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.
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.
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?
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?
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.
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.
I'm loading Gecko OS through the stage builder if that info is of use.
For the people using my pack you need to use the bx_fighter.rel in BrawlEx v1.1.2.0 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.
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.
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.
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 000000XXYYYYYYYYY ZZZZZZZZVVVVVVVV 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.
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.
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
4 extra costumes
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 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.
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.)
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.