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16  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 12, 2015, 08:08:37 PM
I havent "yet" cause been quite busy with my own projects D: but still cant get enought with the mystery of the modules and its powers!

also PW, are you getting my PMs? o:

No worries, I've got them. Just give me a few minutes and I'll get back to you as soon as I can.
17  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: What are all the current Brawlex modules? on: January 12, 2015, 04:57:45 PM
ahh darn… I was hoping there would be a way… haha I've been trying to play with the coding to see if I could stumble upon it, but no luck yet. thanks though

Post Merge: January 07, 2015, 07:09:55 PM
It has to be some kind of character id we don't know because Pokemon trainer has his own and you can pick any of the three from his… we just need to figure out what Sheik and Zelda's id is when they're together… but what could it be… no one knows it.. that should be it right?

The Zelda/Sheik 'bug' is actually a feature that I added to the BX CSS Expansion. I originally thought that most people would want to have Zelda and Sheik as separate icons on the CSS, but I guess some people also prefer it the original way. It'll probably be toggleable in the next revision, but if you can wait until later this evening, I should be able to tell you what you need to change to get the original functionality back for the current version.

Also, the Samus module should be functionally perfect. However, it currently suffers from a bug which causes the Charged Shots to be invisible. It's similar to the bug that the first Lucario clone had a while back.


EDIT:

Done. This modified version of the BX CSS Expansion will use the regular Zelda/Sheik icon behavior.

[BrawlEx CSS Expansion v1.0.2.2]

This download can also be found in the BrawlEx thread in the opening post under 'Additional BrawlEx Versions'
18  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 11, 2015, 02:36:19 PM
Hmm. This may be somewhat relevant to this thread, but now that I've programmed bbox to keep track of all branch commands, it's probably possible to do some magic and recalc hardcoded branch offsets when memory is added. This still doesn't fix some of the more intrinsically complex issues faced when editing modules, but it sure would make things easier.

BBox is becoming more and more useful for module editing now that it displays methods, similar to Module Editor 2. And whats more, if you select a branch location, you can actually click a button to jump to the branch destination. And lastly, per Pikazz's request, I've implemented a way to see where branch offsets are without actually having one selected. Just like how a Relocation destination is painted with a red font, these are painted blue. It may also be worth noting that branch commands are painted with the background color purple.




I mainly started these kinds of improvements to help with whatever i was doing at the time, which as of late has been with editing the item system...maybe to get some custom items loaded and working. I've not spent too too much time on it yet, but in my time messing around in dolphin (And thanks to some info from PW) I've found a few cool tidbits of information. Nothing notable to show yet, but i am starting to get a general picture as to how the items are generated. Unfortunately they are a bit more hardcoded than i had originally thought. No matter though, i never expected it to be easy Wink

Anyways..this lucario deal is pretty amazing. Imma pop it open and see if i can find what you changed  Grin


That's awesome. I noticed that you guys are still using my old class crawler code from the Module Editor 2. I've since improved on it a bit.

[Code Crawler Source.zip]

I was originally trying to develop a code visualizer tool for the module files, but I haven't worked on it in ages. You'll probably get a lot more use out of it than me. The main part you'll probably want to salvage is the CodeCrawler class located in BrawlModule->ModuleTools->Crawler. This code crawler will establish symbolic links between all the classes, methods, and method tables in a module file. It also records all the method calls, loops, branches, and constant references inside each method. There's a small part in the CodeCrawler.cs that still needs work regarding the bctr instructions, but besides that, it's pretty complete. There's an example on how to use it in the Form1 code of the main project.

You guys seem to have been doing a lot of work on the old code crawler too, so go ahead and use whichever one suits your needs best.



Also, as a side note, I've updated the Lucario Aura Sphere Expansion pack with a ProjectM version of the same module.

[Lucario Aura 8.zip]
19  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
20  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 03, 2015, 04:23:53 PM
This might be dumb, but why 8 spheres for Lucario?

Mainly because 8 felt like a good number to me. The original request was actually only for 5.

As for why its important: increasing the number of articles allowed on screen is by no means an easy feat. It's a lot more than just upping a number from 3 to 8 as each article needs to have memory allocated for it, and instance holder created for it, and a destructor call for that article for when the match ends. Moreover, all this needs to be added without disrupting the delicate memory organization of the existing systems already in place for the character.

Moreover, this proves that it's not just possible to replace articles such as Mario's fireballs with Rob's laser, but it's also possible to add new articles. With this knowledge, it should be possible to develop articles for characters who don't normally have them. For example, it may become possible to give Marth the Cutter Kirby shockwave when he does his forward smash.

Most of that's for the future though, as we still don't have enough control over the module files to make this sort of editing efficient.


Wow! Thats great 8D Will test that out!

Also, did you get My PM i sent to you?

Hey Pikazz, it's good to see you still around here. I've been going through my backlog of messages, but I think I missed yours. I'll see if I can dig it up and get back to you on it.
21  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 03, 2015, 12:11:27 PM
This goes under module research, so I guess I'll post it here.

At the request of BronzeGreekGod, I thought I'd try and do a bit of work with character modules and articles. The following module file will allow Lucario to have up to 8 Aura Spheres on screen at once. Besides that, everything else is the same. I've packaged a small sample moveset that allows Lucario to use his Aura Spheres faster so anyone can test it out if they want to, but the moveset changes aren't necessary - just the module.

[Lucario Aura 8.zip]

When I get some time, I'll see about adding some info about the procedure up onto the OpenSA website.
22  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
23  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
24  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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! Cheesy

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. Smiley 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.



25  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: January 01, 2015, 02:22:23 AM
(it looks like someone already spotted 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.

26  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
27  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
28  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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. Smiley
29  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 07:17:32 PM
I'm chomping at the gate Smiley!!!

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.
30  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
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