Hey nano? i was wondering if you can help us out. You may have seen we've been working on getting BeX to work on PM. Well we have successfully gotten that to work. tho the common2 file had to be replaced with the brawl EX one. it still works and there are no errors. however, stamina mode doesn't change its textures. From what we found it seems like the sora_melee file was modified to read the textures from somewhere else? how do you guys edit the file? just straight hexing?
its not a huge deal, just means the stamina "type" is selected from the stage selection rules.
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.
Hmm i didn't see the whole sora thing till i had downloaded BB 0.75b. had been using 0.69. derp. but ill check out the sections in there and experiment to see what needs to be patched. i hope i helped in any kind of form.
Actually your helping loads! seeing as i'm busy with work atm its nice to have some help from time to time. let me know what you find ^^
Anyway, I was about to post more about what I found while testing the GCT but it seems like you guys already beat me to the draw with most of it, especially with Red. He still appears in the background and throws pokeballs when they try to do their down B. I'm using PM's most recent module files, too, so there's probably a different file that removes Red.
the modules for PM aren't the same ones for EX. they have codes in the GCT to read them since pokemon don't normally have a seperate REL file for each its all in the PT module. tho expect it eventually, they added modules for samus/ZSS for seperate slots, i would imagine a pokemon one is in the works.
Welp, I feel like an idiot. When you mentioned .rels for the pokemon, I realized I didn't update ANY of the modules when I updated the movesets because the build I use is a complicated convoluted mess of Project M+ updated to BEX 2.0 with stage expansion from another build with an adapted space-saving CSS... So I just started adding more stuff onto it. I'll try updating the modules, and report back.
EDIT: Had no effect, same exact results... Must have to do with the PSA working in conjunction with other codes, files, etc. I also tried replacing common3.pac, but crashed instantly on CSS... At least the pokemon don't crash, but I'd like if they didn't switch. Also, after exiting a "match" in training mode while playing as Roy (Clone) I got a crash, like the one's you've been experiencing, but this was the first time.
i'm not sure if you will ever be able to get pokemon to work exactly the same, as i said a lot of their coding is in their rel files, they basically have their own codes and somehow mapped it to a new rel for each pokemon if i remember basically increasing the filesize limit for their psa's. BeX doesn't have single pokemon yet. as for roy that should be a cosmetic error. i fixed mine by redoing the configs and readding battle portraits.
also i peeked at common2 with BB .75b the misc11 is actually sora_melee i know a lot fo PM codes hook into that file. i need to further experiment exactly wich section of it i'll need to patch.
Yep it defiantly the Misc data 11. I took a clean common 2 file and took the Misc data 11 from the PM 3.5 Common 2 and placed it into the clean common 2, and it worked! I also used it with an older version of project D.I.Y and it worked as well. Has it worked for you yet, Sirkura?
i've been at work so havent had the chance to try anything lately. zig has been working on it i believe. i won't have another chance really till tuesday when i'm off. i'll probably just inject misc 11 into the BeX common 2 to save some time.
hmm looks liek the misc11 patch didn't work for us. have you tried patching it with the brawlEX common2 yet? going to try the newest brawlbox to see if i can ready that data. strange BB 0.71 can't.
I was just messing around with my build using the new gct, checked if 3.5 squirtle still has issues, and he does, but it's not as bad. For one, no moves crash anymore, which is good. Second, Pokemon Trainer shows up for all three pokemon and when you die, you play as the next pokemon. Charizard's down B is the pokemon switch instead of fly/glide, and GFX for Flare Blitz (side B) is rock smash... The problem is, the three trainer pokemon were heavily modified using codes so they could function in Subspace and normal matches and have different behaviors. Now, we just need to figure out how to apply these affects using BrawlEX.
the pokemon codes are still in there. sadly i don't really know how to fix that one. you can probably swap it out for another PSA and it would work... the issue with pokemon is they used codes to completely seperate them via rel files. i don't think BrawlEX is set up to read them that way by default. tho things like rock smash and pokemon swapping should be run thru psa. not sure why that's not working.
Edit: ohh i see you said the graphics for side B were messed up, not the attack its self? i know some psa's call on graphics in the common3 (think there was an early sephiroth psa that did that) it could be something along those lines for that issue.
Hello guys. I came hoping to shed some light on this project regarding the stamina codes. Im not sure if you guys know, but the stamina mode works perfectly.(at least it did for me.) The thing is that the stamina type section is completely removed when you go to the rules section at the top of the css in stamina mode, which You guys have seen already. but you can actually toggle stamina modes by altering the stage choice tab at the very bottom. Choose: type 1(Set knockback with blastzones), Random: type2(set knockback without blastzones), turns: type 3(Normal knockback without blastzones), ordered: type 4(Normal knockback with blastzones), and losers pick: type 5(Normal knockback no blastzones and fixed camera). the problem resides in the common 2 file, which has some menu graphics for the rules section. though im not sure what section of the common 2 tho, as i haven't looked in it at all yet. But it's no problem with the gct tho. Hope this helps!
ohhh sweet! thank you for that, i figured it should. since there is no exact documentation of what is needed in the common2 file it was just replaced all together. i'll have zig look into it. it should be as simple as exporting and replacing the textures. i'm happy to se it's working.
Hey everyone! Sorry for all the inactivity. I have been working on a secret hacking project unrelated to Project M DIY which I will hopefully have more info on soon.
I signed up for email notifications but I haven't been receiving them so I'm sorry I missed so many posts. I will continue to work on Project M DIY for as long as I can!
Oh... and Sikura and SmashAmass, if you wouldn't mind, I'd like you to PM me the GCT codes from now on. Many people have been getting anxious for an update and trying to make their own unofficial updates. I'd perfer if people wouldn't do this just for the fact that it usually requires us to support them with these "updates."
Like always, I appreciate all your guys' support and help. I thank you all from the bottom of my heart.
-Ty
The GCT is pretty much finished. i've been testing it for the last few days with no major glitches (except stamina mode, tho i think there is a resource file, (common 2? maybe 3?) that has certain things replaced for special modes. its like all the codes are there, its just not sure where to look. i'm currently tinkering with the 2 files seeing if i can find it. it may be slow still due to work. tho zig is helping me with it as well.
Well do clones match their originals costume IDs? Like how the order of costumes in the fighter folder don't match the order they appear in sc_selcharacter. If so, then that makes sense, but otherwise it is just a pain. And then do BPs have a different order as well, or which do they follow; the CSS or fighter folder order? I should probably know this by now, but lately I just haven't had the time to spend on it. School semester is coming to a close and I have way to many art projects going on right now that need to be finished before any smash bros can happen! UGH! Way to go life, getting in the way of the fun stuff again.
hmm tbh i couldn't tell you about the battle portraits xD but i am pretty confident they do (i have all the original iso backed up i just replaced them in the same order) the CSP's and results portraits do for sure, it would make sense the rest of the cosmetics follow the same format. all my csp's and cosmetics lined up tho without further editing after i did this.
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.)
Using the GCT, I have successfully added Brawlex to Project M! I had to separate certain characters and rearrange the CSS myself, but it's pretty much working well. However, I'm having a few problems cloning Mewtwo and Roy. These are the results I got by cloning Lucario/Marth and replacing their fighter files with Project M's:
-Neither Mewtwo nor Roy have their custom sound effects; they both are completely silent. -Mewtwo's shadow balls are invisible. -When trying to do Mewtwo's rapid jab, he instead stands in a "T" position and does nothing else.This was fixed by setting Has RapidJab to "true" and the Jab Count to "2" within his FighterConfig
I think the above might have to do with the fighter modules, since Lucario doesn't share what Mewtwo had above, but it'd be helpful to know how to fix this.
I'm also missing the extra skins that PM adds, but I might know how to remedy that... Note: I'm using Homebrew Channel on console.
Edit: Might be helpful to state that wavedashing, debug mode and the PM visuals work fine!
update the mewtwo .rel/configs it should go away. that was an issue with an old lucario clone, i believe its fixed now. custom sounds you will need to find someone who knows more about it but i'm pretty sure thats done with the config files and a hex editor, by default they share a sound bank with lucario and roy.
the only thing changed/added were the codes in the GCT. so extra costumes, cosmetics, sounds etc will not work with the gct alone, you will need to add those. i'm happy to hear its working well tho. another thing you may need to add via config are things like "samus has crawl" tho i left that code in there.
thank you very much for the tutorial ^^ i think i got it working now, (mostly) think i gott he CSP name wrong resulting in a grey icon (think the name is too big) also i saw you said something about it taking the longest to match up CSP's and such with in game files. an easy fix is to export the original characters cosmetics and rename the files and replace them. thought it might help people new to this.
I use hackless StackSmash (PM Launcher) with a 2gb SD card that is loaded onto an unhacked Wii U in vWii mode, and as for the CSS, I used Ondo's 3.5 CSS (saves space for better CSPs) which I made compatible with BrawlEx. I think there might be codes missing for stamina, since the files are essentially the same and have the Stamina Mode text. I think the freezes might be due to the results screen and stock icons, I make sure my clones have EVERY cosmetic they might need so there's no crashes. And so I can play Classic mode, too.
the only codes i removed were the CSS and file patch codes, then altered the air dodge since it was causing freezes. i kinda wonder if some of the things happening are due to the common 2 file. i use a modified PM 3.5 menu myself for testing so the cosmetics for everything should be in there, but aren't. hmm i was thinking about result crashes as well, tho it doesn't make sense. sometimes it works fine but crashes other times. they should use the generic characters cosmetics anyway since i havent edited them yet. i havent tested it on the consol yet i might try it after work. seems only ones getting freezes are me and hochin. i'm also planning on modifying the full set as well now i know exactly wich codes need to be removed. shouldn't be terribly difficult.