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:
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.
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.
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.
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.
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.
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.
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?
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
@ 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.
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.
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.
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.
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.
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.