?http://opensa.dantarion.com/wiki/Song_IDs)


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on December 11, 2015, 08:28:10 PM
I got it now! Thank you!  :happy:


Title: Re: The Brawl Expansion Project
Post by: Sirkura on December 11, 2015, 09:38:50 PM
i see some custom CSS's out there, like the hexagon CSS, or pillar. How would you go about making those compatible with BeX? i tried editing the selcharpos files but that just breaks it xD completely >.> i assume they have custom edits to those to change how the menu is laid out.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on December 11, 2015, 10:27:45 PM
i see some custom CSS's out there, like the hexagon CSS, or pillar. How would you go about making those compatible with BeX? i tried editing the selcharpos files but that just breaks it xD completely >.> i assume they have custom edits to those to change how the menu is laid out.
Been so long but it requires editing one chro section inside the selcharacter pac file
So the bone edits are done in that chro section


This probably has been addressed.  But is there like a code or something that can omit character names to save space on the selcharacter file?
Or maybe a config setting that redirects to one name?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 12, 2015, 07:43:20 AM
This probably has been addressed.  But is there like a code or something that can omit character names to save space on the selcharacter file?
Or maybe a config setting that redirects to one name?

Replace these two files in sc_selcharacter's MiscData[30] and it should make the names disappear for any CSS screen. http://www.mediafire.com/download/6kkkopbv68vm7b2/sc_selcharacter+MiscData%5B30%5D.rar (http://www.mediafire.com/download/6kkkopbv68vm7b2/sc_selcharacter+MiscData%5B30%5D.rar)
I think you're free to delete the MenSelchrChrNm.### textures from MiscData[30] then. Let me know if I'm right/wrong on this. (I didn't in case I wanted to restore the names at a later time. I use the experimental CSS expansion so sc_selcharacter filesize isn't an issue for me.)

Just my thoughts on custom CSS: While many of them do look cool I find that the CSPs best stand out against a white background. I actually like vBrawl's CSS the best.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on December 12, 2015, 10:35:21 AM
Replace these two files in sc_selcharacter's MiscData[30] and it should make the names disappear for any CSS screen. [url]http://www.mediafire.com/download/6kkkopbv68vm7b2/sc_selcharacter+MiscData%5B30%5D.rar[/url] ([url]http://www.mediafire.com/download/6kkkopbv68vm7b2/sc_selcharacter+MiscData%5B30%5D.rar[/url])
I think you're free to delete the MenSelchrChrNm.### textures from MiscData[30] then. Let me know if I'm right/wrong on this. (I didn't in case I wanted to restore the names at a later time. I use the experimental CSS expansion so sc_selcharacter filesize isn't an issue for me.)

Just my thoughts on custom CSS: While many of them do look cool I find that the CSPs best stand out against a white background. I actually like vBrawl's CSS the best.

Thanks
Ill try it out sometime


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 14, 2015, 03:57:53 PM
Is there any known complaint or issue with the Rob module? Is there anything it's known to mess up?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 14, 2015, 04:14:14 PM
Is there any known complaint or issue with the Rob module? Is there anything it's known to mess up?

I believe it is flawless.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 14, 2015, 05:40:47 PM
I wanna bring up advancements again.

Have there been any advancements/discoveries that relate to either Tournament Mode, SSE, or Kirby Hats for BrawlEx characters?


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 14, 2015, 05:55:04 PM
Those in particular? Nope, don't think so.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 15, 2015, 01:39:58 AM
I think the biggest advancements as of late would've been increasing our amount of selectable costumes to 14 and the work that's being done to get a compatible ASL. The latter of which is still being actively worked on.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 15, 2015, 08:55:26 AM
Up to 14 costumes for all characters? How was that found and accomplished?


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 15, 2015, 01:47:13 PM
By using the Fit(character)Dark and Fit(character)Spy things, basically, the IDs are 0C (Same as line terminator) for Dark, and EE for Spy.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 15, 2015, 02:20:38 PM
You also need to skip a space for each of your cosmetic ids to get at 10, and 11 without conflict. The "Fake" slot is available also but currently bugged with BrawlEx (it doesn't load up the correct directory).


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 15, 2015, 02:34:07 PM
I think I'll hold out and hope for a more efficient way to be found.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 15, 2015, 05:08:25 PM
It's a bit of a pain to set it all up. It also causes crashes in classic mode due to being unable to find congratulations videos when calling up the new cosmetic IDs.
Using the "Spy" slot also eats away your invisible melee mode, so it's certainly not without its flaws.
Other than that though the slots behave normally. Giga Bowser even gets to access a different model for his Spy slot, as does Warioman and Game and Watch.


Title: Re: The Brawl Expansion Project
Post by: omegafalcon on December 21, 2015, 12:16:57 AM
I have a question. So if I'm cloning characters without the Clone Tool how do I make the config files? Do I just copy and paste what's in the spoilers? or is there something specific I need to do.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on December 21, 2015, 04:33:20 AM
I have a question. So if I'm cloning characters without the Clone Tool how do I make the config files? Do I just copy and paste what's in the spoilers? or is there something specific I need to do.

in the download, there is a a folder called config templates. just change it to the ID of those to the ones you are using for your character. make sure to edit all 4

*I.E.
Cosmetic3F.dat
CSSSlot3F.dat
Fighter3F.dat
SlotConfig3F.dat

then you just edit the fighter config file with the config tool.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 21, 2015, 10:49:48 AM
in the download, there is a a folder called config templates. just change it to the ID of those to the ones you are using for your character. make sure to edit all 4

*I.E.
Cosmetic3F.dat
CSSSlot3F.dat
Fighter3F.dat
SlotConfig3F.dat

then you just edit the fighter config file with the config tool.

To elaborate on what Sirkura said you'll likely also need to edit the Cosmetic and CSSSlot files in order to setup costumes on the character select screen and its own cosmetic slot to load them from. Then you'd want to refer to what's in the spoilers on the OP in order to know which values are where, since you'll need to edit them in a Hex editor.


Title: Re: The Brawl Expansion Project
Post by: yi-shioon on December 21, 2015, 08:08:52 PM
Is it possible to load PT pokes independently with BrawlEx?
Edit: Solved.


Title: Re: The Brawl Expansion Project
Post by: teh-myuutsu on December 23, 2015, 09:29:25 PM
Is Phantomwings ever going to update this?


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 23, 2015, 11:17:46 PM
Is Phantomwings ever going to update this?
Whenever he does anything it's when people don't expect it, patience is a virtue.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on December 24, 2015, 10:54:31 AM
Whenever he does anything it's when people don't expect it, patience is a virtue.
i honestly want a BeX compattible CSS tool >.> 2.0 has an issue where it limits slots to 50. main reason BeX is incompatible with it. BeX is already pretty stable. not sure what else he could add aside perhaps more costumes?

on a side note, is there any easy way to fix the CSS flickering with the cssroster.dat file? from what i understand it forces all icons on the z plane so they overlap wich causes the flickering.


Title: Re: The Brawl Expansion Project
Post by: Nebulon on December 24, 2015, 12:22:08 PM
Heya. So, I think I deleted the wrong thing from my Brawl Ex.

Essentially, my Zelda csp won't turn into Sheik by clicking the CSP. I know it didn't for a while, but Phantom Wings did have a fix for it. Does anyone know what I'm talking about?

I need to get that back. I must've accidentally scraped it and redid a new CSS.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on December 25, 2015, 02:31:47 PM
i honestly want a BeX compattible CSS tool >.> 2.0 has an issue where it limits slots to 50. main reason BeX is incompatible with it. BeX is already pretty stable. not sure what else he could add aside perhaps more costumes?

on a side note, is there any easy way to fix the CSS flickering with the cssroster.dat file? from what i understand it forces all icons on the z plane so they overlap wich causes the flickering.

I'm mainly waiting for solo sheik files among a few other missing characters


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 26, 2015, 07:00:23 AM
I forgot another thing. What was the code that allowed custom Victory music when properly configured with BrawlEx?

Edit: Found it.

Code:
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


Title: Re: The Brawl Expansion Project
Post by: Direact_N1 on December 28, 2015, 12:53:40 PM
Do I actually need to download all of the parts in the downloads? I really need to add more actual spaces to the screen rather than having a character's palette be a separate mod.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 28, 2015, 01:19:34 PM
I would just like compatibility to be able to clone even more fighters than the rels corrently supplied. lol.

And maybe more memory to add cosmetics for ALL clones.

But I'm glad we have what we have.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 29, 2015, 11:24:24 AM
Is it currently possible to set an icon for a BrawlEx clone for the Replay menu?

As I found the file for it (Replay .brres), added the texture and PAT0 entry, but it didn't show up. Could it be intended for things like preventing Instance Memory issues? Or do I need to do something additional with one of my configs?


Title: Re: The Brawl Expansion Project
Post by: Direact_N1 on December 29, 2015, 12:01:43 PM
Also, the BrawlEx Clone Tool's link is dead.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on December 29, 2015, 02:51:51 PM
Is it currently possible to set an icon for a BrawlEx clone for the Replay menu?

As I found the file for it (Replay .brres), added the texture and PAT0 entry, but it didn't show up. Could it be intended for things like preventing Instance Memory issues? Or do I need to do something additional with one of my configs?
I can't recall hearing about anyone ever doing it, so I'd assume it might be intentional. Or perhaps it just hasn't been implemented yet.

Also the Clone Tool link is dead because it's no longer compatible with the newest version of BrawlEx. Stick to setting it up manually.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 31, 2015, 06:42:10 PM
While I'm asking questions and stuff, this has likely been asked, but is there a way to expand the amount of stages that's compatible with BrawlEx? I'm aware ASL isn't, hence my asking.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 31, 2015, 06:54:33 PM

Also the Clone Tool link is dead because it's no longer compatible with the newest version of BrawlEx. Stick to setting it up manually.

This. And in all honesty, it's time-consuming but not all that hard. Even an idiot like me can set it up manually. :P

While I'm asking questions and stuff, this has likely been asked, but is there a way to expand the amount of stages that's compatible with BrawlEx? I'm aware ASL isn't, hence my asking.

I use the Stage Roster Expansion.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 31, 2015, 07:00:50 PM
Mind linking me to the general thread on it? KCMM's Search function isn't working for me right now.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on December 31, 2015, 07:13:47 PM
This:
http://smashboards.com/threads/stage-roster-expansion-complete.290659/ (http://smashboards.com/threads/stage-roster-expansion-complete.290659/)

Works for me with BrawlEx


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 01, 2016, 05:01:58 AM
Alma's alternate file loader also works.  tho you have to have the same REL base for each stage. its not to hard to set up. i believe their is a tool out there that does it for you as well. ohh and fun fact. we were experimenting and managed to double our costumes xD you can use the AFL code to load things other then stages, like fighter folders, with limitations.

for instance you can have 3 link psa's set up in ASL that work. but you can not have more then one in the same match or it crashes. however we have been playing with it and found you can double your costumes this way. (even more if you take the time to set up more alts) you just need to have the same PSA and other files aside from costumes for it to work.


Title: Re: The Brawl Expansion Project
Post by: PyotrLuzhin on January 01, 2016, 02:43:45 PM
I've fixed the ASL code so it works with BrawlEX, at least in the PM+BrawlEX build I've set up. I don't know if it works in vBrawl though.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 02, 2016, 09:29:30 AM
so when using the roster file, can you manually change the bones for the menu so the icons don't overlap? the roster file forces them to the same plane (z axis i think) wich causes them to flicker. it doesn't really affect the game its just unsightly to look at.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 02, 2016, 10:26:52 AM
I've fixed the ASL code so it works with BrawlEX, at least in the PM+BrawlEX build I've set up. I don't know if it works in vBrawl though.
Is it the same as the last code you released? Because that one was incompatible with vBrawl.

Also Sirkura, I believe I got passed that issue by cropping some of the icon borders, that way they wouldn't overlap with each other and thus not flicker.


Title: Re: The Brawl Expansion Project
Post by: PyotrLuzhin on January 02, 2016, 11:21:01 AM
Is it the same as the last code you released? Because that one was incompatible with vBrawl.

Also Sirkura, I believe I got passed that issue by cropping some of the icon borders, that way they wouldn't overlap with each other and thus not flicker.

honestly I have no idea why it didn't work for vBrawl... I think that I improperly transcribed the code I posted last time, so in the next release, everything should work.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 02, 2016, 01:45:26 PM
honestly I have no idea why it didn't work for vBrawl... I think that I improperly transcribed the code I posted last time, so in the next release, everything should work.

woot! i'll be looking forward to it ^^ i am also curious how you got the kirby hats working. what exactly did you do? i think by default in BeX they copy the main characters hat, i don't think anyone has found out how to make custom ones yet. (correct me if i'm wrong, its been a while since i checked)


Title: Re: The Brawl Expansion Project
Post by: zoroarkrules25 on January 02, 2016, 08:44:34 PM
Hi, so I read up on this, but am still confused.( I'm pretty noobish at this sadly). I was browsing the vault and tried to find some cool things to download. I found the Geno hack for brawl that uses this type of expansion thing. However I am clueless as to how to use it.
 
I am trying to get it to work with my wii u, ( the same way other hacks for brawl can). But the game doesn't pick up on the sd card, and I presume I need to do something with the files. Is there anywhere where I can find out what to do. If it helps I can post a screenshot of the files on my SD card. .I just downloaded them and nothing else though. And thanks for any help in advance!


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 03, 2016, 09:51:10 AM
i imagine your using  an SD card over 2 gigs. brawl by default isn't compatible. add this code to your GCT and it should work.

Code:
SDHC Extension 1.1[Bero]
C23CB3D8 00000004
546302D7 41820014
38600001 3C808058
60840300 90640000
2C1D0000 00000000
C23EEE18 00000007
80610014 54630253
41820028 38000009
8061000C 5463C43E
38630001 1CC30400
3C60803E 6063EE58
7C6903A6 4E800420
80A1000C 00000000
C23CB620 00000008
3D60805A 616B9350
816B0000 2C0B0000
41820024 2C040040
4182001C 39600001
91610008 3D60803C
616BB410 7D6903A6
4E800420 9421FFC0
60000000 00000000
C23CB4AC 00000003
38C00000 2C160000
41820008 38C00001
60000000 00000000
C23CB5D4 00000009
807C001C 2C030001
806DCE1C 41820034
80030000 90190000
80030004 90190004
80030008 90190008
8003000C 9019000C
3C60803C 6063B5E0
7C6903A6 4E800420
60000000 00000000
043EEA20 48191905
043EEC1C 48191709
06580324 00000028
3F008058 63180300
83180000 2C180000
4182000C 7CB92B78
48000008 7F2531D6
548006FF 4E800020
043EEB6C 481917E1
043EED68 481915E5
0658034C 00000028
3C608058 60630300
80630000 2C030000
4182000C 3B390001
48000008 7F39BA14
4E800020 00000000
043CBA24 481B48E1
043CBD60 481B45A5
06580304 00000020
3EC08058 62D60300
82D60000 2C160000
41820008 7C802378
7C040040 4E800020
C23EE0BC 00000003
38000000 3C60805A
60639350 90030000
3C60805A 00000000


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 03, 2016, 10:36:41 AM
It's also noted that the code will only work if booting through the PM Launcher.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on January 03, 2016, 10:51:11 AM
It's also noted that the code will only work if booting through the PM Launcher.

That's actually wrong. I use that code without PM Launcher (on a backup loader) and it works just fine.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 03, 2016, 11:43:21 AM
Must be something on my end or an issue with Gecko, as the code doesn't seem to activate when using Gecko OS.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on January 03, 2016, 12:03:17 PM
It's most likely a Gecko issue, but I haven't really tried it with Gecko as far as I remember.


Title: Re: The Brawl Expansion Project
Post by: PyotrLuzhin on January 03, 2016, 07:41:01 PM
Must be something on my end or an issue with Gecko, as the code doesn't seem to activate when using Gecko OS.
It's probably your gecko hooktype. Try either AXNextFrame or VBI. Personally, I use AXNextFrame, but I'm pretty sure that PM forces you to use VBI. It's worth checking, since certain codes don't work properly with the improper hooktype selected.


Title: Re: The Brawl Expansion Project
Post by: zoroarkrules25 on January 03, 2016, 07:50:06 PM
Hi so I literally spent all day on husky's video on using brawlex to add more slots to the game( the one with lucas). I did everything in the video and it didn't work.

I was trying to get it to run on my wii u much how project m can through the stage builder trick. However the game did not pick up on the SD card.

So I have to ask.

Is brawlex able to work on wii u? If so how can I do it? And if
I can succeed to add another slot, how can I change that slot to a new character?

MY plan was to make the second Lucas scott pilgrim and then do one over a second R.O.B. for geno. I don't know what to do though, especially since I can't get the css expanding to work.

Are there any tutorials I can watch on this?

Any help is appreciated, and thanks in advance!



Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 03, 2016, 11:05:21 PM
I'm not entirely sure how the SDHC code works, but I can only get it to work on usbloaderGx by using a cios that supports it.

Pyotr I'm very much looking forward to your next release of the Alternate Stage Loader.

Sirkura I believe kirby hats need to be disabled in the brawlex fighter configs or the game crashes when using Kirby against the Ex Fighter, mind you it's been a long time since I've tried otherwise so I'm not 100% on that.

Zoroark, I know for a fact SDHC and BrawlEx work on the U, I've tried my pack on it once before. I'd recommend downloading a BrawlEx pack so that you can tinker with something you know is working, then you might be able to figure out what it is you're doing wrong. You could also use a pack as a base since it'll already have your css expanded and etc.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 04, 2016, 12:54:25 AM
I'm not entirely sure how the SDHC code works, but I can only get it to work on usbloaderGx by using a cios that supports it.

Pyotr I'm very much looking forward to your next release of the Alternate Stage Loader.

Sirkura I believe kirby hats need to be disabled in the brawlex fighter configs or the game crashes when using Kirby against the Ex Fighter, mind you it's been a long time since I've tried otherwise so I'm not 100% on that.

Zoroark, I know for a fact SDHC and BrawlEx work on the U, I've tried my pack on it once before. I'd recommend downloading a BrawlEx pack so that you can tinker with something you know is working, then you might be able to figure out what it is you're doing wrong. You could also use a pack as a base since it'll already have your css expanded and etc.
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.

Post Merge: January 04, 2016, 01:12:30 AM
I'm not entirely sure how the SDHC code works, but I can only get it to work on usbloaderGx by using a cios that supports it.

Pyotr I'm very much looking forward to your next release of the Alternate Stage Loader.

Sirkura I believe kirby hats need to be disabled in the brawlex fighter configs or the game crashes when using Kirby against the Ex Fighter, mind you it's been a long time since I've tried otherwise so I'm not 100% on that.

Zoroark, I know for a fact SDHC and BrawlEx work on the U, I've tried my pack on it once before. I'd recommend downloading a BrawlEx pack so that you can tinker with something you know is working, then you might be able to figure out what it is you're doing wrong. You could also use a pack as a base since it'll already have your css expanded and etc.
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.


Title: Re: The Brawl Expansion Project
Post by: zoroarkrules25 on January 04, 2016, 07:56:52 AM
I'm not entirely sure how the SDHC code works, but I can only get it to work on usbloaderGx by using a cios that supports it.

Pyotr I'm very much looking forward to your next release of the Alternate Stage Loader.

Sirkura I believe kirby hats need to be disabled in the brawlex fighter configs or the game crashes when using Kirby against the Ex Fighter, mind you it's been a long time since I've tried otherwise so I'm not 100% on that.

Zoroark, I know for a fact SDHC and BrawlEx work on the U, I've tried my pack on it once before. I'd recommend downloading a BrawlEx pack so that you can tinker with something you know is working, then you might be able to figure out what it is you're doing wrong. You could also use a pack as a base since it'll already have your css expanded and etc.
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.

Post Merge: January 04, 2016, 01:12:30 AM
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.

Thanks. I tried again to fix it, but it did not work. Are then any other BrawlEx mods I should try to tinker with then?
The only one I know of was Nebulon's but that is currently unavailable. What other ones are there?

Post Merge: January 04, 2016, 07:58:29 AM
I'm not entirely sure how the SDHC code works, but I can only get it to work on usbloaderGx by using a cios that supports it.

Pyotr I'm very much looking forward to your next release of the Alternate Stage Loader.

Sirkura I believe kirby hats need to be disabled in the brawlex fighter configs or the game crashes when using Kirby against the Ex Fighter, mind you it's been a long time since I've tried otherwise so I'm not 100% on that.

Zoroark, I know for a fact SDHC and BrawlEx work on the U, I've tried my pack on it once before. I'd recommend downloading a BrawlEx pack so that you can tinker with something you know is working, then you might be able to figure out what it is you're doing wrong. You could also use a pack as a base since it'll already have your css expanded and etc.
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.

Post Merge: January 04, 2016, 01:12:30 AM
GAWD finally sites been fritzy today. anyway the code works with any code launcher. you just need ios 58 for SDHC support (comes with 4.1 wii menu update) fyi all those different "launchers" are the same program. its the ocarina 2.0 cheat engine. PM launcher, gecko, minimal launcher, B+ updatafier, and USB loaders all use the same engine. the only difference is extra features added in. (I.E. PM launcher just adds xmls for addons and updates. same with B+ updater and minimal) i can personally confirm the code works in all of them, as my SD is 8 gigs.

@secretchaos1
Kirby hats are set to copy the default characters hat. tho sometimes BeX can be really buggy with the way they handle them. for instance some hats need to have a single/multi check (I.E. ZSS has a single kirby hat for all costumes, yoshi has a multi or one for each costume.) either way no one has really added custom KH to a clone. PL mentioned he got one working with my build DIY for both mewtwo and roy.

@Zoroark
you can pretty much do anything you can on a wii u that you can do on a wii with brawl. tho controllers may not work, if i remember game cube controls arent compatible with wii mode.

Thanks. I tried again to fix it, but it did not work. Are then any other BrawlEx mods I should try to tinker with then?
The only one I know of was Nebulon's but that is currently unavailable. What other ones are there?


Title: Re: The Brawl Expansion Project
Post by: Cyprus on January 04, 2016, 01:43:58 PM
I'm sorry to interrupt, but I'm trying to setup BrawlEx with Riivolution and everything shows up, but the CSS is blank. Is there anything I missed or is this a bug?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 04, 2016, 09:08:59 PM
@Sirkura Interesting, I should try to set them up then. I'd rather have the default powers than none at all like I'm currently doing.
Also thank you for setting the record straight on how the SDHC code works. So I'm assuming the game needs to load on ios 58? Or does it just need to be present on the console for all to work well? I've had no problems personally, but I get a lot of people coming to me from my pack asking how to do things, so the more I know the easier it is to help.

@Zoroark I can give you a shameless plug to my pack, Smash Bros Infinite. It's on the vault, it has the css maxed out so it should have everything you need to work with.


Title: Re: The Brawl Expansion Project
Post by: hochin on January 05, 2016, 04:33:31 AM
Does anyone know what it typically means when all your brawlex characters crash after the match? After updating all my rels and configs every ex character save for slots 3F-46 crash dolphin when trying to load the results screen. I've fixed this for myself before but Ive forgotten how I did so :p

Also are there limits on certain cosmetic files for brawlex? Seems I can only add franchise icons to CSS slots 3F-48, anymore and I get a freeze..


Title: Re: The Brawl Expansion Project
Post by: zoroarkrules25 on January 05, 2016, 06:16:48 AM
@Sirkura Interesting, I should try to set them up then. I'd rather have the default powers than none at all like I'm currently doing.
Also thank you for setting the record straight on how the SDHC code works. So I'm assuming the game needs to load on ios 58? Or does it just need to be present on the console for all to work well? I've had no problems personally, but I get a lot of people coming to me from my pack asking how to do things, so the more I know the easier it is to help.

@Zoroark I can give you a shameless plug to my pack, Smash Bros Infinite. It's on the vault, it has the css maxed out so it should have everything you need to work with.

Sure, thanks! I was playing around yesterday with editing project m, and managed to add geno to it. I understand what I did there to replace a character, but I would still like to try and figure out BrawlEx. Thanks for the help!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 05, 2016, 11:03:48 AM
@Hochin
 Not entirely sure but I'd check your result pics to see if you forgot any. Make sure your movesets don't crash regularly when hitting the result screen as well.
As for the franchise icons you might be hitting the size limit on info.pac.


Title: Re: The Brawl Expansion Project
Post by: cesarjp on January 06, 2016, 06:30:58 PM
brawlex clone tool link broken :(


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on January 06, 2016, 07:07:03 PM
brawlex clone tool link broken :(
That tool has been broken for ages my friend, just learn how to add them manually. it isn't all that hard once you get the hang of it.


Title: Re: The Brawl Expansion Project
Post by: hochin on January 07, 2016, 02:46:56 PM
@Hochin
 Not entirely sure but I'd check your result pics to see if you forgot any. Make sure your movesets don't crash regularly when hitting the result screen as well.
As for the franchise icons you might be hitting the size limit on info.pac.

Double checked all my files and it seems the issue comes down to two of my boss slots, cant for the life of me figure out what the issue is with them. They're both based on transforming characters (Axl-ZSS & Roll-Zelda) using fighters 2A and 2B respectively. I tried re-configuring from scratch and with my older working files, the cosmetics seem fine but Dolphin still gives me a "gfModule::create Error : Can't Alloc Heap Buffer" error. Perhaps I'm not using the right base modules for these characters, maybe Roll wasn't always on Zelda?...

As for the franchise icons on the CSS, for me they load from sc_selcharacter.pac and for some reason adding anymore MenSelchrMarks beyond 28 crashes no matter the file size.

Edit: I guess transforming characters have issues with boss slots, switching them out with my other slots fixed that gfModule error. Still crashing after every match though :/ 


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 09, 2016, 01:22:09 PM
Double checked all my files and it seems the issue comes down to two of my boss slots, cant for the life of me figure out what the issue is with them. They're both based on transforming characters (Axl-ZSS & Roll-Zelda) using fighters 2A and 2B respectively. I tried re-configuring from scratch and with my older working files, the cosmetics seem fine but Dolphin still gives me a "gfModule::create Error : Can't Alloc Heap Buffer" error. Perhaps I'm not using the right base modules for these characters, maybe Roll wasn't always on Zelda?...

As for the franchise icons on the CSS, for me they load from sc_selcharacter.pac and for some reason adding anymore MenSelchrMarks beyond 28 crashes no matter the file size.

Edit: I guess transforming characters have issues with boss slots, switching them out with my other slots fixed that gfModule error. Still crashing after every match though :/ 
odd, there is a premade selchar by KingJigglyPuff i believe that has maxed cosmetics. try downloading that and injecting the files maybe?


Title: Re: The Brawl Expansion Project
Post by: Infernape on January 09, 2016, 05:38:25 PM
I've been having so issues with the Result Screen Portraits, crashes my game and I don't know whats wrong.
I have the files names like:
MenSelchrFaceB1100
MenSelchrFaceB1101
MenSelchrFaceB1102
MenSelchrFaceB1103
MenSelchrFaceB1104
MenSelchrFaceB1105

I've been trying to fix it, but no luck. I don't have it compressed or anything. Any help would be greatly appreciated.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 09, 2016, 05:49:44 PM
I've been having so issues with the Result Screen Portraits, crashes my game and I don't know whats wrong.
I have the files names like:
MenSelchrFaceB1100
MenSelchrFaceB1101
MenSelchrFaceB1102
MenSelchrFaceB1103
MenSelchrFaceB1104
MenSelchrFaceB1105

I've been trying to fix it, but no luck. I don't have it compressed or anything. Any help would be greatly appreciated.

Make sure the result pics inside those archives are named correctly. Result pics and CSPs need to be named appropriately or they crash, BPs do not.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 09, 2016, 05:50:13 PM
I can see you're missing a dot before the numbers, after the 'B'.
So... 'MenSelchrFaceB.1100'


Title: Re: The Brawl Expansion Project
Post by: Infernape on January 09, 2016, 06:20:18 PM
Make sure the result pics inside those archives are named correctly. Result pics and CSPs need to be named appropriately or they crash, BPs do not.

I can see you're missing a dot before the numbers, after the 'B'.
So... 'MenSelchrFaceB.1100'


Thanks for answering, but I checked and everything is named correctly and still is freezing.
(http://imageshack.com/a/img907/4660/u4navJ.png)
(http://imageshack.com/a/img905/1706/oC5ZIu.png)
As you can see everything is placed in the correct path and named correctly, so not sure what I am doing wrong.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 09, 2016, 06:35:21 PM
Ah, you only need a single file containing however many costumes you're using in that case. Also, they need to be CI8, not RGBA8
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/16_zpsjk2ykmd6.jpg)


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 09, 2016, 06:40:33 PM
Wouldn't 171 - 173 conflict with the character after Marth?


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 09, 2016, 06:48:58 PM
I redirected G&W's cosmetics so it works perfectly, aside from stock icons... i'll do them at a later point though.


Title: Re: The Brawl Expansion Project
Post by: Infernape on January 09, 2016, 07:49:18 PM
I got it to work now, I was like why do you have it in one file? I will try on one file, for some reason I was putting everything in separate files hence that why the other recolors would make the game crash, just realised that I just needed one file and it would load the rest csp's there, so I feel dumb, haha. Thanks for the help really appreciate it!


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 09, 2016, 08:15:05 PM
a really simple way to do this is export the CSP brres file and stick the whole thing in the RSP folder. go to compression, and set it to <none>

CSP and RSP use the exact same file names. only difference is compression.


Title: Re: The Brawl Expansion Project
Post by: Giga Man on January 11, 2016, 07:23:39 AM
Umm... I may be incredibly blind right now, but where is the BrawlEx Config Utility? It's not in the OP, and I've done a thread search and couldn't find it. Can't seem to find it anywhere else either except in Sammi Husky's video tutorial description; however, that version gives me this error: "Could not open file: Unsupported FighterConfig version." Also, it's apparently version 1.1 instead of 1.2 like the zip file says. Not sure how much that matters.


Title: Re: The Brawl Expansion Project
Post by: Lsmash on January 11, 2016, 08:13:12 AM
The BrawlEx Config Utility is in the OP.
4th download link (under downloads.)


Title: Re: The Brawl Expansion Project
Post by: Strange Matter on January 11, 2016, 10:11:47 AM
I was thinking about giving some of the default characters 12 or 14 costumes. I believe 12 only requires you to reassign the cosmetic ID, but I know special steps have to be taken to go above that. I remember reading pieces of how to do this spread throughout this thread, but is there anywhere with all of the information compiled in one place?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on January 11, 2016, 12:23:13 PM
I was thinking about giving some of the default characters 12 or 14 costumes. I believe 12 only requires you to reassign the cosmetic ID, but I know special steps have to be taken to go above that. I remember reading pieces of how to do this spread throughout this thread, but is there anywhere with all of the information compiled in one place?

I can try to summarize it for you. You've got the right idea though, you do need to reassign cosmetic ids so there's space between each fighter to avoid conflicts. For the extra 2 slots you use FitCharacterSpy.Pcs/.pac (Some use FitCharacterSpy00.pcs/.pac) and FitCharacterDark.pac/pcs. They're enabled by default, but to make them appear on the css you use IDs 0C and EE in the CSSlot config. just make sure to skip over 0C when you're filling in your "colour" values in the CSSSlot config or else it'll be read as the terminator, it doesn't cause any problems when you use it to identify the file you're loading though.


Title: Re: The Brawl Expansion Project
Post by: Giga Man on January 11, 2016, 02:39:00 PM
The BrawlEx Config Utility is in the OP.
4th download link (under downloads.)


I am truly blind... -_- Thank you, though.


Title: Re: The Brawl Expansion Project
Post by: TeddyRoseKidd on January 14, 2016, 02:35:54 AM
So Ive been trying to use the brawl ex clone tool for some time now. Ive followed sammi husky's tutorial about 8 times and still I keep getting the same problem. The game crashes at the loading screen which is due to the common2.pac and common3.pac. Whenever I remove them, the game doesnt crash upon the first loading screen.

I downloaded the CSS expansion and Brawl Clone Engine from here. So I dont think the pac files are outdated. I have no clue what is causing this to crash. But its starting to make me want to punch my pc screen lol. Any advice or inputs would be gladly appreciated


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on January 14, 2016, 02:43:20 AM
DO NOT USE THE CLONE TOOL, IT WILL CAUSE CRASHES!


Add them in manually, it's just as easy, and allows for much better control than what that tool could ever offer. The clone tool, even before it broke, had some specific issues, especially when modifying hex values after you added them in with the tool. the tool fixes it, and then breaks the clone. and then causes crashes.

just learn how to do it manually, there are tutorials on it, don't use the quick and dirty method, it revolves the clone tool. It's real easy, and takes like 3 minutes to add a clone without the cosmetic data.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 14, 2016, 06:46:49 PM
...or download a Pack


Title: Re: The Brawl Expansion Project
Post by: Direact_N1 on January 14, 2016, 07:07:44 PM
...or download a Pack

I read about them in a Readme, where can I get one?


Title: Re: The Brawl Expansion Project
Post by: hochin on January 14, 2016, 10:26:28 PM
odd, there is a premade selchar by KingJigglyPuff i believe that has maxed cosmetics. try downloading that and injecting the files maybe?

Kudos! I compared files and managed to get 46/47 of my CSS marks to show now, for some reason having the "CustomCSSIcon" texture along with the additional marks made it freeze for me.

Im still having issues with the darn results screen though. After redoing all my CSS/Results textures and Brawlex configs I can only assume something is up with STGRESULT.pac. I've tried swapping that file with ones from other packs and only get a slight fix with Nebulon's version. I can successfully load slots 3F-46 to the results screen but with slots 47-63+BossSlots its all cherry up until then..

   


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 15, 2016, 08:22:26 PM
Kudos! I compared files and managed to get 46/47 of my CSS marks to show now, for some reason having the "CustomCSSIcon" texture along with the additional marks made it freeze for me.

Im still having issues with the darn results screen though. After redoing all my CSS/Results textures and Brawlex configs I can only assume something is up with STGRESULT.pac. I've tried swapping that file with ones from other packs and only get a slight fix with Nebulon's version. I can successfully load slots 3F-46 to the results screen but with slots 47-63+BossSlots its all cherry up until then..

  

NP ^^ i'm glad to help. what exactly is up with the results screen? crash on finishing a match? RSP? stocks? etc.


Title: Re: The Brawl Expansion Project
Post by: hochin on January 17, 2016, 12:07:39 AM
Yep, Dolphin crashes as soon as a match ends with any character in slots 47-63 and boss slots. The problem shouldn't be my Result pictures though as they work perfectly with the other slots... I tried looking into nebulon's stgresult.pac to pinpoint what allowed slots 3F-46 to finish matches successfully with no luck. Stocks shouldn't be an issue either since pm 3.0.2 doesn't require them. (Was staying on this relatively stable build until PyotrLuzhin's patch is released. ;D)

Lulz, if only I had made a note on how I resolved this the last time this issue popped up.





Title: Re: The Brawl Expansion Project
Post by: TeddyRoseKidd on January 17, 2016, 02:21:13 AM
DO NOT USE THE CLONE TOOL, IT WILL CAUSE CRASHES!


Add them in manually, it's just as easy, and allows for much better control than what that tool could ever offer. The clone tool, even before it broke, had some specific issues, especially when modifying hex values after you added them in with the tool. the tool fixes it, and then breaks the clone. and then causes crashes.

just learn how to do it manually, there are tutorials on it, don't use the quick and dirty method, it revolves the clone tool. It's real easy, and takes like 3 minutes to add a clone without the cosmetic data.
Ive been looking for tutorials online. The only one I found was the brawl clone engine tutorial from sammi huski. Should I use the phantom wings brawl clone engine to manually add a clone or is there a different way that you are reffering to.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 17, 2016, 06:56:12 AM
Ive been looking for tutorials online. The only one I found was the brawl clone engine tutorial from sammi huski. Should I use the phantom wings brawl clone engine to manually add a clone or is there a different way that you are reffering to.

just follow what it says in the instructions on the first page. problem is since the clone tool came out bex was updated.  the new configs are unreadable by the clone tool.  honestly the tool only saved like 5 minutes renaming files for you. you still had to do the harder things by hand.


Title: Re: The Brawl Expansion Project
Post by: LucidK on January 17, 2016, 11:56:26 AM
Could somebody please help me. I followed the tutorial 3 times, starting over each time. My Icons on the character select screen show up as Random and freeze when it is selected. As stated in the post, I checked to make sure my ft_fighter.pac and common2.pac are both in the SD card, which they are. It's also not taking the extra 10 seconds it should be to load. What am I missing?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 17, 2016, 06:11:45 PM
Sounds like your config files arent set up correctly. that also happens when you mess up the animpat files when adding custom cosmetics


Title: Re: The Brawl Expansion Project
Post by: Ultraxwing on January 18, 2016, 10:19:54 AM
Are you setting up your Gecko loader to Axnexframe?
I get this proble if the Hook type is NOT Axnexframe.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 18, 2016, 09:40:56 PM
Are you setting up your Gecko loader to Axnexframe?
I get this proble if the Hook type is NOT Axnexframe.

You can also add PMs AXNextFrame-VBI hook swap code. seems more stable. my wii used to get random crashes at the strap screen, that code fixed it. basically it loads the strap as AXNextFrame then switches to VBI after the game loads. so far havent found any glitches loading that way.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 19, 2016, 01:51:16 AM
Still not being able to use all of the wonderful Captain Falcon final smash alts in Blue Falcon 30 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33656) with Brawlex is painful.
I wish fixing Brawlex's Captain Falcon module was easy. :'(

Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.

Although one problem has been fixed with the final smash, others remain. Interestingly, Dolphin would incorrectly not crash with Sammi Husky's modification before Dynamic BAT (https://dolphin-emu.org/download/dev/dddd88aace046ee2443db6eef52e7e7b4caf7287/) was merged. See SSBB Mod: Dolphin does not crash when real Wii does (Captain Falcon Brawlex .rel) (https://bugs.dolphin-emu.org/issues/9584) for more information. Perhaps this indicates there are further problems with how the module interacts with the BAT registers?

*Quietly hopes this interests Sirkura and PyotrLuzhin in addition to Brawlex ASL*


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 19, 2016, 02:15:38 AM
Still not being able to use all of the wonderful Captain Falcon final smash alts in Blue Falcon 30 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33656[/url]) with Brawlex is painful.
I wish fixing Brawlex's Captain Falcon module was easy. :'(
Sammi Huskey got it working in Dolphin but not the real Wii yet. So close!

*Quietly hopes this interests Sirkura and PyotrLuzhin in addition to Brawlex ASL*
Definately interesting! ^^ also a fun fact since i hadn't seen it confirmed anywhere yet. the Roster.dat does not work on wifi.  the game crashes when the wifi CSS pops up.  using the roster code however does work. perhaps the data for the wifi CSS is kept somewhere else?


Title: Re: The Brawl Expansion Project
Post by: LucidK on January 19, 2016, 07:28:33 AM
Sounds like your config files arent set up correctly. that also happens when you mess up the animpat files when adding custom cosmetics
Ok, well I havent touched anything with custom cosmetics yet, so I know it can't be that. I'm still at the point where I'm trying to clone Lucas so I can transform his extra slot into another character. I want to add Spider-man, like as shown in some of the packs. How could I mess up the config files. From what I understand, all I do is copy and paste the 4 from the BrawlEX ConfigTemplate, and put them in the SD card in BrawlEX, under their 4 respective folders. (after modifying the fighter one the show EX/3F or whatever name/slot I'm using). Hoping for your insight, as I'm brand new at this. I know it'll be a process, but I want to be able to play SSBB with a ton of new characters. I tried a few of the packs, and the only one I could get to work was Project M which I disliked heavily.


Title: Re: The Brawl Expansion Project
Post by: Infernape on January 19, 2016, 01:56:23 PM
Ok, well I havent touched anything with custom cosmetics yet, so I know it can't be that. I'm still at the point where I'm trying to clone Lucas so I can transform his extra slot into another character. I want to add Spider-man, like as shown in some of the packs. How could I mess up the config files. From what I understand, all I do is copy and paste the 4 from the BrawlEX ConfigTemplate, and put them in the SD card in BrawlEX, under their 4 respective folders. (after modifying the fighter one the show EX/3F or whatever name/slot I'm using). Hoping for your insight, as I'm brand new at this. I know it'll be a process, but I want to be able to play SSBB with a ton of new characters. I tried a few of the packs, and the only one I could get to work was Project M which I disliked heavily.

What are you using? Riivolution or Gecko?


Title: Re: The Brawl Expansion Project
Post by: Jesse4060 on January 19, 2016, 02:13:48 PM
Hello!
Is there any way to get this to work with Project M: Community Complete (Which is the leaked 3.6 build)?
I've tried many times and looked up a tutorial, but all has failed.
Someone please help.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on January 19, 2016, 02:26:03 PM
Really hoping something new comes along to keep brawl modding alive, maybe something new to the clone engine.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 19, 2016, 03:59:35 PM
Really hoping something new comes along to keep brawl modding alive, maybe something new to the clone engine.
We are still very much alive. actively working on making ASL and BeX compatible together to further expand the game. ohh and fun fact. appearantly you can bypass some limits if you use an ISO. i'm not talking about using wiiscrubber to replace files (file limits are still there) but i've found if you create an iso from wiimms iso tool you can go over size limits. however you are still bound by what the wii can handle. and i'm not sure of what other limits there might be. it works similar to how riivo bypasses limits. (FYI if you add a smaller file to the iso that way it also decreases the limit! be warned)

That leads me to another question:
Anyone know how the older ISO version of BeX worked? how exactly was it changed to read files from the ISO? I know it doesn't by default.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 19, 2016, 04:44:50 PM
We are still very much alive. actively working on making ASL and BeX compatible together to further expand the game. ohh and fun fact. appearantly you can bypass some limits if you use an ISO. i'm not talking about using wiiscrubber to replace files (file limits are still there) but i've found if you create an iso from wiimms iso tool you can go over size limits. however you are still bound by what the wii can handle. and i'm not sure of what other limits there might be. it works similar to how riivo bypasses limits. (FYI if you add a smaller file to the iso that way it also decreases the limit! be warned)

i really dont understand what is all the hype about asl
i mean
i downloaded a pack with
156 stages
 :srs:


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on January 19, 2016, 05:37:00 PM
Has PW retired from brawl modding?


Title: Re: The Brawl Expansion Project
Post by: LucidK on January 19, 2016, 05:58:13 PM
What are you using? Riivolution or Gecko?

I'm using Gecko and Dolphin. I know nothing about Riivolution.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 19, 2016, 06:33:24 PM
That leads me to another question:
Anyone know how the older ISO version of BeX worked? how exactly was it changed to read files from the ISO? I know it doesn't by default.

I think switching the unstable BX CSS Expansion v2.0.0.x to the ISO will significantly improve its lag so I am interested in this too.


Title: Re: The Brawl Expansion Project
Post by: Strange Matter on January 19, 2016, 08:05:34 PM
Did anybody ever figure out how to assign stock icons to clones? Pretty sure I remember reading that someone did, but ultimately ran into problems with the filesize limit. Still, some stocks would be better than none and I can't seem to find anything about how to do it.


Title: Re: The Brawl Expansion Project
Post by: TeddyRoseKidd on January 20, 2016, 12:03:13 PM
I got the clones working fine now.The only problem I come across now is that the custom gct codes work except for the phantom wings hitstun code. The code works with everyone except for the brawlex characters. Does anyone know what could be causing this and if there is a different code I should be using for hitstun with brawlex characters?


Title: Re: The Brawl Expansion Project
Post by: Nebulon on January 20, 2016, 01:08:25 PM
What controls the Sheik/Zelda icon switcher on the CSS?

And also, has there been any discoveries as to how we can raise the file size for the CSS?



Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 20, 2016, 02:37:38 PM
The only thing I can think of is increasing the memory allocation to the Resource that the sc_selcharacter is located in, but you almost always have to take memory from one thing in order to put it into another thing. Someone like ASF1nk would know more on this.

Though I also remember someone (I think it was PhantomWings) mentioning the ability to just read cosmetics from files on the SD Card, but it was unstable, so I wouldn't know much about this.

You can blame both Brawl and the Wii for having such strict limitations. :L


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on January 20, 2016, 07:08:14 PM
ASK1nk

K1nky.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 20, 2016, 09:44:41 PM
riivolution is a nice way togo about it too
but i honestly dont know where i left it


Title: Re: The Brawl Expansion Project
Post by: Jesse4060 on January 22, 2016, 06:45:44 PM
HOW DO YOU INSTALL THIS?!
I'VE LOOKED AT THE TUTORIAL PROVIDED FOR VBRAWL, BUT I HAVE NO IDEA HOW TO GET CODE MANAGER! 


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on January 22, 2016, 07:30:57 PM
Look in the resource section on here.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 22, 2016, 08:50:40 PM
i suggest starting with the basics Jesse. this tutorial has all the things you will need for just about any type of hacking you would want to do.

http://forums.kc-mm.com/index.php?topic=12169.0 (http://forums.kc-mm.com/index.php?topic=12169.0)

has links to gecko, riivo, code manager, etc


Title: Re: The Brawl Expansion Project
Post by: TeddyRoseKidd on January 23, 2016, 02:49:46 AM
I got the clones working fine now.The only problem I come across now is that the custom gct codes work except for the phantom wings hitstun code. The code works with everyone except for the brawlex characters. Does anyone know what could be causing this and if there is a different code I should be using for hitstun with brawlex characters?


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on January 23, 2016, 02:27:01 PM
So I downloaded the Waluigi PSA released recently by MK64 and downloaded the Plug-n-Play version of BrawlEx. At first when I loaded up Brawl, it loaded PM except I don't have PM on my SD card anymore. So I formatted it and tried again. This time when I loaded up the game, it said "Receiveing Vault Data" before the intro movie. Then it froze selecting the stage builder (I use the hackless exploit). It's done the same thing everytime. Can anyone help me?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on January 23, 2016, 03:48:19 PM
My only suggestion is to use PM's hackless loader, but insert your custom Brawl files before loading.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on January 23, 2016, 04:48:25 PM
No, that did the same thing. Could I upload my SD card contents and someone look and see what's I did wrong?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 24, 2016, 12:23:01 AM
So I downloaded the Waluigi PSA released recently by MK64 and downloaded the Plug-n-Play version of BrawlEx. At first when I loaded up Brawl, it loaded PM except I don't have PM on my SD card anymore. So I formatted it and tried again. This time when I loaded up the game, it said "Receiveing Vault Data" before the intro movie. Then it froze selecting the stage builder (I use the hackless exploit). It's done the same thing everytime. Can anyone help me?
Out of curiosity, how much data is on your SD card? I've found that >1.95 GB likely caused "Read Failed" errors in Dolphin. I've created an issue on Dolphin's issue tracker and they thought the best fix was implementing the SDHC protocol (although it would be in the distant future).

Update: We now have SDHC support! (https://bugs.dolphin-emu.org/issues/8823)


Title: Re: The Brawl Expansion Project
Post by: videogamer555 on January 24, 2016, 03:31:48 AM
The download links for BrawlEx Clone Tool are all broken, both the one you posted, and the one in the guy's profile that you linked to.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 24, 2016, 08:13:31 AM
The download links for BrawlEx Clone Tool are all broken, both the one you posted, and the one in the guy's profile that you linked to.
The Clone Tool doesn't work with the latest Brawlex. Manually setting things up using the information in the original post is best now. Using a preconfigured pack as a reference is also extremely helpful.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on January 24, 2016, 09:47:07 AM
Out of curiosity, how much data is on your SD card? I've found that >1.95 GB likely caused "Read Failed" errors in Dolphin debug. I've created an issue on Dolphin's issue tracker and they thought the best fix was implementing the SDHC protocol (although it would be in the distant future).
I'm only using 19.8 MB of the available 1.80GB. Even using premade packs results in the error.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 24, 2016, 10:35:39 AM
I'm only using 19.8 MB of the available 1.80GB. Even using premade packs results in the error.
If even unedited premade packs are giving that error just delete the whole sd.raw and make a new 2GB one. I had a similar problem and didn't test it much but reformatting a SD.raw may cause issues.


Title: Re: The Brawl Expansion Project
Post by: Rosetta-Hime on January 24, 2016, 10:39:48 AM
Lol I'm not using a digital SD card. I'm using an actual SD card on an unhacked Wii.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 24, 2016, 05:18:36 PM
After discussing Rosetta-Hime's issue with her, we found that her hackless loader was attempting to load the Twilight Hack on a 4.3 system (which won't work). I'm assuming that only the newest PM launcher MAY be able to load Brawlex.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 25, 2016, 03:58:50 AM
After discussing Rosetta-Hime's issue with her, we found that her hackless loader was attempting to load the Twilight Hack on a 4.3 system (which won't work). I'm assuming that only the newest PM launcher MAY be able to load Brawlex.


use this exploit its a lot easier to run.

Post Merge: January 25, 2016, 04:02:40 AM
After discussing Rosetta-Hime's issue with her, we found that her hackless loader was attempting to load the Twilight Hack on a 4.3 system (which won't work). I'm assuming that only the newest PM launcher MAY be able to load Brawlex.


use this exploit its a lot easier to run.

http://please.hackmii.com/ (http://please.hackmii.com/)

it saves a hacked message to the SD and runs custom code.  it sets most things up for you if you let it.  just use the .elf file from the PM launcher instead of he one it gives you. otherwise you can use indianapwns, bathacks, or smash stack. you can find your mac address under your internet settings.


Title: Re: The Brawl Expansion Project
Post by: Sir Ethan on February 02, 2016, 03:35:54 PM
Have any of you ever done what i did which is use an SDHC card and end up with no new characters and a bunch of hanenbow and pokemon stadium duplicates?


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on February 03, 2016, 09:45:12 PM
Might be a problem with the size of your SD if you're using Gecko. The codes will read, but not any of the files.


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on February 04, 2016, 09:05:11 AM
 ok so i was wondering, is it possible to add another Pokemon to Pokemon trainer? like lets say a pikachu, just wroundering


Title: Re: The Brawl Expansion Project
Post by: Sir Ethan on February 04, 2016, 03:41:32 PM
Might be a problem with the size of your SD if you're using Gecko. The codes will read, but not any of the files.
in other words I can't use anything bigger than 2 gigs?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on February 04, 2016, 10:34:10 PM
in other words I can't use anything bigger than 2 gigs?

If you're using SDHC you'll need the SDHC Extension 1.1 code (http://forums.kc-mm.com/index.php?topic=65342.0)

If you're still experiencing problems after including that code, the cause is unlikely to be the size of your SDHC card.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on February 05, 2016, 10:56:43 AM
ok so i was wondering, is it possible to add another Pokemon to Pokemon trainer? like lets say a pikachu, just wroundering

Althouth there are mods that have changed them, in my experience there can only be 3. Sorry dude.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on February 05, 2016, 04:05:56 PM
I did a little more testing with the "Fit*Fake" costume ID (0x0D). Characters that originally had a Fake costume can still use that Fake costume with Brawlex. Characters that don't have a Fake costume (both original and Bralwex characters) cannot use it with Brawlex.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on February 06, 2016, 03:29:30 PM
Oh? That's odd, I recall testing with Diddy because I knew he had a fake costume but I don't remember it working properly. Is it just Peach and Zelda perhaps? I don't recall if there were any other fake characters... Samus perhaps?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on February 06, 2016, 03:40:12 PM
Interesting, I got Bowser to work. I just tried Diddy and he didn't work. Dolphin and real Wii produced the same results
...Well we already know something is going on weird with the Fake costumes


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on February 07, 2016, 08:38:29 AM
Althouth there are mods that have changed them, in my experience there can only be 3. Sorry dude.

[/quote] ah ok i was just wroundering thanks


Title: Re: The Brawl Expansion Project
Post by: Giantfirering28 on February 13, 2016, 12:54:14 AM
The BrawlEx Clone Tool Download Link is down.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on February 15, 2016, 03:59:55 AM
The BrawlEx Clone Tool Download Link is down.

Its broken and incompatible with BeX 2.0, you're better off taking 5 extra minutes to rename your files and configs manually.


Title: Re: The Brawl Expansion Project
Post by: SemiPsycho on February 26, 2016, 06:04:32 PM
Althouth there are mods that have changed them, in my experience there can only be 3. Sorry dude.

 ah ok i was just wroundering thanks

Actually isn't there a way to change character mid match? I saw someone do it with Marth and Jigglypuff. You can try something like that, but that would change the whole character.


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on February 27, 2016, 06:22:16 AM
Actually isn't there a way to change character mid match? I saw someone do it with Marth and Jigglypuff. You can try something like that, but that would change the whole character.

cool


Title: Re: The Brawl Expansion Project
Post by: Tiberious on March 05, 2016, 06:16:20 PM
So, I've been away from the BrawlEx scene for a bit, but after freeing up a 2GB SD card, I decided to start a fresh build. One thing I've been doing is trying to give the Alloys their own colors, and I've succeeded in giving Red a few colors... to a point. I've added FitZakoBoy01 to FitZakoBoy03, but on the CSS, if I try to loop from 00 to 03 or 03 to 00, I get the buzz of death. I'm thinking it has to do with the default Alloy CSS Slot data, but there isn't a template for the Alloys in that folder, so I'm having to piece one together for myself.

Since I'd rather not blow up the My Music area, I have a few questions:

1) What's the format of the Slot Colors in the CSSSlot Config files?

Edit: I think I'm figuring out this one. It seems to go Team Byte, .pac to load, where:

00 = Red
01 = Blue
02 = Green

and

00-0B = Fit<Name><Color>.pac

and finally, 0C00 to end the list. The only thing that's stumping me now is what 'Team Color' 03 and beyond means.

2) I was told the Alloys don't use Record banks, so what do I enter as the record bank for the CSSSlot Config data?


Edit 2: So, I've managed to get the game to load one of the alternate colors, but it crashes if it tries to load two colors of the same Alloy at the same time. What's going on here?


Title: Re: The Brawl Expansion Project
Post by: Yoyogames28 on March 07, 2016, 11:01:27 AM
Sammy's BrawlEx Clone Tool seems to not be available both here or anywhere else on the vault. Could someone supply this for me?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on March 07, 2016, 11:04:52 AM
The Clone Tool is incompatible with the latest version of Brawlex.


Title: Re: The Brawl Expansion Project
Post by: pîkachuk on March 08, 2016, 01:12:27 PM
i would like to adapt the NTSC brawlex to PAL but it seems to be hard


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 14, 2016, 02:51:36 PM
Okay, I'm hoping this is the right place to ask about this. Please do redirect me if it isn't.

I've been trying to get this up and working, but to no avail. I downloaded the Waluigi mod/PSA (which seems to already be set up to work), but whenever I try to add 60 to my roster, it just results in a second Lucario. Other slots and characters have been tried, but the only odd result was 2D Marisa in slot 62, which resulted in Nana by herself with ROB's icon for some reason.
I'm using the Project M Launcher to load these mods with a 16GB SDHC card.

Any help or tips on how to fix this would be very much appreciated.


Title: Re: The Brawl Expansion Project
Post by: Danster on March 15, 2016, 02:13:40 PM
How would I make a new moduleEX file for characters?

For example, Luigi or Yoshi?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 15, 2016, 05:33:08 PM
Okay, I'm hoping this is the right place to ask about this. Please do redirect me if it isn't.

I've been trying to get this up and working, but to no avail. I downloaded the Waluigi mod/PSA (which seems to already be set up to work), but whenever I try to add 60 to my roster, it just results in a second Lucario. Other slots and characters have been tried, but the only odd result was 2D Marisa in slot 62, which resulted in Nana by herself with ROB's icon for some reason.
I'm using the Project M Launcher to load these mods with a 16GB SDHC card.

Any help or tips on how to fix this would be very much appreciated.

That sounds unusual, are you on the most recent, stable version of BrawlEx? Perhaps try using a prebuilt pack as a base and making your own modifications to the roster from there.


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 15, 2016, 06:10:11 PM
That sounds unusual, are you on the most recent, stable version of BrawlEx? Perhaps try using a prebuilt pack as a base and making your own modifications to the roster from there.
I do believe so. I downloaded "BX Clone Engine v2.0.0.0 Stable" and "BX CSS Expansion v1.0.2.0 Stable" from the first post.

Also, okay, will try that and see if it results in anything different.

EDIT:
Okay, I installed a mod pack and got largely the same results. Stages, music and other files load fine, but extra slots are completely broken.

However, I got a new result: there are some bugged Mario slots that, when chosen, do not load a character during the fight. The game doesn't freeze and merely softlocks. Dunno if this info is helpful.

And with that, I am even more confused than I already was. There's gotta be something I'm missing here. Is there any specific Wii firmware you have to be on or something?

EDIT 2:
I should probably also clarify that custom characters also work when they replace another character.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 16, 2016, 11:53:46 AM
I do believe so. I downloaded "BX Clone Engine v2.0.0.0 Stable" and "BX CSS Expansion v1.0.2.0 Stable" from the first post.

Also, okay, will try that and see if it results in anything different.

EDIT:
Okay, I installed a mod pack and got largely the same results. Stages, music and other files load fine, but extra slots are completely broken.

However, I got a new result: there are some bugged Mario slots that, when chosen, do not load a character during the fight. The game doesn't freeze and merely softlocks. Dunno if this info is helpful.

And with that, I am even more confused than I already was. There's gotta be something I'm missing here. Is there any specific Wii firmware you have to be on or something?

EDIT 2:
I should probably also clarify that custom characters also work when they replace another character.

That is very odd. Firmware only matters when you're using SDHC, but it wouldn't work at all if it was the issue. Do you have another SD card handy to test to see if perhaps there's a fault in the card? Is the pack you tested left as it was at default, and is it known to be without issues in this nature?


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 16, 2016, 03:05:22 PM
That is very odd. Firmware only matters when you're using SDHC, but it wouldn't work at all if it was the issue. Do you have another SD card handy to test to see if perhaps there's a fault in the card? Is the pack you tested left as it was at default, and is it known to be without issues in this nature?

Yeah, I was trying to run it on a 2GB non-HC card before I ran out of space. ^_^;

Also, I was using Kitsu's BrawlEx (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209085). Using my normal set of codes resulted in the same issue, but using the codes packed with the pack resulted in no CSS at all.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on March 16, 2016, 04:14:58 PM
Yeah, I was trying to run it on a 2GB non-HC card before I ran out of space. ^_^;

Also, I was using Kitsu's BrawlEx ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209085[/url]). Using my normal set of codes resulted in the same issue, but using the codes packed with the pack resulted in no CSS at all.

that pack should work with  a reg sd card and no sdhc code
as its only 800mb


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 16, 2016, 05:47:06 PM
that pack should work with  a reg sd card and no sdhc code
as its only 800mb

Well, it seems like BrawlEx wasn't working that way either, but hey, I'll give it a shot later anyway. Don't suppose I have anything to lose.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on March 17, 2016, 02:16:22 AM
What do we know about STGCHARAROLL.pac, and how it decides what characters to show?

Would there be any way to successfully add a character to the Fighters lineup? If so, what's the process?

Myself, I'm trying to understand the ordering of the Fighter textures in this file.

It's not lining up cleanly to any of the 4 lists. There's no gap between Ice Climbers and Marth like you'd expect from the Fighters list, but ZSS is after Pit and there's gaps for the 'planned 7' towards the end of it like the Fighters list has. Hell, it doesn't even match the ordering in sc_selcharacter.pac.


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 17, 2016, 01:25:36 PM
that pack should work with  a reg sd card and no sdhc code
as its only 800mb
Okay, I tried this and actually got it to work! I mean, the characters didn't seem to have the proper voice/sound clips, but I think that's more a technical issue with modding the game in general, right?

Since I think it's been narrowed down to something to do with the SD card, is there any way to get it to properly work with my SDHC card? In addition, any idea why it wasn't working with Waluigi before?



Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on March 18, 2016, 01:33:45 AM
Okay, I tried this and actually got it to work! I mean, the characters didn't seem to have the proper voice/sound clips, but I think that's more a technical issue with modding the game in general, right?

Since I think it's been narrowed down to something to do with the SD card, is there any way to get it to properly work with my SDHC card? In addition, any idea why it wasn't working with Waluigi before?
I personally use an SDHC with my pack, you can feel free to try using it as a base and see if the problem persists there. If it doesn't, I'd say work from that as a base. If it does, then I'd say it's something wrong with the particular card you're using, and not the fact it's an SDHC card.


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on March 19, 2016, 03:14:08 PM
Okay, I finally managed to figure it out.

There's a slight bug where certain effects/projectiles will bug out if a clone and its base character coexist in a match. Is this to be expected or did I goof again?

Either way, thanks for the help, you guys!


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 19, 2016, 03:27:38 PM
Okay, I finally managed to figure it out.

There's a slight bug where certain effects/projectiles will bug out if a clone and its base character coexist in a match. Is this to be expected or did I goof again?

Either way, thanks for the help, you guys!
Yes, it is to be expected.
You'll need to fix that by changing some GFX IDs in PSA.
That's from the PSA and not the Clone Engine itself, so you didn't do anything wrong.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 12, 2016, 10:16:29 AM
We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210797) which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/ (http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/)

Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
Dedede: http://www.smashcustommusic.com/24019 (http://www.smashcustommusic.com/24019)
Peach: http://www.smashcustommusic.com/24017 (http://www.smashcustommusic.com/24017)
Donkey Kong: http://www.smashcustommusic.com/24018 (http://www.smashcustommusic.com/24018)
Luigi: http://www.smashcustommusic.com/24016 (http://www.smashcustommusic.com/24016)

Some important things I want to emphasize:
1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable) (http://forums.kc-mm.com/index.php?topic=77009.msg1361929#new), or use Riivolution.
2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

Note: Probably incompatible with SoundBank Expansion System (RSBE.Ver) [JOJI]


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on April 12, 2016, 01:42:38 PM
Good to see a workaround has come about however I'll probably want to keep my setup gecko compatible for now. It's a shame we can't identify and fix why certain seq files play properly with BrawlEx while final smash songs do not, I feel like this info could be used to apply a proper fix in the future.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on April 12, 2016, 08:53:26 PM
^^
filepatch 4 actually works(regular file patch plus replacing whole brsar by phantom wings)
but it freezes after going back in game
http://youtu.be/Nd8tuNpjeiE (http://youtu.be/Nd8tuNpjeiE)

anyways
has anyone got a ported yoshi to a brawl ex character


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 13, 2016, 09:40:57 AM
I should also mention that I've been reporting problems to the Dolphin Emulator issue tracker about errors that are more common with brawl mods. Since Brawlex setups usually have a large number of mods, problems are more likely to be encountered. Important changes that resulted from this:

4.0-8706 (TextureCacheBase: Change CalculateLevelSize to match D3D/OGL sizes) reduces lag with textures that significantly differ from the power of two rule. Also prevents BSOD on Windows in extreme cases.

4.0-9139 (Fix a few asserts in the VertexShaderGen) Better AB11 implementation with shaders. This significantly reduced the assert messages (panic alerts) Dolphin raises.

Usually the most recent Dolphin development builds give the best Brawlex experience unless they're completely broken. The two mentioned builds were pretty significant milestones though.

Unrelated, I want to see if I can do anything about fixing Captain Falcon's beta .rel. Supposedly this video is good for learning how to use dolphin debugger with no prior debugging experience however the link is down https://www.twitch.tv/internetexplorer6/c/1814114. (https://www.twitch.tv/internetexplorer6/c/1814114.) Does anyone have an alternative? I'll post this in a new thread too since I'm unlikely to find an answer here. PPC ASM doesn't scare me.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on April 15, 2016, 08:47:33 AM
We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210797[/url]) which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: [url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url] ([url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url])

Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
Dedede: [url]http://www.smashcustommusic.com/24019[/url] ([url]http://www.smashcustommusic.com/24019[/url])
Peach: [url]http://www.smashcustommusic.com/24017[/url] ([url]http://www.smashcustommusic.com/24017[/url])
Donkey Kong: [url]http://www.smashcustommusic.com/24018[/url] ([url]http://www.smashcustommusic.com/24018[/url])
Luigi: [url]http://www.smashcustommusic.com/24016[/url] ([url]http://www.smashcustommusic.com/24016[/url])

Some important drawbacks I want to note:
1. Direct edits to the smashbros_sound.brsar are not compatible with Gecko codes so you'll need to edit the .iso or use Riivolution.
2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

hmmm interesting. we can probably fix the gecko issue honestly.  if i remember its just simply not mapped to find those files. same with THP vids. i'll see what i can do.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 15, 2016, 09:20:15 AM
hmmm interesting. we can probably fix the gecko issue honestly.  if i remember its just simply not mapped to find those files. same with THP vids. i'll see what i can do.

Editing the .iso is no problem for me but I know a lot of people don't want to do it. Regardless, I'll still look forward to some new Gecko codes!


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on April 15, 2016, 01:10:12 PM
Hi there, me again. Can anybody point me to the file that the results screen loads its marks/franchise icons from? I can't seem to find it anywhere.

I'm trying to add a series icon for Mega Man. It works during the actual game, but crashes the results screen.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 15, 2016, 01:44:20 PM
\private\wii\app\RSBE\pf\stage\melee\STGRESULT.pac -> MiscData[110]


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on April 15, 2016, 02:44:10 PM
\private\wii\app\RSBE\pf\stage\melee\STGRESULT.pac -> MiscData[110]
I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

Am I missing something obvious?


Title: Re: The Brawl Expansion Project
Post by: BlazeBlue on April 15, 2016, 10:28:08 PM
Does Kirby hats for clones work yet. I want to make some


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 16, 2016, 02:21:06 AM
I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

Am I missing something obvious?


You'll need to copy a InfResultMark##_TopN.mdl0, associate it with a MenSelchrMark.## texture (CI4 format), and associate a InfResultMark##_TopN.clr0 with that texture. Also make sure that the Franchise ID in Cosmetic##.dat is correct.

I may as well ask, has anyone gotten added result franchise icons to display properly here? Mine are always too dark. It looks fine elsewhere on the results screen, just not at the bottom of that black results box.
(http://i.imgur.com/m4793wv.png)

Does Kirby hats for clones work yet. I want to make some

Unfortunately no


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on April 16, 2016, 07:06:11 PM
associate it with a MenSelchrMark.## texture (CI4 format)
I think this is the part I'm having trouble with. Does STGRESULT.pac require its own texture or does it just load from info.pac?

If the latter, where do I need to enter the value? I'm not finding anything that matches.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 17, 2016, 07:31:19 AM
Have you tried copying the materials and shaders from a known working result mark model to your new one? Have you checked to see if the visibility bone listed matches what is there in the model?

All else fails, could you link to your modified STGRESULT and let me take a look?

Also bear in mind that result mark models do not have any textures applied to them in STGRESULT.pac, so saying associate a texture with that would confuse someone and maybe cause some issues. The only places a textured mark would be necessary are in the character select, and I think info.pac, as well. Naturally, you'll have to also edit the pat0 to point to those textured marks.


Title: Re: The Brawl Expansion Project
Post by: Dustinvgmaster on April 17, 2016, 11:31:57 AM
Have you tried copying the materials and shaders from a known working result mark model to your new one? Have you checked to see if the visibility bone listed matches what is there in the model?
Former? Yes. Latter? I thiiiiiiiink so.

All else fails, could you link to your modified STGRESULT and let me take a look?
Sure thing. (https://www.dropbox.com/s/m66sn3hri4z9w29/STGRESULT.PAC?dl=0)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 17, 2016, 03:32:14 PM
I forgot, I'm using a workaround which makes the result portrait display properly for added portraits. The InfResultMark##_TopN now depends on a texture by editing the model's materials. Although the result portrait shows up grey in the previously mentioned area it displays properly elsewhere. It uses this setup: http://i.imgur.com/bkPyTbu.png (http://i.imgur.com/bkPyTbu.png)

Before I go into more details has anybody found a different method for ADDING results portraits to the game? Simply copying and properly naming an original InfResultMark##_TopN with lambert2 materials didn't work.


Title: Re: The Brawl Expansion Project
Post by: Diddy Kong on April 18, 2016, 05:46:04 PM
Good to see a workaround has come about however I'll probably want to keep my setup gecko compatible for now. It's a shame we can't identify and fix why certain seq files play properly with BrawlEx while final smash songs do not, I feel like this info could be used to apply a proper fix in the future.
if we could theoretically attack the brsar's pointers directly in code it may work, though  i myself am stingy with codes as it feels like applying one has potential to break another, at the very least, the brsar is patchable directly into an ISO for those wanting to stick with gecko code method of mods.

for everyone's convenience, I will list what changes and brstm files the bypass mod uses, and with what here:


Starman - X24
Golden hammer - 000
Hammer - Y01
Luigi's Final smash - Y02
DK's Final smash - Y03
Peach's Final smash - Y04
King Dedede's final smash - Y05

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

Victory isolations

===========
Luigi - Y07

Bowser - Y08

Peach - Y09

Zelda - Y10

Shiek - Y11

Falco - Y13

Ganon - Y14

Zero Suit Samus - Y15

Lucas - Y16

Diddy Kong - Y17

Dedede - R03

Lucario - X09

Ike - X10

Jigglypuff - X11

Toon link - Z54

*anyone not listed either uses their original entry, or they aren't listed in the brsar, thus that character calls another character (e.g: wolf winning calls the FFOX entry)


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 19, 2016, 03:49:06 PM
I forgot, I'm using a workaround which makes the result portrait display properly for added portraits. The InfResultMark##_TopN now depends on a texture by editing the model's materials. Although the result portrait shows up grey in the previously mentioned area it displays properly elsewhere. It uses this setup: [url]http://i.imgur.com/bkPyTbu.png[/url] ([url]http://i.imgur.com/bkPyTbu.png[/url])


Ah, I see now. I think the texture workaround you're using is somehow getting overlaid by the results panel, resulting in the color being obscured and making it look "too dark".

Try this for me, if you're using BrawlBox 0.76b:

1) Go to InfResultMark22_TopN > Objects > Polygon0
2) Check settings in the bottom right.
3) Change them to the following:
--Draw Pass: XLU
--Draw Priority: 251
4) Re-test in Brawl
5) Let me know the results.

Ideally, though, you probably should try to get new marks made into models instead of relying on the texture hack.

Before I go into more details has anybody found a different method for ADDING results portraits to the game? Simply copying and properly naming an original InfResultMark##_TopN with lambert2 materials didn't work.


I'm just about to do that, actually. I have a test case ready to try importing, and I want to see if it will actually work. I plan to add a 'generic Nintendo' mark as MenSelchrMark.24 and InfResultMark24_TopN, to see if it'll work if I assign it to ROB.

I'll let you know how it turns out.

Just for reference, if you want to keep the mark numbering consistent between all files, start at MenSelchrMark.24 (Franchise Icon 17 in CosmeticConfig). This is because sc_selmap.pac uses 21, 22 and 23 for Animal Crossing, DS (Pictochat), and Electroplankton, respectively.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 20, 2016, 01:33:41 AM
I already had the material use XLU but Draw Priority didn't seem to change anything. I was able to correct the color issue by replacing the shader with a default one from a model import. It looks better:
(http://i.imgur.com/8p4bJ6q.png)

More importantly, I looked into the model file in a little more detail. I enabled viewing vertices in default Captain Falcon's result screen franchise icon model. Good news, fully reproducing Brawl's RSP effects will require... vertex editing!  :kdance:
(http://i.imgur.com/NeGcy4T.png)

I'll pass on vertex editing... I'm happy with my new shader texture method. Thanks for bouncing around ideas Tiberious.

For those who want to reproduce what I've done, make these changes to STGRESULT.pac:
1. Download my template InfResultMark##_TopN.mdl0: Textured Result Screen Franchise Icons with Improved Shader (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=211545)
2. Import it into MiscData[110] and name it properly (change ## to an unoccupied value and use the value for the rest of this process).
3. Import a texture into MiscData[110] with CI4 format, transparent background, and a white image. For simplicity, name it MenSelchrMark.##
4. Edit InfResultMark##_TopN.mdl0's materials by renaming Materials -> Mark -> MenSelchrMark.## to the name of your image. In the latest Brawlbox it automatically associates the correct texture and palette but check to make sure the "Texture" and "Palette" fields both point to the correct texture.
5. Enter the AnmClr(NW4R) section of MiscData[110] and export InfResultMark01_TopN.clr0
6. Import InfResultMark01_TopN.clr0
7. Rename the newly imported .clr0 to the name of the model imported in step 2.
8. Save and close. You're done!

Keep in mind, this just adds the results screen franchise icons. You'll still need something to point to these icons.
In Brawlex, this can be done by editing Cosmetic Config's 0x14 Franchise ID.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 20, 2016, 07:30:00 AM
I just (finally) got my imported modeled franchise mark to look right in BrawlBox and tested it in Brawl itself.

IT WORKS.

...at least it does on the Results screen and character select.

Despite my adding the new mark to info.brres, info.pac, info_mg.pac, info_training.pac and info_training_mg.pac, it either crashes (with the files in place), or shows the Smash mark in-battle.


Edit: Dustinvgmaster, I made a Mega Man mark set (modeled and textured) for your hack. Everything is in this zip file (http://www.mediafire.com/download/d8aa2c05vj222t8/Mark_MegaMan.zip). Just change any instances of 'RM' to the mark number you'd want to use (again, I recommend starting from 24, and using mark 0x17 in the CosmeticConfig .dat files), and import them. They should work flawlessly.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 20, 2016, 10:05:29 AM
I just (finally) got my imported modeled franchise mark to look right in BrawlBox and tested it in Brawl itself.

IT WORKS.

...at least it does on the Results screen and character select.

Despite my adding the new mark to info.brres, info.pac, info_mg.pac, info_training.pac and info_training_mg.pac, it either crashes (with the files in place), or shows the Smash mark in-battle.

Just to clarify, did you use the edited model I posted or did you do something different to get the result icons working?


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 20, 2016, 11:22:09 AM
I used an actual model in the shape of the result mark. You can check it out in this STGRESULT.pac (http://www.mediafire.com/download/77fgijj5l0nevkv/STGRESULT.PAC).

I ended up using a temporary .brres file to load the model and .col0 into, then exported both to import into STGRESULT.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 20, 2016, 11:38:44 AM
I used an actual model in the shape of the result mark. You can check it out in this STGRESULT.pac ([url]http://www.mediafire.com/download/77fgijj5l0nevkv/STGRESULT.PAC[/url]).

I ended up using a temporary .brres file to load the model and .col0 into, then exported both to import into STGRESULT.

Ah, so you used a model import and/or vertex edit. That would be the proper way to display the result icons but that's a bit too much work for the more intricate icons in my opinion. Thanks for sharing!


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 20, 2016, 11:51:25 AM
Well, of course. That's why you need simpler marks. If you can find another that would fit the series, it'd be better to use that.


Title: Re: The Brawl Expansion Project
Post by: Briyoda on April 20, 2016, 12:04:57 PM
Ive been trying to ad Goku to my pack and after I aded my Battle Portraits when I boot up the game after the loading screen it crashes! Ive been trying diffrent formats and everything. I found out the file crashing it is the info.pac but I still dont know how to fix it.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 20, 2016, 12:21:27 PM
I'm having that same issue with my own added mark. The pat0 has 35 frames, so there's no reason it should be crashing because it can't find it.

Edit: it seems like it's a file size issue, at least for mine. It's at 392KB, and it should be no bigger than 390 apparently.


Edit 2: Yes, it's a file size issue. Your best bet is to go into MiscData[40], and lower the sizes of the textures for the words "SUDDEN" and "DEATH" from the enormous size and quality. That should give you about 20KB of space to work with.

For the _mg ones, there's a pretty healthy-sized texture in MiscData[50], InfCntCompBase that you should be able to reduce the size on without much quality (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446).


Title: Re: The Brawl Expansion Project
Post by: Diddy Kong on April 25, 2016, 01:59:00 AM
ok so i have made a video guide on customizing the SEQ bypass hack for those interested in modifying mine or making their own bypass to patch over brawlex's bug, those with an existing one may choose a different brstm for their favourite final smash songs
! No longer available (http://www.youtube.com/watch?v=4l9vLNr1zno#)


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on April 26, 2016, 04:44:22 PM
What exactly is this for?


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 28, 2016, 12:56:08 PM
So, help me understand the Team Color bytes in CSSSlotConfig...

Here's Lucario's unedited list:

0100 0001 0504 0905 0302 0C00

I know that 0C00 means "end of color list, wrap between first and last".
I also know that "0001" is use FitLucario01.pac/pcs for Red Team, "0100" means use FitLucario00.pac/pcs for Blue Team, and that "0302" makes the game load FitLucario02.pac/pcs for Green Team.
But what are "Team Colors" 05 and 09? Has anyone made a list of what the extra colors correspond to?


Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on April 28, 2016, 02:36:02 PM
Here is a list of colors of the CSSSlot config.
(http://i.imgur.com/3N0lMMS.png)
(NOTE: I used the picture from http://forums.kc-mm.com/index.php?topic=66848.0, (http://forums.kc-mm.com/index.php?topic=66848.0,) which talks about adding CBliss effect to BrawlEX. Original picture goes to guy who made OP  :kdance:.)


Title: Re: The Brawl Expansion Project
Post by: Tiberious on April 28, 2016, 03:31:36 PM
Okay, so, I went through all of the CSSRoster .dat files while referencing sc_selcharacter.pac, and found out a pretty good pattern that you can use:

00 - Red
01 - Blue
02 - Yellow
03 - Green
04 - Purple
05 - "Alternate Blue" (Cyan, Navy, etc.)
06 - Pink
07 - Brown
08 - Black
09 - White
0A - Orange
0B - (I saw this a couple times, but didn't manage to find any pattern to nail it down to any color)



Title: Re: The Brawl Expansion Project
Post by: UltIMa647 on April 28, 2016, 05:56:57 PM
Alright, so quick question.
Some characters don't have premade BEX modules. (i.e. Fox in my case)
How do I make a vanilla (plain/original) module BEX compatible? (Or is there a fox module and I'm just not looking hard enough?)


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 29, 2016, 02:20:51 PM
Alright, so quick question.
Some characters don't have premade BEX modules. (i.e. Fox in my case)
How do I make a vanilla (plain/original) module BEX compatible? (Or is there a fox module and I'm just not looking hard enough?)
Use PPC ASM and the OpenSA module documentation to manually find the changed offsets while making sure memory is properly allocated... a.k.a have a lot of programming and debugger skills. If someone figures it out though it'll be a valuable gain for Brawlex. I'm personally hoping for a fixed cloned Captain Falcon's Blue Falcon Final Smash!


Title: Re: The Brawl Expansion Project
Post by: Diddy Kong on April 29, 2016, 02:59:46 PM
What exactly is this for?
if the post was directed at me,  it's a small video for those wanting to modify the bypass mod that unintentionally fixed the final smash sound bug in brawlex so i felt it was appropriate to be in here, contributing to it's advencing


Title: Re: The Brawl Expansion Project
Post by: Segtendo on May 02, 2016, 03:04:17 PM
Hey guys. So I recently got Brawl working with codes on my vWii. However, I don't see my expanded slots. Is there a reason why I'm not seeing my extra slots? The default characters have the expanded slots, but the added characters aren't showing up.


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on May 02, 2016, 05:17:03 PM
Ok I had a thought. Theoretically even with no more BrawlEX updates a perfect version can be available.

I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we? 


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on May 04, 2016, 03:19:57 AM
I know the Project M D.I.Y. people are also following this thread so I'll ask here. Has the ASL code been edited since P:M D.I.Y. 0.1? I'd be willing to test it on regular Brawlex if it receives an update.

Hey guys. So I recently got Brawl working with codes on my vWii. However, I don't see my expanded slots. Is there a reason why I'm not seeing my extra slots? The default characters have the expanded slots, but the added characters aren't showing up.
When you say expanded slots do you mean expanded costume slots like cBliss had? It is important to note that cBliss should not be used with Brawlex and costumes should be added via editing the fighter and CSSSlot config files.

I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we?  
I think that would be equally difficult to finishing the remaining .rels. Rel ports also don't behave properly with every PSA so I think more Brawlex modules would be the better way to go.


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on May 04, 2016, 06:07:18 AM
Ok I had a thought. Theoretically even with no more BrawlEX updates a perfect version can be available.

I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we? 

Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.

What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.

Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on May 04, 2016, 10:02:09 AM
When you say expanded slots do you mean expanded costume slots like cBliss had? It is important to note that cBliss should not be used with Brawlex and costumes should be added via editing the fighter and CSSSlot config files.
No. The extra costumes on the default characters work fine. They have their portraits and all.
My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on May 04, 2016, 05:09:09 PM
Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.

What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.

Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.

If you're a programmer I can mention a few ideas.
Brawlex module/misc data related (likely very difficult):

1. Find a way to load Brawlex's experimental CSS expansion from the .iso instead of the SD card. This will allow high quality CSPs, bypass sc_selcharacter.pac's size limit, and (hopefully) reduce the lag on the CSS from using the experimental CSS expansion.

2. Fix the error in Captain Falcon's experimental module that causes his Blue Falcon scene to crash.
Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.

Although one problem has been fixed with the final smash, others remain. Interestingly, Dolphin would incorrectly not crash with Sammi Husky's modification before Dynamic BAT (https://dolphin-emu.org/download/dev/dddd88aace046ee2443db6eef52e7e7b4caf7287/) was merged. See SSBB Mod: Dolphin does not crash when real Wii does (Captain Falcon Brawlex .rel) (https://bugs.dolphin-emu.org/issues/9584) for more information. Perhaps this indicates there are further problems with how the module interacts with the BAT registers?

3. Write a Brawlex module for any missing character. These are the stable ones
(http://i.imgur.com/dhniWIO.png?1)

PSA related:

1. Port Krillin over Pikachu's (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30519) .sawnd file to a different file. I'd like to keep Pikachu's sounds but it's pretty annoying when Krillin shouts "Pikachu!" If you are interested in this please tell me which .sawnd file you'll choose before starting. Most of my .sawnd swaps come from Nebulon's pack but I did find some others.

2. Port Fighter Kirby over one of the Brawlex compatible modules (more Kirbies are better!)

Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!

No. The extra costumes on the default characters work fine. They have their portraits and all.
My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.

So the same setup is behaving differently on the Wii vs vWii? If that's true I've never heard of anything like that but I don't own a Wii U to offer further help. Sorry.


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on May 04, 2016, 11:01:47 PM
Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!

Yes, but you can use the articles of the character you're porting over. Or just use none -- the only reason I chose Marth in the past was because Marth had a large moveset file and I wasn't working with articles anyway.

For example, a long time ago (and still when I have time) I have been working on revamping the Gyarados PSA. I currently have it ported over Samus rather than Mario like it originally was. I cannot use Mario's fireball article anymore (for his B move) but I now can use any of Samus's articles (which is what I wanted). The same can be applied to any PSA.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 04, 2016, 11:54:48 PM

Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

Those are just a couple things that come to mind to me.

No. The extra costumes on the default characters work fine. They have their portraits and all.
My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.

vWii and Wii shouldn't work any differently. When you put the same SD card back in the Wii it works fine? It should be reading your CSSRoster.dat fine, or else no one would show up on your CSS at all. I'd double check that file though for sure, since that's where BrawlEx finds which new fighters to put on the CSS.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on May 05, 2016, 03:30:22 AM
Minor Brawlex improvement!
(http://i.imgur.com/Odmh1HK.png)
My pack is not publicly released since there would be too many people to credit and it contains experimental features

Brawlex can now hold up to 105 slots in the CSS! (Previously 100)
New Limitation if this is used:
Using this modification without unlocking all characters in Brawl will likely cause a crash.

Unfortunately CSSRoster.dat seems hardcoded to only accept 100 slots. Brawlex ignored the added slots after adding them via a hex editor. Well at least this covers the CSS portion of getting to 105 slots. Here are the files (use the two included files to replace the ones in sc_selcharacter.pac -> MiscData30): http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar (http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar)

My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.


I'll PM PhantomWings but nothing will likely result from that.

Yes, but you can use the articles of the character you're porting over. Or just use none -- the only reason I chose Marth in the past was because Marth had a large moveset file and I wasn't working with articles anyway.

For example, a long time ago (and still when I have time) I have been working on revamping the Gyarados PSA. I currently have it ported over Samus rather than Mario like it originally was. I cannot use Mario's fireball article anymore (for his B move) but I now can use any of Samus's articles (which is what I wanted). The same can be applied to any PSA.

Ah I see. Thanks for the information!


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on May 05, 2016, 10:31:49 AM
I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

Those are just a couple things that come to mind to me.

I ported Crash a long time ago, but I don't have the file anymore -- I sent it to Nebulon years ago though, he might still have it. I can do it again I guess when I have time. I do want to port the rest of the PSAs that can't be used with BrawlEx though, so I guess I'll start with Crash whenever I get around to it.

Unfortunately, I know very little about Brawl's engine or how it works. Being a programmer doesn't automatically mean I can I know everything about modding Brawl's game engine (as much as I wish it did). I was thinking making a new Project Smash Attacks program in the future to make moveset editing even easier, but that's if I have as much time as I'd like.


Title: Re: The Brawl Expansion Project
Post by: Segtendo on May 05, 2016, 03:38:33 PM
vWii and Wii shouldn't work any differently. When you put the same SD card back in the Wii it works fine? It should be reading your CSSRoster.dat fine, or else no one would show up on your CSS at all. I'd double check that file though for sure, since that's where BrawlEx finds which new fighters to put on the CSS.
I actually bought a 16GB SD card for my Wii U recently, so I moved everything from a backup I had to the new SD card.

As for running it on my Wii, I haven't tested it yet. Last time I used BrawlEx on my Wii, it worked fine on my 8GB SD card. I mean, all of my hacks work fine (music, CSPs, stage replacements, etc.) work fine in vWii (provided I use a dumped copy. The hacks wouldn't read with the disc, for some reason).


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on May 05, 2016, 04:50:29 PM
Why would we need more than 100 characters anyway? 80 is being spoilt enough, we were at 100. I don't think many people will make too good use of another 5 slots.

Though don't get me wrong ebola, that's amazing!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 05, 2016, 10:45:01 PM
If you don't mind using it as a work around, you can also use the "Hold Shield for alternate character" code that Pyotr recoded to be more flexible.
It's on his thread here: http://smashboards.com/threads/pyotrluzhins-lab.434012 (http://smashboards.com/threads/pyotrluzhins-lab.434012)

You should be able to access the extra slots with that no problem. I recall people using boss slots back when we were really limited too, so you might be able to exploit those as well. I plan to use it to push my limits a little bit for sure.

Also itman, an improved PSA would be excellent. There's a lot of missing information and such in the version I'm using at least, and as far as I'm aware only old version of BrawlBox can edit articles. If you were able to get that Crash back that would be awesome, I'm not sure what Nebulon is up to right now. Don't keep up too much but he does check in here in the BrawlEx thread from time to time, so if he still has it hopefully he'll see this.

And Segtendo, I'd try using your current setup in your normal wii to verify that it isn't an issue exclusive to the Wii U. I'd also try remaking your CSSRoster.dat file, or double checking it to make sure it's setup correctly.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on May 06, 2016, 11:52:45 AM
Why should you need any more than about 65? There can't be that many really good characters out there... why flood the roster with a bunch of janky garbage?

But maybe I'm too much of a stickler for quality. Hell, I'm considering not adding stuff like Cali's Little Mac and Ryu because I notice issues that would cause them to stick out among the rest of the cast (when you're putting so much effort into things, the smaller stuff sticks out so much more).


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on May 06, 2016, 04:01:57 PM
What we could use right now is BrawlEX for stages

That would be pretty [censored]ing sweet


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 06, 2016, 08:43:46 PM
What we could use right now is BrawlEX for stages

That would be pretty [censored]ing sweet
Well we already have that to an extent, the custom stage system PW has right now supports a lot more stages than the sss has room for iirc. I remember he was saying he wanted to manipulate the stage builder selection into somehow loading up custom stages instead, but unless its being worked on in secret I doubt we'll see it any time soon.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on May 07, 2016, 04:02:55 AM
The point of preparing the CSS for expansion is more about learning PPC ASM than the actual result (although I certainly wouldn't complain if this is successful). I've already figured out slot position editing and I have an idea as to what is causing slots past 100 to not be read. If I'm correct this can be applied to the stage selection screen too. Right now my biggest problem is that I can't seem to find any documentation on using Dolphin's Debug mode for searching/editing addresses in the virtual RAM (I don't own a USB Gecko either). I posted this on the Dolphin forums too in hopes that one of the devs can lend a hand.

(Original Post: https://forums.dolphin-emu.org/Thread-using-dolphin-debug-to-write-gecko-codes (https://forums.dolphin-emu.org/Thread-using-dolphin-debug-to-write-gecko-codes))
"Hello,

I recently registered on this forum but I'm pretty familiar with Dolphin. I want to attempt to make a Gecko code but I have no programming background (or USB Gecko). I'm attempting to modify the Brawl Expansion Project (Brawlex) for Super Smash Bros. Brawl (http://forums.kc-mm.com/index.php?topic=65113.0 (http://forums.kc-mm.com/index.php?topic=65113.0)). Brawlex increased Brawl's moveset limit to 100 but I'd like to expand that limit to 105.

Theoretically, Brawlex supports up to ~120 movesets but support was stopped at 100 due to character select screen's (CSS) limitations. I recently figured out how edit the CSS slot alignment using Brawlbox and added 5 more slots (http://i.imgur.com/Odmh1HK.png (http://i.imgur.com/Odmh1HK.png)). I have properly configured the new 5 movesets's files to load however Dolphin's logs indicate that Dolphin doesn't even try reading files for the added 5 movesets.
Also, this code is able to modify the number and order of slots that appear on the CSS:
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


Brawlex integrated the functionality of this code into common3.pac's sora_menu_sel_char.rel and reads the Icon data from a new file called CSSRoster.dat. This also shifted how the addresses load so the code cannot be used anymore.

Since I am using the max number of CSS slots (100 or 0x64), I suspect that the game is hard coded to not accept more than 0x00000064 for the CSS icon count. My idea is to find and increase this value to 0x00000069 and see if that solves the problem. I was able to load my codes into debug mode by loading them through GeckoOS's .elf file but Dolphin's memory and code tabs are a bit confusing to me. The best information I could find was a tutorial for using Wiird but I do not have a USB Gecko (https://www.youtube.com/watch?v=TaEtr3AviYg (https://www.youtube.com/watch?v=TaEtr3AviYg)). This has led to the following questions:

1. For what I want to do, should I use normal dolphin with the /d argument or a DEBUGFAST build? If I need a DEBUGFAST build, can someone point me to a download for a working one? Apparently DEBUGFAST occasionally has broken functionality on certain builds.
2. Which tab in Dolphin should I be looking at and where is the box where I can enter values that I want to search for? I'd like to see some information on how to repeatedly search for a u32 value of 0x00000064 using dolphin debug while removing changed entries from previous searches. I'll then attempt to write a Gecko code using that address and the Gecko Codetype information (http://geckocodes.org/index.php?arsenal=1# (http://geckocodes.org/index.php?arsenal=1#))

Feel free to let me know if I'm misunderstanding something too. I'd at least like to try changing that value even if it doesn't fix the problem. Thanks!"

Update: What I'm looking for was hidden in Cheat Manager and debugfast is only needed for memory checks. Thanks PyotrLuzhin! Now I can proceed.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on May 07, 2016, 09:03:09 AM
Well we already have that to an extent, the custom stage system PW has right now supports a lot more stages than the sss has room for iirc. I remember he was saying he wanted to manipulate the stage builder selection into somehow loading up custom stages instead, but unless its being worked on in secret I doubt we'll see it any time soon.

If that's the case, then we can actually modify the code and the files to see how much more stages we can fit. That shouldn't be too much of a problem on itself, however, I fear we might run into filesize issues pretty soon due to the fact that every stage has it's own preview, icon, stage name and series icon.

If I remember correctly, what we have now runs around 70 stages, right?

I'm pretty sure I still remember how to reorganize the stages within the SSS. But we would probably need a modified SSS with added bones for the extra stages we might need.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 07, 2016, 06:17:39 PM
I've been using 2 stages per slot, so I know you can get previews to push the limit if you keep them really simple. It's a sacrifice of quality on the SSS for quantity of stages unfortunately, I don't think there's really any surefire way around that at this point.
I think that might have in part been why PW wanted to manipulate the stage builder selection, because it loads its previews from a different location but that's just speculation.
I remember Dantarion put up a video of a 3rd stage selection page at one point, that would be really useful in terms of fitting more icons on screen but I don't think it was ever released.


Title: Re: The Brawl Expansion Project
Post by: Briyoda on May 16, 2016, 12:50:10 PM
Hi. Im trying to make a BrawlEx Pack for my cousins and just cant find a good tutorial out there. I kinda have an idea of how to do it but could you make a noob tutorial that goes through everything? Its ok if you cant. I just learned about BrawlEx about a wek ago and most of the packs out there have tons of charcters I dont want.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on May 18, 2016, 04:15:21 PM
I know the Project M D.I.Y. people are also following this thread so I'll ask here. Has the ASL code been edited since P:M D.I.Y. 0.1? I'd be willing to test it on regular Brawlex if it receives an update.
When you say expanded slots do you mean expanded costume slots like cBliss had? It is important to note that cBliss should not be used with Brawlex and costumes should be added via editing the fighter and CSSSlot config files.
I think that would be equally difficult to finishing the remaining .rels. Rel ports also don't behave properly with every PSA so I think more Brawlex modules would be the better way to go.

Sorry for the late answer. ASL was updated to work. tho it needs further changes to work for vbrawl. we are actually tinkering around with that. i'll keep you updated.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on May 18, 2016, 05:07:00 PM
Sorry for the late answer. ASL was updated to work. tho it needs further changes to work for vbrawl. we are actually tinkering around with that. i'll keep you updated.
Ah, that's great news! Thanks!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 19, 2016, 04:47:08 PM
Sorry for the late answer. ASL was updated to work. tho it needs further changes to work for vbrawl. we are actually tinkering around with that. i'll keep you updated.
Really glad to hear back on that too. The Hold Shield for Alt character works like a charm in vBrawl too btw, going to have some fun with it.


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on May 20, 2016, 06:02:29 AM
If that's the case, then we can actually modify the code and the files to see how much more stages we can fit. That shouldn't be too much of a problem on itself, however, I fear we might run into filesize issues pretty soon due to the fact that every stage has it's own preview, icon, stage name and series icon.

If I remember correctly, what we have now runs around 70 stages, right?

I'm pretty sure I still remember how to reorganize the stages within the SSS. But we would probably need a modified SSS with added bones for the extra stages we might need.

I'm pretty sure I still remember how to reorganize the stages within the SSS. But we would probably need a modified SSS with added bones for the extra stages we might need.
Super Smash Legacy fits a lot of custom stages into the project Ms alternate stage loader. and it seems that you can use SD cards bigger than 2GB, i have one thats 4GB and i can run Brawl Mods that run on the Project M engine, including Project M EX. so space might not be the biggest issue. and there is a stage expansion for Project M as well so yea there is a lot of space that can be used


Title: Re: The Brawl Expansion Project
Post by: Daveybird on May 29, 2016, 03:27:01 AM
Okay, I'm using original Brawl, and anytime I try to modify the character select screen, it freezes and hums when I click on the versus (Brawl) button. Even when I do something as simple as make Mario the only selectable character. What am I doing wrong?


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on May 30, 2016, 06:29:14 PM
Okay, I'm using original Brawl, and anytime I try to modify the character select screen, it freezes and hums when I click on the versus (Brawl) button. Even when I do something as simple as make Mario the only selectable character. What am I doing wrong?
Are you editing Roster.dat? Or using a code? CSS organizing codes are incompatible with BrawlEx, edit Roster.dat instead.


Title: Re: The Brawl Expansion Project
Post by: Daveybird on May 31, 2016, 05:56:42 PM
Clone Tool link is down. Please put it back up.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on May 31, 2016, 06:28:41 PM
It was taken down because it doesn't support the current version of BrawlEx, if I recall correctly.


Title: Re: The Brawl Expansion Project
Post by: Daveybird on May 31, 2016, 07:29:10 PM
Okay, I figured it out. The Knuckles I was using was either retooled for PM or used a different character as a base. I used one who was completely over Sonic and it worked. I can clone characters! Now I've just gotta get that SD Card or replacement Wii. Been testing on Dolphin. Slow as heck! I'll worry about cosmetics later, since they are so tedious and I want to get basic cloning down. I also put Mewtwo in Brawl. I tried PM Mewtwo, but he was incompatible, I had to do a pre-Project M Mewtwo designed for default Brawl.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on June 01, 2016, 06:00:45 PM
@Daveybird
If you check the vault there's a version of PM's Mewtwo that's modified to work properly with vBrawl.
Also yes, the Clone Tool is obsolete and no longer compatible with the latest BrawlEx. Gotta stick to manual editing for now, though it's not too bad once you get the hang of it.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 04, 2016, 10:12:21 PM
Going to try a different approach to the Captain Falcon Brawlex .rel final smash issue. It's time for Dolphin to crash in the proper place so we can figure out what on earth is going on. I filed this issue on Dolphin's Issue Tracker to hopefully get things moving: https://bugs.dolphin-emu.org/issues/9584

Alternatively, if someone has a USB Gecko and wants to tell me what is going on in the real Wii when this crash happens, that's fine too!

And a note to secretchaos1: I used your pack as a base to recreate this problem. You may want to include config.dat (location should be at the root of your SD card) in your 2GB download as it's missing.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 16, 2016, 03:22:11 AM
Also, FPC4.1 was just released and it can supposedly replace .brsar files so I have updated the final smash music glitch workaround:

We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210797[/url]) which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: [url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url] ([url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url])

Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
Dedede: [url]http://www.smashcustommusic.com/24019[/url] ([url]http://www.smashcustommusic.com/24019[/url])
Peach: [url]http://www.smashcustommusic.com/24017[/url] ([url]http://www.smashcustommusic.com/24017[/url])
Donkey Kong: [url]http://www.smashcustommusic.com/24018[/url] ([url]http://www.smashcustommusic.com/24018[/url])
Luigi: [url]http://www.smashcustommusic.com/24016[/url] ([url]http://www.smashcustommusic.com/24016[/url])

Some important things I want to emphasize:
1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable) ([url]http://forums.kc-mm.com/index.php?topic=77009.msg1361929#new[/url]), or use Riivolution.
2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.


Post Merge: June 16, 2016, 04:23:22 AM
...Actually FPC4.1 doesn't work in my setup currently. I've outlined the problem in the FPC4.1 thread and made a note of possible instability in the description.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on June 16, 2016, 05:51:53 AM
Where is this File Patch Code 4.1? I'd like to try it out.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 16, 2016, 05:54:14 AM
File Patch Code 4.1 (http://forums.kc-mm.com/index.php?topic=77009.msg1361929#new)


Title: Re: The Brawl Expansion Project
Post by: Tiberious on June 16, 2016, 06:10:05 AM
Thanks. I'd tried a minor smashbros_sound.brstm edit, and when I didn't see any changes, I was wondering if I'd done something wrong, or if it was the code.

Do you know if it's stable on hardware?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 16, 2016, 06:13:27 AM
I haven't tested much further than this:
Actually I just tested Brawl's FPC4.1 with Brawlex on Dolphin 4.0-9433. I have no smashbros_sound.brsar on my SD card but I did replace my smashbros_sound.brsar with an edited one on my .iso to redirect final smash SEQ entries to .brstrm files. The announcer is missing when a game mode is chosen and invalid reads pop up when a chosen character's name should be announced.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on June 16, 2016, 06:49:26 AM
Oh. Well, I'm kinda having my own issues with testing a brstm edit. All I'm tring to do right now is add a new strm (Z12.brstm) and have the Z12/FKUOPA entry play it (for Bowser's victory fanfare).

I can tell it's partially working, because winning with Bowser gives no fanfare at all, while winning with Luigi plays the standard Z01.brstm fanfare.

However, the game just does not want to even try looking for Z12.brstm on the SD card when it's being told it should (calling an external file from brstm and having FPC checking for it on SD).

I think the last thing I'm going to try is adding a 'dummy' (copy of 000.brstm) Z12.brstm to the image, and see if -that- works.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on June 16, 2016, 08:03:25 AM
You could try looking at Dolphin logs and seeing what .brstm is actually being loaded.


Title: Re: The Brawl Expansion Project
Post by: Tiberious on June 16, 2016, 09:21:47 AM
I figured it out. It seems FPC 3.5.1 won't actually try to load a file off the SD card unless it already exists 'on the disc' itself. Once I rebuilt the ISO with the dummy Z12.brstm there, FPC read the 'real' file from SD.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 18, 2016, 07:50:06 AM
Do you think adding dummy sfx files somewhere in the iso will make brawl ex load them via sd card?


Title: Re: The Brawl Expansion Project
Post by: Diddy Kong on June 19, 2016, 03:13:45 AM
I figured it out. It seems FPC 3.5.1 won't actually try to load a file off the SD card unless it already exists 'on the disc' itself. Once I rebuilt the ISO with the dummy Z12.brstm there, FPC read the 'real' file from SD.
this is troublesome now, since we are back to a riivo has more points deal

in riivo, if you code an xml to account for a file that does not exist on the disc, and you mod the game to use an added file that otherwise isn't on the disc, riivo will still make it load in game when an xml accounts that specific file, the FPC would have to be coded to work in this fasion too for real disc users, but the names would have to be pre-determined in the code and not customoizable


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on June 20, 2016, 12:56:37 PM
how can you make clones without the clone tool?


Title: Re: The Brawl Expansion Project
Post by: ShinySpiritSeer on June 21, 2016, 07:56:12 PM
The added icons don't show up at all. How can i fix this?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 21, 2016, 08:10:49 PM
The added icons don't show up at all. How can i fix this?
u need to use the provided sc selcharacter provided in the brawl ex package


Title: Re: The Brawl Expansion Project
Post by: ShinySpiritSeer on June 21, 2016, 08:25:32 PM
u need to use the provided sc selcharacter provided in the brawl ex package
Well, now it shows the icon as random and freezes on hover. i tried the troubleshooting solution but it didn't work.


Title: Re: The Brawl Expansion Project
Post by: Gothic Rinnegan on June 23, 2016, 10:08:10 AM
Hello. I have a small problem that I'd like you guys to look into if this thread is still active. I added my clone. Ibmade a clone of Pit. ( natsu for the Pit clone.) Now I did everything correctly, and also edited the GCT. When I go into the Character SeSelection screen, nothing appears. It's completely empty. Can anyone help? It'd be greatly appreciated.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on June 26, 2016, 01:07:53 AM
 `


Title: Re: The Brawl Expansion Project
Post by: Neon Green on June 26, 2016, 05:29:16 AM
how can you make clones without the clone tool?
You could just use the color slots that each character has
For example ganondorf has his normal color, then he has his red color. you could change his red color
The ids are here:
http://www.neoseeker.com/forums/32197/t1496304-guide-to-texture-hacking/ (http://www.neoseeker.com/forums/32197/t1496304-guide-to-texture-hacking/)

Post Merge: June 26, 2016, 05:29:57 AM
And you could use cbliss to add more colors to replace


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on June 27, 2016, 04:37:11 PM
`
^^This.


Title: Re: The Brawl Expansion Project
Post by: ASF1nk on June 28, 2016, 12:12:33 AM
Huh???????????????????????
I haven't been to this thread in ages why is there a post by me?
`

I did not post that :S


Title: Re: The Brawl Expansion Project
Post by: Neon Green on June 30, 2016, 09:39:07 AM
Will brawlex ever be for pal?


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on July 01, 2016, 11:32:28 AM
You could just use the color slots that each character has
For example ganondorf has his normal color, then he has his red color. you could change his red color
The ids are here:
[url]http://www.neoseeker.com/forums/32197/t1496304-guide-to-texture-hacking/[/url] ([url]http://www.neoseeker.com/forums/32197/t1496304-guide-to-texture-hacking/[/url])

Post Merge: June 26, 2016, 05:29:57 AM
And you could use cbliss to add more colors to replace
ok how does that work for adding clone characters?


Title: Re: The Brawl Expansion Project
Post by: Pegasus on July 01, 2016, 03:00:20 PM
Hey, I recently downloaded brawlex + pm (v.0.5) and I noticed a funny bug with game and watch. he can't do his rapid jab attack. I tried other characters with rapid jabs (link and pit) and theirs work just fine. Anybody know what the deal is...?


Title: Re: The Brawl Expansion Project
Post by: Neon Green on July 01, 2016, 03:39:42 PM
ok how does that work for adding clone characters?
there is no other way to add clones unless brawl ex, replace alloys or using costumes. sorry m8

Post Merge: July 01, 2016, 03:41:24 PM
Hey, I recently downloaded brawlex + pm (v.0.5) and I noticed a funny bug with game and watch. he can't do his rapid jab attack. I tried other characters with rapid jabs (link and pit) and theirs work just fine. Anybody know what the deal is...?
I think your in the wrong place for that....


Title: Re: The Brawl Expansion Project
Post by: Pegasus on July 01, 2016, 07:59:13 PM
I think your in the wrong place for that....


According to this: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210715 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210715) ,  I should "read the original BeX thread before using or reporting, many issues can be addressed there: http://forums.kc-mm.com/index.php?topic=65113.0 (http://forums.kc-mm.com/index.php?topic=65113.0) " aaaaaand that link goes to this thread. So here I am. =)


Title: Re: The Brawl Expansion Project
Post by: Neon Green on July 02, 2016, 04:42:53 AM
ohhh ok sorry


Title: Re: The Brawl Expansion Project
Post by: kingshadow75 on July 02, 2016, 07:51:26 PM
ok now i haven't been on in a while but i am having problems. i am trying to use the clone tool v0.75 (since that is the only one i can find) and whenever i make a clone and change the cosmetic id, it changes. (I.E. dr mario is 110 but when i go back to that clone, it says 109). I am using Clone Engine 1.2.0.0 and CSS Expansion 1.0.2.0 with Windows 7 Ultimate x86. I don't understand, i never had this problem before. Any help would be appreciated. Thanks.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 03, 2016, 12:43:33 AM
ok now i haven't been on in a while but i am having problems. i am trying to use the clone tool v0.75 (since that is the only one i can find) and whenever i make a clone and change the cosmetic id, it changes. (I.E. dr mario is 110 but when i go back to that clone, it says 109). I am using Clone Engine 1.2.0.0 and CSS Expansion 1.0.2.0 with Windows 7 Ultimate x86. I don't understand, i never had this problem before. Any help would be appreciated. Thanks.

The clone tool DOES NOT work with the newest updates to BeX. The config files are coded differently therefore it doesn't know how to read them correctly thus causing errors. Do it manually.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 03, 2016, 07:15:43 AM
If only we could update the original post...


Title: Re: The Brawl Expansion Project
Post by: Danster on July 03, 2016, 10:18:47 AM
I've been needing to ask. What is the difference between an Empty Slot, a None Slot, and an EX Slot?


Title: Re: The Brawl Expansion Project
Post by: kingshadow75 on July 03, 2016, 10:35:56 AM
sorry but i just figured it out. I guess i was trying to change the cosmetic ids before adding images to it first. I had to add the cop's, bp's, css icons, and names to that id before i change the cloned character's cosmetic id.


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on July 03, 2016, 01:20:28 PM
there is no other way to add clones unless brawl ex, replace alloys or using costumes. sorry m8
i know but the clone tool is not available anymore so i guess i need to refrace it, how do you add Brawl EX clones without the clone tool?


Title: Re: The Brawl Expansion Project
Post by: Neon Green on July 03, 2016, 02:42:44 PM
i know but the clone tool is not available anymore so i guess i need to refrace it, how do you add Brawl EX clones without the clone tool?
You sure?
https://www.dropbox.com/sh/h7yfhmnzds4ho1d/AACF9-sLRJRTkfDpLhFP_8_Qa?dl=0 (https://www.dropbox.com/sh/h7yfhmnzds4ho1d/AACF9-sLRJRTkfDpLhFP_8_Qa?dl=0)


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 03, 2016, 03:16:42 PM
i know but the clone tool is not available anymore so i guess i need to refrace it, how do you add Brawl EX clones without the clone tool?

Follow the instructions on the OP of the first page >.>

You sure?
https://www.dropbox.com/sh/h7yfhmnzds4ho1d/AACF9-sLRJRTkfDpLhFP_8_Qa?dl=0 (https://www.dropbox.com/sh/h7yfhmnzds4ho1d/AACF9-sLRJRTkfDpLhFP_8_Qa?dl=0)

I highly recomend against using that.  it corrupts all v2 configs and cosmetics. meaning you have to completely redo them.  since the tool was made only for v1.


Title: Re: The Brawl Expansion Project
Post by: Neon Green on July 04, 2016, 03:41:01 AM
oh ok


Title: Re: The Brawl Expansion Project
Post by: LinkTahuterasuSpirit on July 04, 2016, 08:08:12 AM
I highly recomend against using that.  it corrupts all v2 configs and cosmetics. meaning you have to completely redo them.  since the tool was made only for v1.
then how to make the clone characters then?


Title: Re: The Brawl Expansion Project
Post by: Neon Green on July 04, 2016, 08:16:26 AM
then how to make the clone characters then?
Did you not read the top part of the message?
Follow the instructions on the OP of the first page >.>

I highly recomend against using that.  it corrupts all v2 configs and cosmetics. meaning you have to completely redo them.  since the tool was made only for v1.
?


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on July 08, 2016, 08:39:51 PM
I know I'm late to the party & someone has probably already answered this, but what is Marth's cosmetic file? I'm looking through the EX Tools folder & I just can't seem to find it.


Title: Re: The Brawl Expansion Project
Post by: Danster on July 10, 2016, 11:12:01 AM
Cosmetic10 [Marth]. You might want to redownload it.

Anyways, I managed to replace Pikachu with Wolf. Through BrawlEx.
https://www.youtube.com/watch?v=ZMBeu_4aVB8 (https://www.youtube.com/watch?v=ZMBeu_4aVB8)
https://youtu.be/3CA33tSbQJw (https://youtu.be/3CA33tSbQJw)

I bet you can do this on any character! :D


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on July 10, 2016, 12:02:29 PM
Wasn't this already known about forever ago ,ever since everyone found out the plug and play rels were incompatible with brawl ex.


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on July 10, 2016, 02:06:16 PM
Cosmetic10 [Marth]. You might want to redownload it.

Anyways, I managed to replace Pikachu with Wolf. Through BrawlEx.
https://www.youtube.com/watch?v=ZMBeu_4aVB8 (https://www.youtube.com/watch?v=ZMBeu_4aVB8)
https://youtu.be/3CA33tSbQJw (https://youtu.be/3CA33tSbQJw)

I bet you can do this on any character! :D
Where can I download it?


Title: Re: The Brawl Expansion Project
Post by: Lawliet on July 10, 2016, 06:33:18 PM
After trying my hand at BrawlEx again, going to clone Cloud, I ran into some issues...

...also for the record, I'm using Riivolution, 8GB SD card, File Patch Code 3.5.1b(i think), SDHC Extension 1.1, Minus 3.3 xml, and AXNextFrame.

1. When I go into the CSS, it either shows no character icons, so it's pretty much blank, or freezes.

I used the BrawlEx Fighters Ultimate Starters Pack as a base(I'm way too lazy to do cosmetics from scratch and some other stuff)

I also used BrawlEx Config Utility v1.3a, Clone Engine v2.0.0.0, CSS Expansion v1.0.2.0, and Clone Tool(well, iI found out that was a bust, so I started over and still got issues)

What am I doing wrong?


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on July 10, 2016, 07:03:28 PM
I would recommend you use the project m launcher or brawl minus's minimal launcher


Title: Re: The Brawl Expansion Project
Post by: Danster on July 11, 2016, 06:06:11 AM
Where can I download it?

I actually have no download link for it. But I could make a quick pack if you want. :)


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 11, 2016, 02:40:49 PM
After trying my hand at BrawlEx again, going to clone Cloud, I ran into some issues...

...also for the record, I'm using Riivolution, 8GB SD card, File Patch Code 3.5.1b(i think), SDHC Extension 1.1, Minus 3.3 xml, and AXNextFrame.

1. When I go into the CSS, it either shows no character icons, so it's pretty much blank, or freezes.

I used the BrawlEx Fighters Ultimate Starters Pack as a base(I'm way too lazy to do cosmetics from scratch and some other stuff)

I also used BrawlEx Config Utility v1.3a, Clone Engine v2.0.0.0, CSS Expansion v1.0.2.0, and Clone Tool(well, iI found out that was a bust, so I started over and still got issues)

What am I doing wrong?

is there a base that already is set up for riivo?


Title: Re: The Brawl Expansion Project
Post by: Lawliet on July 11, 2016, 05:48:38 PM
If you mean the xml file, I'm using the Brawl Minus 3.3 xml file. I'm also using a BrawlEx starter pack named"BrawlEx Ultimate Fighters Starter Pack"
Otherwise, I'd need a bit of clarification.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 11, 2016, 07:39:46 PM
After trying my hand at BrawlEx again, going to clone Cloud, I ran into some issues...

...also for the record, I'm using Riivolution, 8GB SD card, File Patch Code 3.5.1b(i think), SDHC Extension 1.1, Minus 3.3 xml, and AXNextFrame.

1. When I go into the CSS, it either shows no character icons, so it's pretty much blank, or freezes.

I used the BrawlEx Fighters Ultimate Starters Pack as a base(I'm way too lazy to do cosmetics from scratch and some other stuff)

I also used BrawlEx Config Utility v1.3a, Clone Engine v2.0.0.0, CSS Expansion v1.0.2.0, and Clone Tool(well, iI found out that was a bust, so I started over and still got issues)

What am I doing wrong?

I don't use riivolution but that kind of error is likely caused by being unable to find CSSRoster.dat. Check to see if your setup is loading CSSRoster.dat or if it is malformed. Since you're using a premade pack, I'm guessing that your setup cannot find CSSRoster.dat but I don't know how to fix that problem with riivolution.


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on July 12, 2016, 11:11:42 AM
I actually have no download link for it. But I could make a quick pack if you want. :)
That would be awesome, thanks!


Title: Re: The Brawl Expansion Project
Post by: Sirkura on July 15, 2016, 04:47:18 PM
After trying my hand at BrawlEx again, going to clone Cloud, I ran into some issues...

...also for the record, I'm using Riivolution, 8GB SD card, File Patch Code 3.5.1b(i think), SDHC Extension 1.1, Minus 3.3 xml, and AXNextFrame.

1. When I go into the CSS, it either shows no character icons, so it's pretty much blank, or freezes.

I used the BrawlEx Fighters Ultimate Starters Pack as a base(I'm way too lazy to do cosmetics from scratch and some other stuff)

I also used BrawlEx Config Utility v1.3a, Clone Engine v2.0.0.0, CSS Expansion v1.0.2.0, and Clone Tool(well, iI found out that was a bust, so I started over and still got issues)

What am I doing wrong?


What version of the EX engine are you using? the newest one is not compatible with v2, states it in the OP. riivo support is over.  i believe its due to needing the XML mapped to find the files. you can try adding in the file paths there and maybe it would work.


Title: Re: The Brawl Expansion Project
Post by: Lawliet on July 16, 2016, 01:36:50 PM
I'll keep that in mind.


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on July 16, 2016, 02:18:04 PM
So uh, wheres that pack...


Title: Re: The Brawl Expansion Project
Post by: Russell_SSB on July 22, 2016, 09:24:35 PM
I followed the steps and I got a error in Riivolution (-2). Any ideas what I did wrong as I entered the code? Also is there a way I should fix it?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 28, 2016, 06:13:21 PM
I managed to get 15 costumes working for every character!

Note: * is a wildcard character and refers to the Internal Name of a character assigned in Fighter##.dat

Brawlex supports Fit*00-11, Fit*Dark, and Fit*Spy for a total of 14 costumes per moveset. It also supports Fit*Fake but somehow the path for that file became corrupted (except for Bowser). It turns out that Brawlex was looking for the wrong file in the corrupted path so the solution only requires some creative renaming.

To use the corrupted Fit*Fake path you'll need to rename the Fit*.pcs you want to add to FitKirbyFighter65Ex.pac, where Fighter65Ex is the Internal Name assigned to Fighter65.dat (use Fighter65Ex if Fighter65.dat does not exist). The extension change is also important, Brawlex wants to load a .pcs named .pac.

Place your properly named FitKirbyFighter65Ex.pac in ...\pf\fighter\*\Fit*Fakekirby

Transforming characters (Pokemon Trainer, Samus/ZSS, Zelda/Sheik, Wario/Wario-Man) require an additional step. Although the game initially loads Fit*Fake from a corrupted pathway (except Bowser), if a character transforms it will load Fit*Fake from the proper pathway. Transforming characters should have files in both the corrupted and expected locations to utilize Fit*Fake.

An example, if the Internal Name of my Fighter65.dat is "Vaati" and I want to use the corrupted Fit*Fake pathway for the Zelda moveset, I would rename FitZelda00.pcs to FitKirbyVaati.pac and place it in ...pf\fighter\zelda\FitZeldaFakekirby
Since Zelda is a transforming character, I would also place FitZeldaFake.pcs and FitZeldaFake.pac in ...\pf\fighter\zelda and repeat the process for Sheik.

Use costume ID 0D to call the Fit*Fake slot in CSSSlot##.dat. Don't forget that some characters will require Fit*Entry## files to be used! I highly recommend looking at Dolphin logs to see what happens if you have a freeze.

Tested with multiple characters on both Dolphin and a real Wii. No regressions found so far!


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on July 28, 2016, 08:59:36 PM
great find on the 15 costumes
im still here waiting for a yoshi module


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 30, 2016, 05:24:50 PM
Woah, awesome find ebola! I never thought to try naming the .pcs as a .pac. I'll need to keep this in mind when I go adding more costumes again, sounds a little messy but if it gets me a few extra costumes in I don't mind my folders getting a little dirty.
Do you know where it tries to load costumes from for modes that use .pac files? I think the only offline mode that comes to mind for this though is the end of classic mode, when you fight Master Hand. Or would this be like with transforming characters, where the .pac is still loaded from the correct path?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on July 31, 2016, 11:59:59 AM
Thanks you guys. My classic mode is messed up due to some other WIP changes so I can't test that. I did test the case of a missing Fighter65.dat and the suggestion in my previous post worked.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on July 31, 2016, 12:26:21 PM
That's cool, I'll end up testing it myself when I get around to setting it up any how. Awesome find, man!


Title: Re: The Brawl Expansion Project
Post by: Unit on August 02, 2016, 11:44:19 AM
I have a few questions:
So I just installed BrawlEx have it working. Is there anyway I can prevent my CSS icons from flickering? The total amount of characters I have are 47 which includes: original fighters, independent pokemon, and 6 Brawlex characters. The edge of some CSS icons are a bit too close to each other to the point where it causes them to have a strange flicker effect.

My second question:
If I were to include BrawlEx characters into a Custom Random code so they would be selected by random, would I do the the same thing like I would if I were to add them into a Custom CSS Code by including their proper ID's into the Custom Random Code?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 02, 2016, 05:23:52 PM
I have a few questions:
So I just installed BrawlEx have it working. Is there anyway I can prevent my CSS icons from flickering? The total amount of characters I have are 47 which includes: original fighters, independent pokemon, and 6 Brawlex characters. The edge of some CSS icons are a bit too close to each other to the point where it causes them to have a strange flicker effect.

My second question:
If I were to include BrawlEx characters into a Custom Random code so they would be selected by random, would I do the the same thing like I would if I were to add them into a Custom CSS Code by including their proper ID's into the Custom Random Code?

You could try editing the scale and/or position of the CSS icons to avoid overlapping in
sc_selcharacter.pac -> MiscData[30] -> MenSelchrPos_TopN.mdl0
and
sc_selcharacter.pac -> MiscData[30] -> MenSelchrPos_TopN.chr0
but those things can be somewhat complicated to do (make a backup if you try).

Also, CSSRoster.dat handles the functionality of both custom CSS and custom random codes so you will probably want to edit that instead.


Title: Re: The Brawl Expansion Project
Post by: Unit on August 02, 2016, 07:09:16 PM
You could try editing the scale and/or position of the CSS icons to avoid overlapping in
sc_selcharacter.pac -> MiscData[30] -> MenSelchrPos_TopN.mdl0
and
sc_selcharacter.pac -> MiscData[30] -> MenSelchrPos_TopN.chr0
but those things can be somewhat complicated to do (make a backup if you try).

Also, CSSRoster.dat handles the functionality of both custom CSS and custom random codes so you will probably want to edit that instead.

Alright. I'll keep that in mind.

Also, I forgot to include in my previous post that my Random CSS icon isn't the very last icon on the CSS list, in which, I have a Custom Random Code that only includes original fighters that's separately active since it saves me from having any issues. But I'll mess with my CSSRoster.dat as well as deactivating the code see the outcome I get.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 02, 2016, 08:20:47 PM
I personally just made a thin, transparent frame around the regular icon frame texture to avoid the flickering effect from the overlap, so that might be another route you could take too if you want to avoid messing with any of the positions.
I think you can edit what comes up in random with CSSRoster.dat as well, I don't think its dependent on the usual rule of having the icons come before random but I'm not 100% certain.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 03, 2016, 12:37:19 AM
I made a separate tutorial for advances in Brawlex since PW's original post was made http://forums.kc-mm.com/index.php?topic=77327.0 (http://forums.kc-mm.com/index.php?topic=77327.0)

This important information gets lost in the questions on this thread.

I only included my findings but others are welcome to post theirs too.


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 03, 2016, 11:50:00 AM
Seems like a good idea, you should probably reserve a couple of posts after the OP though if we're going to fill it up with info. I've got some stuff that I felt would be useful that I've copied and pasted from the thread for future reference, I can add it to the thread later but I don't know if I have all of it credited.


Title: Re: The Brawl Expansion Project
Post by: Unit on August 04, 2016, 12:38:28 AM
Anywho, thanks for the help guys! I've tested the random selection with the CSSRoster.dat and the two BrawlEx characters I included loaded perfectly.

However, I've been facing another issue for a while now. Some times when selecting Random as a character and loading a Stage, I encounter a random freeze before the match starts. Since it's Random, it only happens when that one unknown character & costume is selected, so the chances for the game to freeze are slim.

So far I've tested:
  • All of my characters (including Original & BrawlEx Fighters that has Cbliss applied to them through BrawlEx) along with their alternate costumes on the stage it frozed on. And everything loaded fine.
  • Double checked my CSSRoster.dat if proper ID's were included into both the CSS screen and Custom Random. Found nothing wrong, there.
  • All Cosmetics such as BP's, portraits, and stocks etc. are working fine. (Don't see why there would be a problem there since they all load fine during stock matches and 1 player modes. <_<)
  • The two BrawlEx characters I included in Random. They load fine since I've encountered them during a match without any issues.

If you guys encountered the same problem and was able to fix this, please let me know, unless it's just an issue that has to do with Brawlex being installed. For now, one of my Fighters just aren't being nice when selected in Random.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 04, 2016, 12:52:33 AM
Anywho, thanks for the help guys! I've tested the random selection with the CSSRoster.dat and the two BrawlEx characters I included loaded perfectly.

However, I've been facing another issue for a while now. Some times when selecting Random as a character and loading a Stage, I encounter a random freeze before the match starts. Since it's Random, it only happens when that one unknown character & costume is selected, so the chances for the game to freeze are slim.

So far I've tested:
  • All of my characters (including Original & BrawlEx Fighters that has Cbliss applied to them through BrawlEx) along with their alternate costumes on the stage it frozed on. And everything loaded fine.
  • Double checked my CSSRoster.dat if proper ID's were included into both the CSS screen and Custom Random. Found nothing wrong, there.
  • All Cosmetics such as BP's, portraits, and stocks etc. are working fine. (Don't see why there would be a problem there since they all load fine during stock matches and 1 player modes. <_<)
  • The two BrawlEx characters I included in Random. They load fine since I've encountered them during a match without any issues.

If you guys encountered the same problem and was able to fix this, please let me know, unless it's just an issue that has to do with Brawlex being installed. For now, one of my Fighters just aren't being nice when selected in Random.
The best way to tackle that kind of problem is to look at Dolphin's log.

Enable show log in the view menu if it isn't enabled.

Have the log enabled when a freeze occurs and analyze (or copy, compress, and post) it. This won't work if the emulator crashes though.

This is helpful in about 80% of my freezes.

If you can't do that, you'll need keep looking for something that is reproducible in order to fix it.


Title: Re: The Brawl Expansion Project
Post by: Unit on August 04, 2016, 01:09:23 AM
Alright, then. Since I already have a copy of Brawl saved on to my old laptop somewhere, I'll just copy it over and test it on Dolphin. Thanks for the info. :P


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 04, 2016, 11:40:22 AM
Using the Dolphin log is your best bet to narrow it down. In personal experience though, I know I've gotten freezes from random when a costume is set in a character's fighter data but I don't have the actual file present. I find it's easy to miss since a costume is never really accessed otherwise if the CSSSlotConfig doesn't have it setup properly to appear on the CSS.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 04, 2016, 12:04:13 PM
Ok so I am trying to create a zelda+shiek clone but according to phantomwings I have to change the edit flags with hex on both slot configs. my question is where are the edit flags


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 04, 2016, 01:28:31 PM
Ok so I am trying to create a zelda+shiek clone but according to phantomwings I have to change the edit flags with hex on both slot configs. my question is where are the edit flags

It seems my thread of new brawlex info will already come in handy. Here you go, I pulled this from my thread. http://forums.kc-mm.com/index.php?topic=65113.msg1321853#msg1321853 (http://forums.kc-mm.com/index.php?topic=65113.msg1321853#msg1321853)


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 04, 2016, 05:00:55 PM
ok getting zelda clones to work was easy and she works great but the sheik clones will freeze the game when loading any stage when i use the same method


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on August 08, 2016, 11:09:49 AM
Anybody have Math's cosmetic file


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 08, 2016, 02:59:09 PM
ok getting zelda clones to work was easy and she works great but the sheik clones will freeze the game when loading any stage when i use the same method
I use Sheik clones with no problem but with non-transforming movesets. I'd say use Dolphin emulator logs to find out more.

Anybody have Math's cosmetic file
It's in the BX Clone Engine download on the first post of this thread.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on August 08, 2016, 05:14:51 PM
Hey do you mind sending me a couple of slots so I can figure out what I am doing wrong


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 08, 2016, 11:35:16 PM
Hey do you mind sending me a couple of slots so I can figure out what I am doing wrong
PM'd
(I'm assuming this was directed at me)


Title: Re: The Brawl Expansion Project
Post by: infamous_felix on August 11, 2016, 07:25:58 PM
I use Sheik clones with no problem but with non-transforming movesets. I'd say use Dolphin emulator logs to find out more.
It's in the BX Clone Engine download on the first post of this thread.

Thanks


Title: Re: The Brawl Expansion Project
Post by: teh-myuutsu on August 13, 2016, 01:39:26 AM
It is nice to see how far the Clone Engine has progressed!


Title: Re: The Brawl Expansion Project
Post by: secretchaos1 on August 15, 2016, 12:34:00 AM
Been testing out the version of the ASL used in libertyernie's Classic Exp. Pack and it seems to work fine with my BrawlEx setup. Just wanted to forward it here since I know it's been highly anticipated by some of us: http://forums.kc-mm.com/index.php?topic=20291.0 (http://forums.kc-mm.com/index.php?topic=20291.0)


Title: Re: The Brawl Expansion Project
Post by: CraptainFalcon on August 15, 2016, 02:35:13 PM
Anyone know how to get transforming clones to work? I wanna use CaliKingz Little Mac over Bowser PSA but I don't know how to "summon" a transforming character when he uses his final smash. What config files do I modify?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 24, 2016, 12:25:10 AM
Been testing out the version of the ASL used in libertyernie's Classic Exp. Pack and it seems to work fine with my BrawlEx setup. Just wanted to forward it here since I know it's been highly anticipated by some of us: [url]http://forums.kc-mm.com/index.php?topic=20291.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=20291.0[/url])

YES!!! I got it working in my setup too. Thanks for sharing that link! Time to mark the AFL for stages as obsolete!
A few notes for anyone who tries to use ASRL with Brawlex:
1. The layout of the custom SSS code that accompanies the new ASRL is slightly messed up but well documented. You can use your old custom SSS code and just replace the new STGCUSTOM26-28 if you want too. Switching the association of STGCUSTOM26-28's stage cosmetics with their replaced stage is easier than making whole new stage cosmetics (and PAT0 entries...).
2. Big Blue is missing from the ASRL setup but it works fine if you add it. (Unlike Castle Siege and Lylat Cruise)
3. The DATA section of "ASRL - Stages" and "ASRL - Modules" codes are identical (except Flat Zone 2, which uses 0x47570E50 for "ASRL - Stages" and 0x47570E52 for "ASRL - Modules" (credit to secretchaos1)). The ASL tool edits the "ASRL - Stages" code so you can just copy over the changes for the "ASRL - Modules" code, with the exception of Flat Zone 2.
4. The old Custom Sound Engine is incompatible with the new ASRL. The new Custom sound engine must be used. Keep in mind that it loads files from a different location and has slightly different acceptable filename ranges.
5. The Tracklist Modifier code is compatible with STGCUSTOM26-28 too (don't forget about the byte count!)


Title: Re: The Brawl Expansion Project
Post by: Danster on August 25, 2016, 02:38:09 PM
Wait. There's a version of the ASL code that works with BrawlEx? Where can I find it?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 25, 2016, 10:51:14 PM
Wait. There's a version of the ASL code that works with BrawlEx? Where can I find it?


Been testing out the version of the ASL used in libertyernie's Classic Exp. Pack and it seems to work fine with my BrawlEx setup. Just wanted to forward it here since I know it's been highly anticipated by some of us: [url]http://forums.kc-mm.com/index.php?topic=20291.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=20291.0[/url])


Title: Re: The Brawl Expansion Project
Post by: Leon Exodio on August 29, 2016, 05:47:08 PM
ok idk if im the only one but when i use dolphin 5.0 to run brawl hacks my music gets all glitchy and i found out its the common2.pac thats what messing with the music for some reasion any body else has this problem?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 29, 2016, 07:43:06 PM
ok idk if im the only one but when i use dolphin 5.0 to run brawl hacks my music gets all glitchy and i found out its the common2.pac thats what messing with the music for some reasion any body else has this problem?
I'm currently using 5.0-466 with no audio problems. Have you tried replacing your suspected problematic common#.pac with a fresh one from the Brawlex download? I also see this issue occur if someone tries to use a version of the File Patch Code other than v3.5.1b.

If neither of those are the issue try stripping down your build to just the File Patch Code and the bare minimums for Brawlex. Then you can add more elements until the music glitch occurs again. The element that was added last is likely the source of your issue.


Title: Re: The Brawl Expansion Project
Post by: Leon Exodio on August 29, 2016, 09:55:48 PM
I'm currently using 5.0-466 with no audio problems. Have you tried replacing your suspected problematic common#.pac with a fresh one from the Brawlex download? I also see this issue occur if someone tries to use a version of the File Patch Code other than v3.5.1b.

If neither of those are the issue try stripping down your build to just the File Patch Code and the bare minimums for Brawlex. Then you can add more elements until the music glitch occurs again. The element that was added last is likely the source of your issue.
ok so it was my file patch code lol i changed it to the v3.5.1b and it works lol thankes


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on August 31, 2016, 08:01:28 PM
Asking again as I completely forgot how to use this (thanks to almost 2 years of no gameplay).

How do you make a character have his own Cosmetics?
Same for Announcer Call and Victory Music.

I'm not new in this, but I completely forgot how to do this. And I'm not Hex friendly anymore, so the front page doesn't help me.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 01, 2016, 04:46:07 PM
Asking again as I completely forgot how to use this (thanks to almost 2 years of no gameplay).

How do you make a character have his own Cosmetics?
Same for Announcer Call and Victory Music.

I'm not new in this, but I completely forgot how to do this. And I'm not Hex friendly anymore, so the front page doesn't help me.


i find this tutorial a good refrence for just brushing up on some things.
http://forums.kc-mm.com/index.php?topic=73298.0 (http://forums.kc-mm.com/index.php?topic=73298.0)

tho if you need more try the tutorials section and its sub forums. there are quite a few around.


Title: Re: The Brawl Expansion Project
Post by: Zarks on September 07, 2016, 08:37:21 PM
I have a Huge Question on how can i use Bowser & Giga Boser Clones?
i think i have to configure the SlotConfig.dat
(I want to use this mod http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212161 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212161) )


Title: Re: The Brawl Expansion Project
Post by: Neon Green on September 08, 2016, 08:55:10 AM
Is there a way to clone toon link?

Post Merge: September 08, 2016, 09:17:08 AM
And also is zelda clone able?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on September 09, 2016, 11:24:32 AM
Is there a way to clone toon link?

Post Merge: September 08, 2016, 09:17:08 AM
And also is zelda clone able?

Yes to both.  any character that has a module in the download can be clonable. however to get a transforming zelda requires extra steps.


Title: Re: The Brawl Expansion Project
Post by: Neon Green on September 10, 2016, 03:42:10 AM
But in the clone engine what character do i select to clone so i can add toon link?


Title: Re: The Brawl Expansion Project
Post by: Unit on September 10, 2016, 07:32:02 PM
Is there a clone tool that lets us add a R.O.B. clone? I'm trying to include the Geno mod into my roster. I've seen BrawEx mods have the Geno mod using the R.O.B. base in their games so I've been curious on how people were able to achieve that.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 10, 2016, 11:52:19 PM
Is there a clone tool that lets us add a R.O.B. clone? I'm trying to include the Geno mod into my roster. I've seen BrawEx mods have the Geno mod using the R.O.B. base in their games so I've been curious on how people were able to achieve that.

Do it manually. The Clone Tool is outdated and will corrupt the v2 files.


Title: Re: The Brawl Expansion Project
Post by: Unit on September 11, 2016, 07:12:43 AM
Do it manually. The Clone Tool is outdated and will corrupt the v2 files.
Alright then. I have some basic knowledge with BrawlEx already. I'll figure my way around eventually.


Title: Re: The Brawl Expansion Project
Post by: Zarks on September 12, 2016, 12:56:54 AM
Yes to both.  any character that has a module in the download can be clonable. however to get a transforming zelda requires extra steps.

And Bowser & Giga ?


Title: Re: The Brawl Expansion Project
Post by: CraptainFalcon on September 12, 2016, 05:01:22 AM
Ok so Phantom Wings explained it like 2 years ago. You'd have to dig through this thread lol.

Also, you need to search up what an Elevated Slot Config as it is necessary for transforming characters. Pikazz has made a tutorial on Elevated Slot configs. I would link these threads but I'm on mobile atm. Personally I haven't been able to get a Bowser and Giga Bowser clone working but if you can figure it out without crashing the game... let me know ;)


Title: Re: The Brawl Expansion Project
Post by: average modder on September 13, 2016, 07:01:45 PM
In All-Star Versus mode, selecting random loads a different character each life. However, random never loads added characters/clones. I have already updated the CSSroster.dat, including the random list. Added characters are picked by random in normal brawl, but still not in All-Star Versus mode. Is there any way to add new characters to the random selection process for All-Star Versus mode? Thanks!


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on September 14, 2016, 10:38:06 AM
On my Brawlex (without Project M integration) setup, clone AIs immediately use their Final Smash regardless of opponent positions. Replacing the AI with a default one did not solve this problem. Does this occur for others or did I mess something up?

In All-Star Versus mode, selecting random loads a different character each life. However, random never loads added characters/clones. I have already updated the CSSroster.dat, including the random list. Added characters are picked by random in normal brawl, but still not in All-Star Versus mode. Is there any way to add new characters to the random selection process for All-Star Versus mode? Thanks!
I tried using All-Star on Brawlex (without Project M integration) setup but the game would randomly seem to make all my selections "Mario". I haven't looked into it in too much detail but All-star didn't work for me. It'd be nice to hear from others on this though.


Title: Re: The Brawl Expansion Project
Post by: average modder on September 14, 2016, 12:50:41 PM
All-star versus mode does work with BrawlEx. I have used it on several builds I have created over many months. Occasionally, all of the characters do spawn as Mario. After looking extensively around the web, no one seems to know why this happens. The fix is easy though, simply restart the game: reload from the gecko launcher as you would normally, and don't load a save state, go into special brawl and see if it worked. It may take a couple of times, but once it decides to work, create a save state and use that. But back to my original question, I REALLY would like to know if there is any way to add characters to the roster that random picks from in All-Star Versus (see my post above). Thanks


Title: Re: The Brawl Expansion Project
Post by: dusty22 on September 15, 2016, 11:58:52 AM
EDIT: Ignore this post.


Title: Re: The Brawl Expansion Project
Post by: Russell_SSB on September 30, 2016, 05:16:26 AM
Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Minus3.3 Test">
<patch id="minus33test" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="1">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="minus33test">
<memory valuefile="/codes/RSBE01.gct" offset="0x00570000" />
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>
Can this work with Regular Brawl? I am trying to make my roster from BrawlEx.


Title: Re: The Brawl Expansion Project
Post by: Ghoti on October 21, 2016, 01:27:24 PM
New bug discovered:

I noticed a problem with the way BrawlEx handles single player records (Break the Targets, Multiman, etc.) It's character specific, and I can't seem to find a work around.

The issue is that playing as certain characters saves their records over other characters. For instance, King Dedede's records save as Pokemon Trainer, and Wolf saves as Toon Link. Others, like Mario and Link, save perfectly fine.

I've experimented a lot and found out that it has to be the BrawlEx Common2.pac file. I tried to set up the configs for characters to redirect the save slot, but it didn't have an effect. No codes are impacting this either. I've tried to look through Common2 but I wasn't able to determine what was causing this issue.

 I contact Ebola16 about this, and he came to the same conclusion as me, that it must be either Common2 (specifically the sora_melee.rel) or the main BrawlEx .rel file (bx_fighter.rel).

I assume we would pretty much need the creators of BrawlEx to fix this, though if anyone else has a fix, that would be great.

EDIT: I think I'm on the right track towards fixing this. The bug appears to be in the code of bx_fighter.rel, specifically in the "record override" section. I might be able to fix this, and if I can I'll post it here.

EDIT 2: Nope, I can't quite fix this on my own just yet. I charted out every character and where their records are saved, if anyone is curious. As far as I can tell, the record override section is supposed to contain the data for where character records are to be saved. The problem appears to be that some other function is calling this data table and reading it incorrectly. For instance, the first two bytes are 00 00, which means Mario's data slot. The table is read correctly when the function calls for this. The next bytes are 01 01, which I believe are Donkey Kong. However, the function appears to be calling for the first two, instead of these, which is why Donkey Kong's records are saved as Mario. This means that the 01 01 is never used. After that is 02 02, which I presume is Link. This data is read correctly and Link's records are saved in his slot. After that is 03 03, which is for Samus. But like DK, the function reading this data reads the slot before it, causing Samus's records to be saved as Link.

I've spent about an hour testing this theory, and the results appear consistent. That means this is an easy thing to fix. All one would have to do is find the function that reads the data table in bx_fighter.rel and redirect it correctly. I'm not sure where that function is located, so if anyone knows, please tell me!

This function also could be another data table, which would be an easier fix (because I can just use hex).


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 30, 2016, 01:45:34 AM
Another bug to report:

Using Kirby's Spy costume slot outside of Clear brawl can cause crashes relating to the copy ability, even if it is replaced with another model. Dark and Fake costumes do not have this problem.

After a few matches (2-4) in a row where Spy costume Kirby copies an ability, there is a high chance that Brawl will freeze when trying to start the next match with Kirby. Dolphin logs indicate the crash occurs shortly after beginning to create Kirby's fighter instance.


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on November 01, 2016, 06:39:36 PM
Alright so little problem I'm using the PM+EX build that comes default with everything needed and I don't wanna look through the almost 600 pages lol I have all the files in the proper folder, cosmetics and all. Everything works perfectly on dolphin but on my wii it shows pit(added Goku) on the css but is Goku in game, im using USB loader GX so My question is what to do lol I'm lost


Title: Re: The Brawl Expansion Project
Post by: Lillith on November 01, 2016, 07:10:46 PM
Can't recall if this is the solution to this problem, but have you set your hooktype to AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: SSBB666 on November 01, 2016, 08:06:23 PM
Yes


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on November 10, 2016, 08:37:12 PM
Quick question it says that it can hold 128 characters can we make 28 of those characters l Loadables


Title: Re: The Brawl Expansion Project
Post by: Ghoti on November 18, 2016, 07:02:44 PM
Could anyone who understands BrawlEx's coding please inform me of where the code that calls for data in the "record override" section is?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on December 02, 2016, 08:30:50 PM
I don't know when I'll get around to testing this further but we may be hitting another filesize limit when using WIT to increase the size of an .iso. My primary .iso is at 7.59GB and has no problems. I tried integrating my fighter folder into the .iso which increased the filesize to 9.12GB.

After increasing to 9.12 GB, Dolphin fails to open boot.pac.

Post Merge: December 02, 2016, 08:35:19 PM
Also, the best way to get SDHC support in Dolphin Emulator is to draw attention to https://bugs.dolphin-emu.org/issues/8823 on the Dolphin emulator forums (https://forums.dolphin-emu.org/). SDHC support can really expand the amount of space we have to work with mods but developers must have interest in adding it.

Update: We now have SDHC support! (https://bugs.dolphin-emu.org/issues/8823)


Title: Re: The Brawl Expansion Project
Post by: Zwip-Zwap Zapony on December 03, 2016, 01:43:30 PM
I think I'm having a problem with BrawlEx that's caused by BrawlEx (and not me doing something wrong), but I'd love for it to be that I'm the one doing something wrong, so someone can tell me and help me fix it...

I made a clone of Sonic, which works 100% fine and such, but on the character selection screen, there are two colour/skin problems. Firstly, the cloned Sonic has 6 colour/skin slots, while the vanilla Sonic has 5 (the 6th character portrait of the clone is shown as two images flickering between each other), and secondly, the colours used in team battles don't match up with the team the clone is on.

I was going to try making a clone of Wario to see if I can only access the first 6 colours/skins rather than his entire 12, but without a Wario "EX Module", I don't really want to try.

As some more information is probably wanted, with colour/skin values going from 1 as the first colour to 5 as the last existant colour, a Red Team Sonic uses skin 5, a Blue Sonic uses skin 1, and a Green Sonic uses skin 4, while a Red Sonic clone uses skin 1, a Blue Sonic clone uses skin 3, and a Green Sonic clone uses skin 6 (which doesn't exist, causing the same "flickering" portrait as above).

Some more information that's definitely relevant: A Red Team Mario uses skin 1, a Blue Mario uses skin 3, and a Green Mario uses skin 6. Additionally, this tutorial (http://forums.kc-mm.com/index.php?topic=67950.0) says that a cosmetic ID of 3C or above will always use Mario's cosmetic ID, and that includes BrawlEx's free slots of 3F and up. (My Sonic clone uses slot 40.)

If playing with the 6th colour/skin of the clone, the clone in-game will be displayed with the 4th colour/skin, and the stock icons on the results screen will be shown with the 5th colour/skin (due to the way the "animated textures" of Wii games work, I think, in which the frame of the 6th colour/skin gets transferred over from the 5th colour/skin). Additionally, the "battle portrait" (character face behind the percentage meter) was blank, while the "battle name" (character name below the percentage meter) was that of the clone since the "battle name" isn't necessarily linked to an individual colour/skin of a charcter.

I use Dolphin 5.0 to play an NTSC version of Brawl, and I use Dolphin's built-in Gecko cheat support to use the Custom CSS Screen and the File Patch V3.5.1b codes, using a virtual SD card for the cloned character.

So in short, my Sonic clone has 6 skins like Mario instead of 5, and the skins of the Red/Blue/Green teams are in the same order as Mario's. Is this my or BrawlEx's fault, and in either case, can I fix it? And what if I want to make a clone with more than 6 skins?


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on December 04, 2016, 02:47:03 PM
Ok PW Christmas is coming up and it has been about 2 years. Let us get one of those awesome updates to the engine or even better something totally mind blowing.


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 04, 2016, 03:09:45 PM
The only thing I can imagine being totally mind blowing is 200 character brawlex or 8 player smash


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on December 04, 2016, 07:13:00 PM
or more EXModules. Infact now that I think about it 200 characters just sounds like over kill, 8 player smash on the other does  sound cool


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 04, 2016, 07:17:57 PM
or a way to to completely get rid of the file size limit of the selcharacter.pac


Title: Re: The Brawl Expansion Project
Post by: Ghoti on December 05, 2016, 11:30:48 AM
I doubt we are getting 8 Player Smash because of RAM limitations.

More ExModules would be cool, but all I want is for the record glitch to be fixed :P


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 05, 2016, 05:11:40 PM
8 player smash dolphin only


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on December 06, 2016, 07:33:02 PM
or a way to to completely get rid of the file size limit of the selcharacter.pac
riivo can accept any file sizes
the thing is that i dont know if riivo accepts codes
or just replaces stuff
anyways interest in riivo is pretty low


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 06, 2016, 09:57:55 PM
oh


Title: Random
Post by: Drybonesboy on December 13, 2016, 05:27:35 PM
I'm having this error.

New CSS Icons show up as Random and crash when highlighting them

I did what it to fix it, but it didn't work. Please help! *facepalm*


Title: Re: The Brawl Expansion Project
Post by: Lillith on December 13, 2016, 05:30:13 PM
Did you set the hooktype as AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 13, 2016, 05:53:44 PM
Did you set the hooktype as AXNextFrame?

Yup... It just keeps crashing.


Title: Re: The Brawl Expansion Project
Post by: Zwip-Zwap Zapony on December 14, 2016, 07:22:39 AM
I'm having this error. New CSS Icons show up as Random and crash when highlighting them I did what it to fix it, but it didn't work. Please help!
Make sure you have the "File Patch" Gecko code enabled (found in BrawlEx's Readme.txt file), and for Dolphin, make sure that you don't have the "sd.raw" file "open".

I use something called ImDisk Virtual Disk Driver to make my computer think the "sd.raw" file is a plugged-in storage thing that I can then directly open and modify contents of, and Dolphin doesn't want to read "sd.raw" until I "eject"/disable the virtual disk of it.

Also for Dolphin, make sure "sd.raw" is located in the correct location. On a Windows system, this would be [your "Documents" folder]\Dolphin Emulator\Wii\sd.raw, regardless of where you've installed Dolphin. (If you've set up Dolphin to be portable (either through a .ini file or by having a file called "portable.txt" in Dolphin's installation folder), that'll be [path to Dolphin]\User\Wii\sd.raw instead.)

And make sure the folder structure on the SD card is correct. An example file would be X:\private\wii\app\RSBE\pf\BrawlEx\FigherConfig\Fighter3F.dat, where X would be the drive letter or root of the SD card. Additionally, make sure you have the "core files" of BrawlEx installed. An example file of that would be X:\private\wii\app\RSBE\pf\system\common2.pac.

Last of all, are you completely certain you set up the "cosmetic" files correctly?


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 14, 2016, 10:29:16 AM
Make sure you have the "File Patch" Gecko code enabled (found in BrawlEx's Readme.txt file), and for Dolphin, make sure that you don't have the "sd.raw" file "open".

I use something called ImDisk Virtual Disk Driver to make my computer think the "sd.raw" file is a plugged-in storage thing that I can then directly open and modify contents of, and Dolphin doesn't want to read "sd.raw" until I "eject"/disable the virtual disk of it.

Also for Dolphin, make sure "sd.raw" is located in the correct location. On a Windows system, this would be [your "Documents" folder]Dolphin EmulatorWiisd.raw, regardless of where you've installed Dolphin. (If you've set up Dolphin to be portable (either through a .ini file or by having a file called "portable.txt" in Dolphin's installation folder), that'll be [path to Dolphin]UserWiisd.raw instead.)

And make sure the folder structure on the SD card is correct. An example file would be X:privatewiiappRSBEpfBrawlExFigherConfigFighter3F.d at, where X would be the drive letter or root of the SD card. Additionally, make sure you have the "core files" of BrawlEx installed. An example file of that would be X:privatewiiappRSBEpfsystemcommon2.pac.

Last of all, are you completely certain you set up the "cosmetic" files correctly?
Now that's fixed... I think. Now nothing shows up in the character select screen. It's a bit upsetting.

Nevermind. Somehow it's fixed now.

Post Merge: December 14, 2016, 11:16:30 AM
Now that's fixed... I think. Now nothing shows up in the character select screen. It's a bit upsetting.

Nevermind. Somehow it's fixed now.

So, now the first clone is having the random problem, but the new one is just fine.


Title: Re: The Brawl Expansion Project
Post by: dusty22 on December 19, 2016, 04:58:23 PM
So I'm using the File Patch 3.5.1b code which is necessary for BrawlEx right?

But unlike FPC 3.5.1 my stage music replacements don't seem to work now. Does FPC 3.5.1b not support the old method of replacing existing music?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on December 20, 2016, 10:20:36 PM
So I'm using the File Patch 3.5.1b code which is necessary for BrawlEx right?

But unlike FPC 3.5.1 my stage music replacements don't seem to work now. Does FPC 3.5.1b not support the old method of replacing existing music?

3.5.1b works fine with music. Is there any other codes you've added recently?


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 22, 2016, 08:28:07 AM
How do I add another row of characters? I need more added. :kdance:

Post Merge: December 22, 2016, 08:30:28 AM
Also, how do I add custom sounds for characters, and announcer calls for them?


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 22, 2016, 09:15:51 AM
You add custom sounds to characters by replacing boss sound effects and you add custom announcer calls by replacing random menu sounds you dont need such as the wifi sounds


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 22, 2016, 10:01:53 AM
You add custom sounds to characters by replacing boss sound effects and you add custom announcer calls by replacing random menu sounds you dont need such as the wifi sounds

what about installing the sounds?


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 22, 2016, 10:05:08 AM
http://forums.kc-mm.com/index.php?topic=66417.0 (http://forums.kc-mm.com/index.php?topic=66417.0) for sound effects
http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041 (http://forums.kc-mm.com/index.php?topic=65113.msg1234041#msg1234041)  for announcer calls


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 22, 2016, 03:11:46 PM
How do I add more characters than the number of zeros? I need like, two more! I NEED MORE!!!! :moar:!


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on December 22, 2016, 06:42:38 PM
um you replace the 00 with numbers such as 3f 40 41 42 43 and on


Title: Re: The Brawl Expansion Project
Post by: Drybonesboy on December 22, 2016, 07:10:38 PM
um you replace the 00 with numbers such as 3f 40 41 42 43 and on
I know, but I ran out, and don't have anymore 00's to replace.

Post Merge: December 22, 2016, 07:22:29 PM
I know how to add clones, but can I add custom characters built from the ground up?


Title: Re: The Brawl Expansion Project
Post by: leo958 on December 22, 2016, 09:16:48 PM
I know, but I ran out, and don't have anymore 00's to replace.

Post Merge: December 22, 2016, 07:22:29 PM
I know how to add clones, but can I add custom characters built from the ground up?

For your first question.
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.

Like so.
Before:
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 00000029 <----CSS Icon Count
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 3F404129

After:
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 00000029 <----CSS Icon Count
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 3F404142
00000000 00000029

Don't copy the code, just apply what I said to your new code.





Title: Re: The Brawl Expansion Project
Post by: Unit on January 02, 2017, 04:33:53 PM
Can someone help me with the Hold Shield for Brawlex clone?
I have Lucina as a BrawlEx clone in my build and she works perfectly fine as an individual slot. I'm trying to include her as a Alt under Marth where you hold shield to access her through his CSS slot. I'm using PyotrLuzhin's hold shield for BrawlEx clone but I can't seem to get it working.

So here's the code:

BrawlEX Hold Shield Rewrite [PyotrLuzhin, ds22]
046847BC 60000000
046847C0 48000008
4A000000 90000000
1619C600 00000028
00010203 04050607
08090A0B 0C0D0E0F
105D1213 14311617 - 5D is Lucina's BrawlEx ID which replaces 11, which is Marth's ID.
18191A1B 1C1D1E1F
20212223 24252627
E0000000 80008000
C268482C 00000006
39800000 3C809019
6084C600 2C0C0028
4182001C 7C0CE800
41820010 398C0001
38840001 4BFFFFE8
8BA40000 00000000
C2685BE4 00000007
39800000 3C809019
6084C600 88640000
2C0C0028 4182001C
7C032800 41820010
398C0001 38840001
4BFFFFE4 7D856378
90A1003C 00000000

When I load a match while doing the following, it still appears as Marth even with the code on.

Some things worth noting:
  • Lucina has her own cosmetics and everything and is a fully functional clone.
  • I'm using this on my normal Brawl build and not Project M of any sort, so I'm a little aware if it's only compatible for Project M.

Here's the original code with the given explanation below:
BrawlEX Hold Shield Rewrite [PyotrLuzhin, ds22]

046847BC 60000000
046847C0 48000008
4A000000 90000000
1619C600 00000028
00010203 04050607
08090A0B 0C0D0E0F
37111213 14311617
18191A1B 1C1D1E1F
20212223 24252627
E0000000 80008000
C268482C 00000006
39800000 3C809019
6084C600 2C0C0028
4182001C 7C0CE800
41820010 398C0001
38840001 4BFFFFE8
8BA40000 00000000
C2685BE4 00000007
39800000 3C809019
6084C600 88640000
2C0C0028 4182001C
7C032800 41820010
398C0001 38840001
4BFFFFE4 7D856378
90A1003C 00000000

Green: CSS Slots
The CSS slots in the code are stored in byte pairs, ranging from 0x00 (mario) to 0x27 (Sonic). The first row reads 00 01 02 03, which translates to Mario, Link, Donkey Kong, and Samus. If you wanted to put a BrawlEX clone (let's say 3F) over Mario, for example, you'd replace the green 00 in the code with 0x3F.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 03, 2017, 10:17:59 PM
Can someone help me with the Hold Shield for Brawlex clone?
I have Lucina as a BrawlEx clone in my build and she works perfectly fine as an individual slot. I'm trying to include her as a Alt under Marth where you hold shield to access her through his CSS slot. I'm using PyotrLuzhin's hold shield for BrawlEx clone but I can't seem to get it working.

So here's the code:

BrawlEX Hold Shield Rewrite [PyotrLuzhin, ds22]
046847BC 60000000
046847C0 48000008
4A000000 90000000
1619C600 00000028
00010203 04050607
08090A0B 0C0D0E0F
105D1213 14311617 - 5D is Lucina's BrawlEx ID which replaces 11, which is Marth's ID.
18191A1B 1C1D1E1F
20212223 24252627
E0000000 80008000
C268482C 00000006
39800000 3C809019
6084C600 2C0C0028
4182001C 7C0CE800
41820010 398C0001
38840001 4BFFFFE8
8BA40000 00000000
C2685BE4 00000007
39800000 3C809019
6084C600 88640000
2C0C0028 4182001C
7C032800 41820010
398C0001 38840001
4BFFFFE4 7D856378
90A1003C 00000000

When I load a match while doing the following, it still appears as Marth even with the code on.

Some things worth noting:
  • Lucina has her own cosmetics and everything and is a fully functional clone.
  • I'm using this on my normal Brawl build and not Project M of any sort, so I'm a little aware if it's only compatible for Project M.

Here's the original code with the given explanation below:
BrawlEX Hold Shield Rewrite [PyotrLuzhin, ds22]

046847BC 60000000
046847C0 48000008
4A000000 90000000
1619C600 00000028
00010203 04050607
08090A0B 0C0D0E0F
37111213 14311617
18191A1B 1C1D1E1F
20212223 24252627
E0000000 80008000
C268482C 00000006
39800000 3C809019
6084C600 2C0C0028
4182001C 7C0CE800
41820010 398C0001
38840001 4BFFFFE8
8BA40000 00000000
C2685BE4 00000007
39800000 3C809019
6084C600 88640000
2C0C0028 4182001C
7C032800 41820010
398C0001 38840001
4BFFFFE4 7D856378
90A1003C 00000000

Green: CSS Slots
The CSS slots in the code are stored in byte pairs, ranging from 0x00 (mario) to 0x27 (Sonic). The first row reads 00 01 02 03, which translates to Mario, Link, Donkey Kong, and Samus. If you wanted to put a BrawlEX clone (let's say 3F) over Mario, for example, you'd replace the green 00 in the code with 0x3F.
ive never heard of that code
but some codes work corresponding to they type of controller
for example some only work on the gamecube controller player 1
or you may be missing a code for controllers that applies to those codes


have you tried 3F and see if 3F clone shows up?


Title: Re: The Brawl Expansion Project
Post by: LiveWire-93 on January 06, 2017, 08:51:52 PM
Hey I'm trying to make a personal build from scratch and I'm not sure how I would go about making a gameconfig.txt file. I have my GCT set up and everything but just not the gameconfig.txt file. can anyone help me out?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 07, 2017, 01:34:30 PM
Hey I'm trying to make a personal build from scratch and I'm not sure how I would go about making a gameconfig.txt file. I have my GCT set up and everything but just not the gameconfig.txt file. can anyone help me out?

Create a gameconfig.txt file and copy this:

RSBE01:
codeliststart = 80570000
codelistend = 80580000
poke(800042B8, 60000000)
poke(803E9930, 60000000)

Save it and add it to your SD card.


Title: Re: The Brawl Expansion Project
Post by: LiveWire-93 on January 08, 2017, 03:59:18 PM
Quote
Create a gameconfig.txt file and copy this:

RSBE01:
codeliststart = 80570000
codelistend = 80580000
poke(800042B8, 60000000)
poke(803E9930, 60000000)

Save it and add it to your SD card.
Thanks now I have another problem, now when I load up the CSS, I get my last clone (Waluigi) in all the cloned CSS icons. Do you know what causes that?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 09, 2017, 11:56:02 AM
Thanks now I have another problem, now when I load up the CSS, I get my last clone (Waluigi) in all the cloned CSS icons. Do you know what causes that?
Check the first page for typical solutions to that as it seems to be a common mistake.
Probably didnt set hooktype to anextframe


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 10, 2017, 06:42:37 AM
Check the first page for typical solutions to that as it seems to be a common mistake.
Probably didnt set hooktype to anextframe

That also happens if you mess up the animation count on the CSS.


Title: Re: The Brawl Expansion Project
Post by: LiveWire-93 on January 11, 2017, 07:41:45 PM
That also happens if you mess up the animation count on the CSS.
What do you mean? You mean the roster number?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on January 14, 2017, 04:26:52 AM
http://forums.kc-mm.com/index.php?topic=73298.0 (http://forums.kc-mm.com/index.php?topic=73298.0)

Step six. its also where many users typically have issues when addng clones. as most tutorials can be rather vague on it.

Also as stated before make sure your hook type is set to AXNextFrame if you havent already.


Title: Re: The Brawl Expansion Project
Post by: Ghoti on January 26, 2017, 10:51:58 AM

Hey, when I click the "Alternate Sound Loader BETA for BrawlEX" link in your sig, I get an error. Is that project still being worked on, or has it been canned?


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on January 27, 2017, 07:26:31 PM
Hey, when I click the "Alternate Sound Loader BETA for BrawlEX" link in your sig, I get an error. Is that project still being worked on, or has it been canned?

its an ok process when u want to swap the whole sfx database
but when you want to load from two databases it gets confusing
so interest in project is pretty much gone because of that


Title: Re: The Brawl Expansion Project
Post by: Ghoti on January 28, 2017, 09:37:01 PM
its an ok process when u want to swap the whole sfx database
but when you want to load from two databases it gets confusing
so interest in project is pretty much gone because of that

Gotcha. I understand, though I'd still be interested, no matter how complicated :P


Title: Re: The Brawl Expansion Project
Post by: Sweetie-Bot on January 29, 2017, 05:33:26 PM
its been a while since ive been here but has any progress been made on the clone engine? also do we still have to replace boss sfx to have custom fighter sfx?


Title: Re: The Brawl Expansion Project
Post by: Sirkura on February 06, 2017, 12:34:10 AM
its been a while since ive been here but has any progress been made on the clone engine? also do we still have to replace boss sfx to have custom fighter sfx?

There is a new FPC that allows adding entries to the BSAR file, but i think its limited still atm, something about actually having to replace the file on the ISO first, before being able to use the code to replace its new added IDs.


Title: Re: The Brawl Expansion Project
Post by: DragonGold123 on February 28, 2017, 05:56:18 AM
Is BrawlEx dead..... I'm waiting for the rest of the modules


Title: Re: The Brawl Expansion Project
Post by: HyperHandCRazy on February 28, 2017, 07:41:42 AM
its kinda hard without Phantomwings


Title: Re: The Brawl Expansion Project
Post by: DragonGold123 on March 01, 2017, 05:38:47 AM
True... but no one else can make .rel files for the rest of the characters, or did they just stop modding brawl


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on March 01, 2017, 07:24:41 PM
True... but no one else can make .rel files for the rest of the characters, or did they just stop modding brawl
With Smash 4, most people left Brawl.
There are still some Brawl hackers though.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on March 04, 2017, 09:49:14 AM
True... but no one else can make .rel files for the rest of the characters, or did they just stop modding brawl
actually Pyotr plans onf finishing the EX modules. From what i understood he was close to fnishing it.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on March 04, 2017, 12:02:21 PM
If you guys need space on the OP to post important additional info, PM me. I assume that after a few years, the OP must be in need of some updating.


Title: Re: The Brawl Expansion Project
Post by: DragonGold123 on March 04, 2017, 04:28:26 PM
actually Pyotr plans onf finishing the EX modules. From what i understood he was close to fnishing it.

That's great!


Title: Re: The Brawl Expansion Project
Post by: Ghoti on April 03, 2017, 02:30:28 PM
There is a new FPC that allows adding entries to the BSAR file, but i think its limited still atm, something about actually having to replace the file on the ISO first, before being able to use the code to replace its new added IDs.

Do you have a link to this project?


Title: Re: The Brawl Expansion Project
Post by: DUMMY on April 11, 2017, 09:05:49 PM
Does anyone know why I can't use slots 64-7F?


Title: Re: The Brawl Expansion Project
Post by: Lillith on April 11, 2017, 11:23:52 PM
...Are you using the clone tool thing? If you are, then don't, it is WAY past outdated at this point.


Title: Re: The Brawl Expansion Project
Post by: DUMMY on April 12, 2017, 12:42:30 AM
I was only using the config utility.


Title: Re: The Brawl Expansion Project
Post by: Lillith on April 12, 2017, 12:46:12 AM
Hmmm... Really? Fascinating... Are you using BrawlEx version 2.0? ...If not, that's probably your issue.


Title: Re: The Brawl Expansion Project
Post by: DUMMY on April 12, 2017, 10:03:08 AM
Fixed it. I had an outdated bx_fighter.rel


Title: Re: The Brawl Expansion Project
Post by: Lillith on April 12, 2017, 01:57:31 PM
Ah, that's good. ...Have fun with your new slots then, haha.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on April 27, 2017, 02:38:59 AM
...Are you using the clone tool thing? If you are, then don't, it is WAY past outdated at this point.

If anyone actually want an explanation for this finally, it's because Nintendo DMCA'd me and got all my accounts hosting it taken down.

I should maybe make a new one now that i actually know what i'm doing and went to school for programming. I made that tool WAY before. Before i started working on BBox even.


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on April 27, 2017, 07:33:29 AM
Yay, it's Sammy Husky!

Last I saw you was on GBATemp, working on 3DS hacking tools!


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on April 27, 2017, 04:37:53 PM
If anyone actually want an explanation for this finally, it's because Nintendo DMCA'd me and got all my accounts hosting it taken down.

I should maybe make a new one now that i actually know what i'm doing and went to school for programming. I made that tool WAY before. Before i started working on BBox even.

Hey, I'm actually in the middle of making one, and I'd love some input from you! I'm trying to streamline the process as much as possible.


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on April 27, 2017, 07:58:26 PM
Hey, I'm actually in the middle of making one, and I'd love some input from you! I'm trying to streamline the process as much as possible.

Well my first recommendation is to never use anything remotely close to one of nintendo's icons for the app. That's how they DMCA'd mine. Other than that, don't bundle brawlEx files like I did. Just have them select their brawlEx install directory.

I'll try to get around to making something at some point, and maybe some exmodules


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on April 27, 2017, 08:16:49 PM
and maybe some exmodules

If you're interested in exmodules again, it'd be nice to get a fix for Captain Falcon's exmodule Final Smash. I believe this was the last one you posted.
Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.


Title: Re: The Brawl Expansion Project
Post by: Don Jon Bravo on April 28, 2017, 11:13:02 PM

I'll try to get around to making something at some point, and maybe some exmodules

^^this


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on April 30, 2017, 08:11:15 PM
Well my first recommendation is to never use anything remotely close to one of nintendo's icons for the app. That's how they DMCA'd mine. Other than that, don't bundle brawlEx files like I did. Just have them select their brawlEx install directory.

I'll try to get around to making something at some point, and maybe some exmodules

I'm surprised you got DMCA'd -- you would think the entire Brawl Vault would be shut down at that point since so many partition files are available on here. Also there are so many applications out there using Nintendo made things. Plus it's not like you were making any money off of it. Thanks for the advice though, I'll be careful.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on May 08, 2017, 08:47:30 PM

I'll try to get around to making something at some point, and maybe some exmodules

If you do decide to start again can you try and find out why Zelda Sheik modules wont work on regular wiis yet seems to work fine in dolphin


Title: Re: The Brawl Expansion Project
Post by: Tyshy on May 11, 2017, 03:39:43 PM
Does anyone know where i can find a list of the ids for the enemy and boss sfx?


Title: Re: The Brawl Expansion Project
Post by: Lillith on May 11, 2017, 04:24:11 PM
Here ya go~
www.pastebin.com/q9FJs26G (http://www.pastebin.com/q9FJs26G)

...As for individual SFX things, you should be able to find the IDs by opening 'smashbros_sound.BRSAR' in Brawlbox.
um... good luck.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on May 11, 2017, 11:47:09 PM
Here ya go~
[url=http://www.pastebin.com/q9FJs26G]www.pastebin.com/q9FJs26G[/url] ([url]http://www.pastebin.com/q9FJs26G[/url])

...As for individual SFX things, you should be able to find the IDs by opening 'smashbros_sound.BRSAR' in Brawlbox.
um... good luck.
Thanks!!!


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on May 23, 2017, 07:59:08 PM
Is a Stage Selection Expansion on the works? What is the closest thing we have to that right now?


Title: Re: The Brawl Expansion Project
Post by: TP on May 25, 2017, 07:17:08 PM
Is a Stage Selection Expansion on the works? What is the closest thing we have to that right now?
I too am curious of this. Maybe a way to organize them like the CSS organizer, only with stages.


Title: Re: The Brawl Expansion Project
Post by: Sirkura on June 26, 2017, 06:48:09 AM
Well my first recommendation is to never use anything remotely close to one of nintendo's icons for the app. That's how they DMCA'd mine. Other than that, don't bundle brawlEx files like I did. Just have them select their brawlEx install directory.

I'll try to get around to making something at some point, and maybe some exmodules

DMCA is usualy an app that is 100% automated, so i wouldn't worry about it, its likely a false positive for detecting traces of nintendo's coding. Adding files to a pasworded zip helps a lot in stopping false possitives. it encrypts so the sniffers can't peek in it. Also removing any nintendo searchable tags in the dl name would help. I normally stick a readme in the dl with the password.

Its good to have you back sammi <3


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on August 06, 2017, 08:05:05 PM
Dolphin Emulator has finally gained SDHC compatibility! https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/ (https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/)

Don't forget to use the SDHC Extension 1.1 (http://forums.kc-mm.com/index.php?topic=65342.0) code when using SDHC.

This will be essential for modifications that require more space later on in Dolphin.

The Batch convert (pcs to pac) (https://github.com/libertyernie/brawltools/issues/92) plugin will be useful for people who removed .pac files to save space for Dolphin. These .pac files are used for transforming characters, classic mode, Project M's All-Star mode, etc.


Title: Re: The Brawl Expansion Project
Post by: teh-myuutsu on August 25, 2017, 01:07:24 PM
This post was updated this year on March, 2017. What changed?

Also, please make an update that fixes the co-op crashing glitch. It affects Wifi too, which means no Friend Battles, Beta Testing, etc.


Title: Re: The Brawl Expansion Project
Post by: Lillith on September 07, 2017, 05:33:15 PM
so... Custom GFX/SFX things are a thing~

Probably works best with BrawlEx or PM's clone engine, but...

so, a Japanese hacker that goes by 'JOJI' seems to have figured how to do this. I had NO HAND in this at all

I implore you to look into the site itself.
http://ssbbhack.web.fc2.com/ (http://ssbbhack.web.fc2.com/)

On the sidebar you're looking for stuff at the bottom. Well, you don't have to look at the bottom of it, but that's where translated pages are.

In action
https://www.youtube.com/watch?v=1WQuWvlLKfc (https://www.youtube.com/watch?v=1WQuWvlLKfc)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 07, 2017, 10:19:08 PM
That's a good thing.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on September 08, 2017, 04:54:20 AM
I'll link Google Translate's words of wisdom here. The website seems to redirect to the main page if you attempt to open links in a new tab which is weird.

Main page: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2F

SSBB Codes [RSBE]: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fcodersbe.html&anno=2

Soundbank Expansion tutorial: https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fsoundbankexpansion.html

Hitbox Sound Effect Change System tutorial: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fhitboxsoundeffectchangesystem.html

Effect.pac Expansion Tutorial: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Feffectpacexpansion.html


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on September 08, 2017, 11:53:27 PM


Such an awesome blue screen for black letters that are barely visible.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on September 09, 2017, 01:55:42 AM
Such an awesome blue screen for black letters that are barely visible.
Yeah... Visiting that website is an adventure.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on October 15, 2017, 03:24:23 PM
is there a way to do a singlebind for different parts of one polygon in brawlbox?


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on October 15, 2017, 06:03:43 PM
is there a way to do a singlebind for different parts of one polygon in brawlbox?

I don't think this is the correct place to post that.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 17, 2017, 03:16:53 AM
Previously I posted that Sammi Husky's modification to the Brawlex Captain Falcon module worked on Dolphin but not a real Wii. I now know why and I have updated my previous posts accordingly:

Still not being able to use all of the wonderful Captain Falcon final smash alts in Blue Falcon 30 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33656) with Brawlex is painful.
I wish fixing Brawlex's Captain Falcon module was easy. :'(

Would anybody like to test this Captain Falcon module (https://mega.co.nz/#!PMxHiDYQ!jNfkPrXIqm14KVPK37ZNBZwdBBgho-e9GGILyvVxV5I) on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.

Although one problem has been fixed with the final smash, others remain. Interestingly, Dolphin would incorrectly not crash with Sammi Husky's modification before Dynamic BAT (https://dolphin-emu.org/download/dev/dddd88aace046ee2443db6eef52e7e7b4caf7287/) was merged. See SSBB Mod: Dolphin does not crash when real Wii does (Captain Falcon Brawlex .rel) (https://bugs.dolphin-emu.org/issues/9584) for more information. Perhaps this indicates there are further problems with how the module interacts with the BAT registers?


Title: Re: The Brawl Expansion Project
Post by: ✦Dylan✦ on October 17, 2017, 04:41:55 AM
Jesus christ, do you have any remote idea why Captain Falcon is causing trouble?

I'm honestly surprised he's the one not working right now, you'd think characters like Bowser would be the screwy ones.


And wow it's hard to believe it's been 3 years since BrawlEX was new.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on October 20, 2017, 04:35:35 PM
Jesus christ, do you have any remote idea why Captain Falcon is causing trouble?

There may be more than one error but Dolphin starts complaining when register 3 (r3) starts getting unexpected values during the final smash. The memory used to calculate r3 is set when selecting Captain Falcon on the CSS. Original Captain Falcon sets consistent values at consistent addresses. Cloned Captain Falcon can vary in both location and value but appear around the same area as they should.

I'd debug it further but I encountered a lot of annoying bugs in Dolphin's emulator. I'd like some of them to be fixed before proceeding, especially:
Breakpoints crash game after stepping (https://bugs.dolphin-emu.org/issues/10132)
Debug Perspectives are broken (https://bugs.dolphin-emu.org/issues/10596)
MemoryMap_Setup: Failed finding a memory base (https://bugs.dolphin-emu.org/issues/10594)
Reported PC from panic handlers are inconsistent (https://bugs.dolphin-emu.org/issues/10589)
Dolphin becomes unresponsive when pausing emulation while a panic handler message is on screen (https://bugs.dolphin-emu.org/issues/10588)


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on November 07, 2017, 08:13:06 PM
Wow it's been a while..

Well, anyways on to the point of this post. It's recently come to my attention that the CSS expansion wouldn't work on Wifi. (crash upon making a room). KingJigglyPuff came to me about this some time ago and i finally was able to get to it and fix the issue.

If anybody is interested, the only file you need to replace is MiscData[13] in common3.pac (in newer BBox versions it's named sora_menu_sel_char). Replace that with the one here to fix the wifi issues (https://www.dropbox.com/s/74nfjiyekpvzjg5/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0) (PMEx version (https://www.dropbox.com/s/rna3zbbz3blbq8y/MiscData%5B13%5D%20%28PMEx%29.rel?dl=0))


Title: Re: The Brawl Expansion Project
Post by: Ricky (Br3) on November 07, 2017, 09:53:11 PM
Thanks Sammi!


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on December 19, 2017, 03:12:02 PM
Another update for CSS Expansion stuff; Same process as before, just replace the sora_menu_sel_char or miscData[13] in common3 with this and you will be able to use homerun contest and multiman brawl with CSS Expansion in Wiimmfii

Vanilla (https://www.dropbox.com/s/0ghlkq74fv4u05x/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0)
PMEx (https://www.dropbox.com/s/zs4ox8wtq3bit9x/MiscData%5B13%5D%20%28PM%20Ex%29.rel?dl=0)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 22, 2017, 12:31:10 AM
Another update for CSS Expansion stuff; Same process as before, just replace the sora_menu_sel_char or miscData[13] in common3 with this and you will be able to use homerun contest and multiman brawl with CSS Expansion in Wiimmfii

Vanilla (https://www.dropbox.com/s/0ghlkq74fv4u05x/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0)
PMEx (https://www.dropbox.com/s/zs4ox8wtq3bit9x/MiscData%5B13%5D%20%28PM%20Ex%29.rel?dl=0)

I thought it was possible already to play those gametypes.
Aren't you refering to Co-op?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on December 22, 2017, 06:27:19 AM
Before Sammi's fix, if you were to attempt to play Wifi Multiman Brawl or Wifi Homerun Contest, the game would crash.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on December 22, 2017, 08:59:33 PM
Before Sammi's fix, if you were to attempt to play Wifi Multiman Brawl or Wifi Homerun Contest, the game would crash.

Oh, for Wi-fi.
I don't use Wi-fi so I found that strange.


Title: Re: The Brawl Expansion Project
Post by: somen00b on December 24, 2017, 03:39:17 PM
I can't seem to replace characters in smash infinite without either the portrait in the CSP disappearing or the game crashing when I start the match. Does anyone have a tutorial on how to replace characters in already made brawlex packs?


Title: Re: The Brawl Expansion Project
Post by: szion on March 17, 2018, 07:08:33 AM
Wow it's been a while..

Well, anyways on to the point of this post. It's recently come to my attention that the CSS expansion wouldn't work on Wifi. (crash upon making a room). KingJigglyPuff came to me about this some time ago and i finally was able to get to it and fix the issue.

If anybody is interested, the only file you need to replace is MiscData[13] in common3.pac (in newer BBox versions it's named sora_menu_sel_char). Replace that with the one here to fix the wifi issues (https://www.dropbox.com/s/74nfjiyekpvzjg5/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0) (PMEx version (https://www.dropbox.com/s/rna3zbbz3blbq8y/MiscData%5B13%5D%20%28PMEx%29.rel?dl=0))
are there any limitations to this fix?
Does this fix work for any EX build? Ive tried that misc data 13 thing and replaced sora_menu_sel_char and now the CSS is inaccessible entirely offline and online. using it with LXP atm to no avail.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on March 17, 2018, 08:09:08 AM
are there any limitations to this fix?
Does this fix work for any EX build? Ive tried that misc data 13 thing and replaced sora_menu_sel_char and now the CSS is inaccessible entirely offline and online. using it with LXP atm to no avail.
Which BrawlBox version are you using to implement the fix? I would recommend v0.71 if you're not already using, as later versions tend to corrupt modules.


Title: Re: The Brawl Expansion Project
Post by: szion on March 17, 2018, 10:02:03 AM
Which BrawlBox version are you using to implement the fix? I would recommend v0.71 if you're not already using, as later versions tend to corrupt modules.
i tried 68b and 77, ill try 71 thx OWO

Post Merge: March 17, 2018, 10:33:40 AM
Which BrawlBox version are you using to implement the fix? I would recommend v0.71 if you're not already using, as later versions tend to corrupt modules.
https://streamable.com/p6lsj
Used 0.71 to the same result...made a vid incase a problem can be identified..im not sure what i did wrong?


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on March 17, 2018, 11:10:17 AM
It appears you're inserting it correctly. It might just be your common3 that's the problem. Try inserting the fix into a vanilla PMEx common3.


Title: Re: The Brawl Expansion Project
Post by: szion on March 17, 2018, 11:38:12 AM
It appears you're inserting it correctly. It might just be your common3 that's the problem. Try inserting the fix into a vanilla PMEx common3.
the vanilla common3 works for cobalt atm but doesnt work with XP..which is unfortunately the mod i need it for, considering idk how to put wiimmfi on cobalt SD's =_=...so im using LXP for its wiimmfi, as a base, but both their, and vanilla common3's, edited with the fix or not, are incompatible with LXP


Title: Re: The Brawl Expansion Project
Post by: Sammi Husky on March 17, 2018, 05:16:24 PM
LXP's patching directory is different from vanilla and PMEx AFAIK so it might not work anyways, however it shouldn't crash. That's either corruption / their common3 has other edits or a gct code conflicting with something


Title: Re: The Brawl Expansion Project
Post by: szion on March 17, 2018, 05:30:42 PM
LXP's patching directory is different from vanilla and PMEx AFAIK so it might not work anyways, however it shouldn't crash. That's either corruption / their common3 has other edits or a gct code conflicting with something
im not sure i have any way of knowing which one it is so thats..end of the line for me. thanks anyway yall


Title: Re: The Brawl Expansion Project
Post by: NTSC_Master on March 19, 2018, 02:50:51 PM
I'm having an issue with the loading process. After i click the "Brawl" button, the game crashes. Please help. If it helps, here are the files I am using:
https://drive.google.com/open?id=1bwG8xmqOXPG3WXj5VkflGtCk0h-KbCBo

Post Merge: March 19, 2018, 03:06:53 PM
I'm having an issue with the loading process. After i click the "Brawl" button, the game crashes. Please help. If it helps, here are the files I am using:
https://drive.google.com/open?id=1bwG8xmqOXPG3WXj5VkflGtCk0h-KbCBo

Thanks! :af:


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on April 09, 2018, 02:14:08 AM
Sorry if this might be necro-posting, but I've ran into a problem in regards to BrawlEx. For some unknown reason, Kitsu's BrawlEx 2.04 pack with codes and even my own refuses to load up the codes in Dolphin with Gecko. All of the files are there, and I've tried using both a 2gb and 4gb Virtual SD card, but it won't work, yet Project M DX and Smash Sisters seems to load up with no problem what so ever. Does anyone know what could be causing it?


Title: Re: The Brawl Expansion Project
Post by: FancyThevBrawlGamer on May 05, 2018, 10:19:33 AM
Steam/SSBB Guy, trying setting the hooktype to AXNextFrame in Gecko OS, BrawlEX usually only really wnats to work with AXNextFrame.


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on May 05, 2018, 03:39:16 PM
I tried setting it to AXNextFrame and it did nothing.


Title: Re: The Brawl Expansion Project
Post by: spiritpyros on May 07, 2018, 01:15:46 AM
Did you make sure you used the gameconfig.txt


Title: Re: The Brawl Expansion Project
Post by: Steam/SSBB Guy on May 08, 2018, 09:39:52 PM
Yes.


Title: Re: The Brawl Expansion Project
Post by: FancyThevBrawlGamer on June 01, 2018, 06:45:47 PM
Trying using HxD to add the SDHC Extension (1.1) code to the pack's GCT. Tell me here or in DMs if it still doesn't work for you.


Title: Re: The Brawl Expansion Project
Post by: TokoyamiTheDark on June 18, 2018, 07:50:30 AM
Sorry if it is not the right place to ask, but I am here because I need help with BrawlEX Clone Engine SFX. I recently started to use BrawlEX for the cloning engine and so far I have 3 clones of Marth (one of them being Lucina)

... but I don't want all of them to have Marth's voice. Instead, I was wondering if it is possible to create brand new sound banks for these characters so they won't share Marth's voice. Is it possible or not? Many thanks.


Title: Re: The Brawl Expansion Project
Post by: KingJigglypuff on June 18, 2018, 11:14:43 AM
Instead, I was wondering if it is possible to create brand new sound banks for these characters so they won't share Marth's voice.
Yes, it's possible. Thanks to JOJI's Soundbank Expansion system.
Kitsu made a guide for it. http://forums.kc-mm.com/index.php?topic=79101.0 (http://forums.kc-mm.com/index.php?topic=79101.0)


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on June 18, 2018, 12:27:31 PM
Yes, it's possible. Thanks to JOJI's Soundbank Expansion system.
Kitsu made a guide for it. [url]http://forums.kc-mm.com/index.php?topic=79101.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=79101.0[/url])


It is a quite long tut, but should work for most people.
Not really hard, but it does take a while.


Title: Re: The Brawl Expansion Project
Post by: TokoyamiTheDark on June 18, 2018, 07:16:56 PM
Yes, it's possible. Thanks to JOJI's Soundbank Expansion system.
Kitsu made a guide for it. [url]http://forums.kc-mm.com/index.php?topic=79101.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=79101.0[/url])
It is a quite long tut, but should work for most people.
Not really hard, but it does take a while.


Thanks guys but I'm stuck somewhere... How do I find which old IDs are which SFX in the Fit(Character).pac PSA?  I have a list with my new IDs and such, but, for example, how do I find the old value of ''snd_vc_snake_Damage_hoshikie'' with PSA to replace with the new value? That's confusing... BTW my character's ID is 331.sawnd xD


Title: Re: The Brawl Expansion Project
Post by: TDRR on August 31, 2018, 01:41:29 PM
Any way to make this mod read from the BrawlEx directory on the ISO/DVD? This is the only thing that stops hundreds of mods from working with BrawlBuilder, an ISO builder for Brawl mods.


Title: Re: The Brawl Expansion Project
Post by: FancyThevBrawlGamer on September 17, 2018, 04:34:09 PM
There's the Riivolution version of BrawlEX for loading from disc, but that version has already been deprecated.


Title: Re: The Brawl Expansion Project
Post by: brawlboy22 on October 27, 2018, 03:14:55 PM
So did PW stop work on the clone engine?


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 12, 2019, 04:31:25 AM
Hello, necropost! Rather relevant, if there's anyone that still does this stuff... although i really doubt there are many that still do. Uh... Anyway! The point.
JOJI, the fellow who did the expanded GFX/SFX banks has also seemingly expanded the the ability for BrawlEx to allow for... 242 characters, including the CSS stuff.
The hell?
I wonder if anyone will actually be insane enough to try for this. Still, it's a BrawlEx related development, so I thought it worthy enough to post up.
http://ssbmhack.blog.fc2.com/ (http://ssbmhack.blog.fc2.com/)

I don't know if like, RSBE version exists as well, and I'm about to sleep, so not about to try it out myself.

uh... Apparently it 'may' be more unstable than the usual, but it makes sense to me, also, seems that JOJI is retiring from Brawl stuff, so it's sad to see him go ;_;

Still, if anyone does try it out, do have fun.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 12, 2019, 01:32:31 PM

[url]http://ssbmhack.blog.fc2.com/[/url] ([url]http://ssbmhack.blog.fc2.com/[/url])



Uh... can barely understand what it says when traducing it to English. Only the main thing, tbh.

And I don't understand Japanese at all T_T
I only speak/know Spanish and English.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 12, 2019, 02:49:19 PM
ohright. i forgot i copied the blog site instead of the other bit. Oops?
http://ssbbhack.web.fc2.com/ (http://ssbbhack.web.fc2.com/)

You're looking for 'Link' at the bottom of the sidebar, and then the thing at the very bottom of that page.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 12, 2019, 08:25:24 PM
ohright. i forgot i copied the blog site instead of the other bit. Oops?
[url]http://ssbbhack.web.fc2.com/[/url] ([url]http://ssbbhack.web.fc2.com/[/url])

You're looking for 'Link' at the bottom of the sidebar, and then the thing at the very bottom of that page.


I meant I wanted to read (and understand) the post, not just have the download.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 12, 2019, 10:10:02 PM
Ah, I haven't really looked into it too much myself yet, so I can't help there unfortunately.


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 15, 2019, 03:54:26 AM
Thanks for posting Lillith! I previously used the unstable BX CSS Expansion v2.0.0.x anyway so this is perfect for me! I can confirm the character select screen (CSS) portion of BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) works with both a real Wii and Dolphin. In my current setup shown below, I am able to use 101 CSS slots!

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

2. There are 2 versions of bx_fighter.rel included in the download on JOJI's website. One is for using special characters (ex. Warioman) and the other does not use them. I haven't tested the special character version but it seems to modify some of the incomplete slots for characters not included in the final roster. This can cause problems if you've already repurposed those slots with elevated config files. The non-special character version had no problem with my elevated config files.

3. Now that a large number of movesets can be used in Brawl, there isn't much room for character names announced by the announcer. I've already replaced all of the Wiimote SFX and some unused sounds for 100 announcer names. I foresaw running out of space so I decided to remove them. I did this by redirecting or replacing the announcer names, "The Winner Is..", and team color names with blank audio files. I plan on seeing if the SoundBank Expansion System v1.4 works with announcer names in the future.

4. The "Ready to fight" bar is definitely in the way now so you may want to check out How to move the "Ready to Fight" bar offscreen (http://forums.kc-mm.com/index.php?topic=72548.msg1320985#msg1320985)

5. If you plan on using the Fake slot for characters, the corrupted path bug is still around but the path has changed:

* Bowser - for some reason Bowser is unaffected by this bug. The Fake slot works as expected.

* Mr. Game and Watch - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\Gamewatch\FitGameWatchfightereeex\FitFighterEEEx.pacfighteredex
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

* All other characters - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\*\Fit*Fakefighteredex
Replace * with the character's name.
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

Images (The sideways names are an experiment unrelated to Brawlex. I wanted to include names without obscuring images. I simply changed sc.selcharacter.pac -> MiscData[30] -> 3DModels -> MenSelchrCname4_TopN -> Bones -> MenSelchrCname4_TopN -> nameNEn's rotation to (0,0,-90) and translation to (8.5,2,-0.3)).

Max potential slots adapted to my setup:
(https://i.imgur.com/Mf2ZlVG.png)

Current setup (101 moveset slots exceeds the previous max of 100 moveset slots!):
(https://i.imgur.com/kecI1hh.png)

I'm liking what I see so far and this is going to be my new default setup!


Title: Re: The Brawl Expansion Project
Post by: Tyshy on January 22, 2019, 05:12:55 PM
so anyone knows how the css portraits for this works for the brawlex characters?


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on January 23, 2019, 03:44:06 PM
so anyone knows how the css portraits for this works for the brawlex characters?

It depends on which version of BX CSS Expansion you're using. If I remember correctly, there's no changes for BX CSS Expansion v1.0.2.2. You'll need to keep the restrictive file size limits of sc_selcharacter.pac in mind though.

See the readme included in BX CSS Expansion v2.0.0.x for an explanation on the method of loading CSPs from the SD card (which is how BrawlEx Clone Engine v2.0.0.0 Extended Edition works). Keep in mind that this method can cause significant lag when loading CSPs on real Wiis as many SD card reads are performed. On Dolphin, this lag is minor.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 23, 2019, 08:09:59 PM
This is totally off-topic, but can someone link me to any cool BrawlEx pack?
I've already forgotten how to hack this game, but I'd like to test other's packs.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 23, 2019, 08:28:27 PM
I'm going to be a bit self-obsessed and plug my own ones!
...nah, not really.

Uh... Have you looked into Legacy XP? That's among my favourites.

although that's about it.
Maybe this would 'actually' sound self-obsessed, I don't mean it to, but I'm not especially impressed easily with a lot of them, especially since quiiiiite a few of them just take existing things and re-use over and over and over and over again, it all sorta just blurs together.


Title: Re: The Brawl Expansion Project
Post by: HaloFanODST on January 25, 2019, 12:15:18 AM
I'm going to be a bit self-obsessed and plug my own ones!
...nah, not really.

Uh... Have you looked into Legacy XP? That's among my favourites.

although that's about it.
Maybe this would 'actually' sound self-obsessed, I don't mean it to, but I'm not especially impressed easily with a lot of them, especially since quiiiiite a few of them just take existing things and re-use over and over and over and over again, it all sorta just blurs together.

Hmm... does it have the now newly created soundbanks and effect files?
They're new for me of course.
I'll go and check that one, I just hope it is not so big filesize for download.


Title: Re: The Brawl Expansion Project
Post by: Lillith on January 25, 2019, 01:35:53 AM
A few characters do, not all, but there's no overlap or like using sounds nad stuff from their parent character is you're worried about that.
Although Legacy XP is rather hefty in filesize, hmmmm.


Title: Re: The Brawl Expansion Project
Post by: Lillith on February 02, 2019, 03:32:28 PM
Did some things and 242 characters should work with PM now
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217298 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217298)

Although battle stock icons don't seem to line up properly, I haven't any idea on how to fix it currently.


Title: Re: The Brawl Expansion Project
Post by: KingOfTheFools on February 03, 2019, 12:07:40 PM
Did some things and 242 characters should work with PM now
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217298[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217298[/url])

Although battle stock icons don't seem to line up properly, I haven't any idea on how to fix it currently.


Hi, I got the build and followed all instructions given. This is what I got:

https://i.imgur.com/laZN2H5.png

Also got the same result with the prebuilt version. Am I doing something wrong? Thanks in advance.



Title: Re: The Brawl Expansion Project
Post by: Lillith on February 03, 2019, 01:11:05 PM
Oh dear, I forgot to mention or fix that. Yikes.
Uh.... If you got that, you're actually doing it right, I think right now you 'need' to have 100/242 slots ready or funky things happen, though I've just horrible memory.

Uh... You need to use a hex editor to fix things up, sorry for this forgetfulness
(https://i.imgur.com/nxZWnf9.jpg)

Highlighted red is CSS size, F2 is the max amount for all 242 slots
(pretend this is blue, actual blue on this background sucks) Highlighted blue is Random amount, F2 is also the max amount here, although this also assumes you forego the 'random' slot
Highlighted green is useable CSS slots
Likewise, highlighted purple is useable random slots

Uhm... Hopefully this helped at all, I dunno.


Title: Re: The Brawl Expansion Project
Post by: sinchan on February 03, 2019, 09:47:07 PM
Funny how this ten year old game keeps finding ways to retain my interest.

Anyhow I know that this is still a fairly new update to the ex engine, but is there a way to edit the new CSSRoster.DAT to edit the order of the fighters? I had used BrawlExConfigUtility for my personal build, but it won't allow me to open the new one to edit with this update, saying "Could not open file: Invalid Roster Config data size."


Title: Re: The Brawl Expansion Project
Post by: Lillith on February 03, 2019, 10:04:40 PM
By use of a hex editor, I use HxD, which is what's up in the screenshot.


Title: Re: The Brawl Expansion Project
Post by: sinchan on February 05, 2019, 11:34:02 AM
Thank you! I'm not sure where else to ask this as well so I apologize if this is the wrong place. But whenever I try to add a character to the build, the select screen icon will automatically show up as the random icon. I have added the cosmetics for the characters including their icons, set their id correctly in their cosmetics ex files, and everything else works fine except for the icon. What do?


Title: Re: The Brawl Expansion Project
Post by: Lillith on February 05, 2019, 12:54:51 PM
Uh... Is the hooktype set to AXNextFrame?


Title: Re: The Brawl Expansion Project
Post by: sinchan on February 05, 2019, 01:09:14 PM
How would I go about checking that? (Should probably have mentioned, I'm using the build with the project m homebrew launcher through the homebrew channel on wii)

Post Merge: February 05, 2019, 01:30:15 PM
So I changed the hooktype to what you suggested up there and got the same result. I'm not sure what the issue is, thought I would post the codes for his cosmetic file and see if I was doing something incorrectly.

(https://i.imgur.com/oVd6IaC.jpg)
(https://i.imgur.com/sOMeqTD.jpg)


Title: Re: The Brawl Expansion Project
Post by: Lillith on February 05, 2019, 02:43:28 PM
Ah, if you've got 114 for that icon, the Hex ID should be 72


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on February 06, 2019, 06:10:00 PM
I suspect this is an issue with Dolphin Emulator but I want to mention a potential issue with file patch codes here. Full explanation: Preservation of SD Cards (Offline/Online) (https://bugs.dolphin-emu.org/issues/8965)

Quote
I finally got around to looking into this and there does seem to be an issue with writing to the SD card with mods. I'm not sure if this is the mod's, Dolphin's, or WinImage's issue though.

With Brawl, the File Patch Code (FPC, tested on Dolphin 5.0-9475 with FPC versions 3.5.1 and 3.5.1b) seems to write to the SD card when certain files are involved. I isolated one of those files (StrapEn.pac) and put it in the attached SD.raw files. StrapEn.pac contains a custom Wiimote strap screen. The only code included in the /codes folder is FPC 3.5.1b. If I remember correctly, Mario Kart Wii uses a very similar code for mods.

Steps to reproduce:
1. Extract sd.raw. Place one copy in the appropriate location for Dolphin and another copy elsewhere for comparison.
2. Enable the SD card in Dolphin if not enabled.
3. Set Brawl as your default ISO.
4. Launch Gecko OS or Minima Launcher and proceed to play Brawl until you see the custom strap screen.
5. Exit emulation.
6. Compare the copy of sd.raw to the one in the appropriate location and observe a difference between the two files. The timestamps are also different.

Oddly, when I try to extract and compare both the original and "modified" StrapEn.pac files, they are identical. I don't know if this is WinImage being weird. Regardless, something isn't right here. Let me know if you want me to make this a separate issue.


Title: Re: The Brawl Expansion Project
Post by: FancyThevBrawlGamer on February 10, 2019, 06:57:32 PM
Last time I checked, Mario Kart Wii doesn't use Gecko at all, for mods you use Riivolution.


Title: Re: The Brawl Expansion Project
Post by: DUMMY on February 10, 2019, 09:19:39 PM
Is there a way to use BX Extended with a custom CSS background? I don't like the plain look of vBrawl's CSS background.


Title: Re: The Brawl Expansion Project
Post by: Tabuu Forte Akugun on February 20, 2019, 02:19:55 PM
Wow I'm surprised (pleasantly) that this thread is still active :O

Cool. A part of me really wants to stop being a lazy bastard and get back to using this :3


Title: Re: The Brawl Expansion Project
Post by: Ebola16 on February 22, 2019, 12:13:31 PM
Last time I checked, Mario Kart Wii doesn't use Gecko at all, for mods you use Riivolution.
Yeah that sounds right. The Dolphin Emulator issue was for multiple games but I believe the inappropriate SD write issues are Dolphin's problem at this point.

Also, I believe that All star VS Beta 10.01d [wiiztec] won't work with BrawlEx Clone Engine v2.0.0.0 Extended Edition  :'(

Post Merge: February 23, 2019, 02:56:56 AM
Also,

[Legacy TE] Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000

saves a lot of space and works around Brawlex's corrupted Fake costume path bug. Fit*Fake.pac loads as expected with this code.


Title: Re: The Brawl Expansion Project
Post by: Tyshy on March 16, 2019, 02:46:37 PM
Can someone make a program that let’s us add the 242 slots or update the brawlexconfig Utility, because the hex editor way is alittle confusing


Title: Re: The Brawl Expansion Project
Post by: Kyouma on March 20, 2019, 07:16:24 PM
Can someone make a program that let’s us add the 242 slots or update the brawlexconfig Utility, because the hex editor way is alittle confusing
this


Title: Re: The Brawl Expansion Project
Post by: ArthurBRAWLEX on June 16, 2019, 12:14:30 PM
i have the Character apears in CSS screen as random icon but crashes when highlited error but....i have all the files
im using The Brawl WAHluigi can someone help me? :oshi: :>.>: :kdance: :-\


Title: Re: The Brawl Expansion Project
Post by: KingOfTheFools on July 16, 2019, 01:52:08 AM
Anyone have any idea how to get rid of those 8 Mario icons on the CSS in the 242 build?


Title: Re: The Brawl Expansion Project
Post by: まらとなのい! on June 07, 2020, 07:37:57 AM
Another update for CSS Expansion stuff; Same process as before, just replace the sora_menu_sel_char or miscData[13] in common3 with this and you will be able to use homerun contest and multiman brawl with CSS Expansion in Wiimmfii

Vanilla (https://www.dropbox.com/s/0ghlkq74fv4u05x/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0)
PMEx (https://www.dropbox.com/s/zs4ox8wtq3bit9x/MiscData%5B13%5D%20%28PM%20Ex%29.rel?dl=0)
Will this be updated to work with BrawlEx Clone Engine v2.0.0.0 Extended Edition?


Title: Re: The Brawl Expansion Project
Post by: catscatscats99 on June 21, 2020, 05:20:33 PM
Anyone have any idea how to get rid of those 8 Mario icons on the CSS in the 242 build?
I looked into this awhile ago and found that PMEX's sc_selcharacter.pac file causes this. Removing that file and replacing it with vBrawl's fixed the issue, and it's not present in the vBrawl 242 build. Kitsu later found the offending piece inside the file, something to do with the CSS background (I forget the exact one...). Not sure why, but it causes the extra 8 Marios.


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 05, 2020, 07:09:56 AM
The 51st character I added isn't showing up. How do I animate more slots for BrawlEx CSS?

Post Merge: August 05, 2020, 11:29:30 AM
Oh dear, I forgot to mention or fix that. Yikes.
Uh.... If you got that, you're actually doing it right, I think right now you 'need' to have 100/242 slots ready or funky things happen, though I've just horrible memory.

Uh... You need to use a hex editor to fix things up, sorry for this forgetfulness
(https://i.imgur.com/nxZWnf9.jpg)

Highlighted red is CSS size, F2 is the max amount for all 242 slots
(pretend this is blue, actual blue on this background sucks) Highlighted blue is Random amount, F2 is also the max amount here, although this also assumes you forego the 'random' slot
Highlighted green is useable CSS slots
Likewise, highlighted purple is useable random slots

Uhm... Hopefully this helped at all, I dunno.

I get this issue with BrawlEx Extended: https://imgur.com/a/g8NFo1g


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 05, 2020, 06:44:40 PM
This is mostly due to weird placements of things-- that's why I'd mentioned it shouldn't really be used unless you've already got 100+ slots used so uh... If you fill them out it should work.


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 11, 2020, 09:09:58 PM
This is mostly due to weird placements of things-- that's why I'd mentioned it shouldn't really be used unless you've already got 100+ slots used so uh... If you fill them out it should work.
Okay, I'm back with an update. I now added 67 characters (102 total including the first 35) and the CSS still didn't work. Do I actually need to add 100 characters total and if so, is it possible to just fill the extra slots with Mario?


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 12, 2020, 02:16:40 AM
Could also just fill to 100 with just Random, it's what I do whenever I need to fill spots for whatever reason, haha.


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 12, 2020, 10:50:33 AM
Could also just fill to 100 with just Random, it's what I do whenever I need to fill spots for whatever reason, haha.
Like this? https://imgur.com/a/WfFIRFm


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 12, 2020, 04:36:54 PM
It's a bit redundant to have a CSS code thing if you're using the CSSRoster.dat and it seems like three bytes are missing from it? Unfortunately changing the filesize of it at all will break things so you'd need to either restart or just add bytes back (Copy three sets of zeroes then pasting after should do that.)
Uh.... you shouldn't backspace at all for hex editing, just replace any mistakes.


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 12, 2020, 05:48:24 PM
It's a bit redundant to have a CSS code thing if you're using the CSSRoster.dat and it seems like three bytes are missing from it? Unfortunately changing the filesize of it at all will break things so you'd need to either restart or just add bytes back (Copy three sets of zeroes then pasting after should do that.)
Uh.... you shouldn't backspace at all for hex editing, just replace any mistakes.
...But without the Custom CSS code, the EX fighters don't show up on the CSS at all.
Updated CSSRoster.dat: https://imgur.com/a/s958edS


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 12, 2020, 07:41:45 PM
Looks as if it should work.

Needing to use a CSS code likely means some files are missing. I think it was one of the 'common' files for how the CSS works.


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 12, 2020, 10:17:20 PM
Looks as if it should work.

Needing to use a CSS code likely means some files are missing. I think it was one of the 'common' files for how the CSS works.
Ah, that did the trick. Thank you for the help thus far. However, I ran into some more issues; there are Mario slots occupying the rest of the CSS (past slot 80) and the cosmetics are inconsistent with the EX fighters. The goal here is to have the CSS display character slots 00-80 only.


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 12, 2020, 10:25:32 PM
That's offset 0D (You have it set to F2 there) which controls character count. You'd be able to use a calculator or something find out what number you need (Mostly just to convert from Decimal to Hex)
As for cosmetics, inconsistent how?


Title: Re: The Brawl Expansion Project
Post by: Anonymous42456 on August 12, 2020, 10:49:37 PM
That's offset 0D (You have it set to F2 there) which controls character count. You'd be able to use a calculator or something find out what number you need (Mostly just to convert from Decimal to Hex)
As for cosmetics, inconsistent how?
Despite setting the IDs correctly in the sc_selcharacter.pac and info.pac, the marks and names don't match with most of the characters I added. Also, the character portraits (loaded from char_bust_tex in the BrawlEx folder) for the EX fighters don't show up either...


Title: Re: The Brawl Expansion Project
Post by: Lillith on August 13, 2020, 01:20:51 AM
Ah. Damn. I don't really remember how to do cosmetic stuff currently since i've not really done it in a while. sorry. ;_;


Title: Re: The Brawl Expansion Project
Post by: SUPAHSAWNIK99 on February 19, 2021, 11:53:16 AM
Hey, so, I have a question about Legacy XP specifically

I'm making a custom modpack, and I was able to add a slot for Knuckles, so I tried to add a slot for Dante. Once I got all of Dante's files in, I booted up to the CSS and saw that the slots for Knuckles and Dante are completely overlapped, and I can only select Knuckles. Does anyone know how to solve this issue?