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1  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74 on: December 30, 2014, 09:26:50 PM
Sammi, where is the item data for sudden death stored in stages? I wanted to change it so the stage would spawn active Pokemon instead of bombs.
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
3  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: September 23, 2014, 10:30:15 PM
yea that. The files all have null placeholders for the other 4 tables, but are still included in the files rather then just removing them. To me, that means they are significant in some way. SSE stages make use of all the tables, but it seems that all normal stages (at least the ones i've checked) only use 1 table.
The dream for having Saffron City spawn Pokemon out the door is becoming more real by the second.   Cool
I have one other question. Is it possible to have a stage spawn an item on a timer? I'm sure you know where I'm going with this.
4  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: September 18, 2014, 01:16:25 AM
Can you assign individual item spawn points their own item frequency list, or do all of the spawn points share the same one?
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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. 

7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
9  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73a on: July 23, 2014, 11:59:34 PM
Sweet. This is something i personally have been wanting for a while now, so here it is. Now, the collisions will be rendered and color coded depending on their type. This will help ease how much you have to guess or keep track of when designing levels, leaving more to the creative spirit rather then "was that a wall or a ceiling? dang better check *click*"

Original: Floors
Green: Walls
Red: Ceilings
white: No type

Hell yeah! Nice one Sammi. With all of these nice features, I might have to start making some stages I have been thinking of.
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project 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.
13  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 26, 2014, 02:09:20 AM
Sigh.


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.
14  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M Unbound (Beta 2 Is Out) on: May 12, 2014, 06:36:05 AM
I just tried out the pack. Wavedashing feels really... off. I can't do it for crap, even with Mario(who is my main). I tried it with input assist both on and off and I could still barely do it. I thought maybe I was just out of practice, but the moment I loaded the Official Project M back up, I could wavedash perfectly again.
Is this a glitch or something that will be fixed in the next update?
15  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine 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.
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