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316  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 08:02:31 PM
It seems to actually cause the freeze even without the Fighter Configs for expanded costumes. Unless that's just me, which would seem odd.

Unless it's ANY character using the fighter configs for expanded costumes, then the question of "How does that work?" comes up.

Right, I forgot that you had mentioned that. No, it's just Luigi and Yoshi. All the others work perfectly fine. In any case, setting it to none still solves the problem, it just makes you unable to use their hats.

I'm still uploading my build by the way, Kosner. It's just taking a while because my internet is crap.
317  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 06:07:22 PM
Okay, after trying it out with my own build, it seems that Gecko just doesn't replace files from SDHC (at least when using the disc on wii). I decided to try it with the Project M launcher, though, and despite what I thought would happen because of the lack of AxNextFrame, it seems to work properly, although it feels slower to me for some reason when loading it definitely loads slower. Kosner, I'm going to simply upload my build exactly as it is on my SDHC so that you can see if it works for you.
318  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 05:31:11 PM
I'm using 1.9.3.1, in combination with the 3.5.1 File Patch and the SDHC extension. It's incredibly annoying because I once had Gecko working on this exact card without SDHC extension several months ago.

I'm thinking it must be something with the card being SDHC. I'll try on one of my SDHC cards with the extension code and let you know how it goes.
319  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 05:26:26 PM
And I'd much rather be using Gecko, but still can't get File Patch to work for whatever reason.. Probably a dumb question but for the M Launcher can I make a config.txt to change the hook type? Or is something like that only possible with Gecko?


That's actually a good question. I'm not sure. Say, what version of Gecko are you using? Are you using the most recent one?
320  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 05:22:04 PM
Sorry but just to clarify, it won't work with the Project M Launcher even if I use my own .gct?

It will work with the launcher, but it is not compatible with the mod itself. Having said that, you would be far better off using Gecko since I'm fairly sure the launcher doesn't give you the option to change the hook type to AxNextFrame, which is required to ensure it works consistently. You're MUCH more likely to get a freeze with PM's launcher. Besides that, there's no advantage to using the launcher over Gecko.

I might upload my SD Card soon, so that others can use it as a base if nothing else.
321  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 05:15:06 PM
can u make this work for project m 3.02
NO. Sammi-husky already told you that this is incompatible with Project M.
322  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 04:46:28 PM
Nice! I'll try this when i'm home. Also i it confirmed that kirby i having issue with ingame characters? Or are only aome people having issues. I haven't tried him out aince i've been building but he's one of my mains when i troll and it'd be devastatin if this didn't allow kirby to work.

Kirby works, but you have to do it right. When cloning a character, you have to set the Kirby Hat data to None to prevent freezing. Besides that, he also seems to freeze with Luigi and Yoshi when you use a Fighter Config for those characters to expand their costumes. Again, setting their Fighter Config to have "None" for the Kirby Hat data fixes it, although when set to None he can't gain their power.
323  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 04:37:54 PM
Hey, maybe someone could help. I have a mewtwo and young link in my game as ex clones and when lucario or link is in play, they seem to share effects. How would one fix this?

This is normal. To make it not happen, you would have to - I'll just quote Lillith's instructions.

Alrighty! Here's how you can get different sword blurs for clone characters (And even the originals if you want) I haven't figured out sword glows or other GFX yet, but I'll keep trying stuff until something works.

First you'll need your character's PSA, in this case I'm using a Marth clone. You'll also need the 'ef' file of another character, I'll be doing this with the assist trophy character Lyn ('Cause Lyn's the only character I've tried so far.), her file is called 'ef_lin.pac'.

Open up the 'ef' file of the character you're borrowing the sword blur from in Brawlbox, find TextureData[0] (Which is probably the only texturedata there for every other character, but it's certainly for Lyn), find the name of the sword blur texture you wish to use, in this case it's 'eff_assi_MA_Lin_ZANZOU01_ADD', you'll want to write that down somewhere.

Now open up your PSA file in Brawlbox, you'll see a file called 'ef_(character name)' (In my case it's 'ef_marth'), rename that to the name of the character you're borrowing the sword blur from (For me, again, it's 'ef_lin') (I'm not sure if this is necessary, but I did it anyway to make sure it worked), go to and open the 'TextureData[0]' file, open textures, and rename one of the existing sword blurs to the name of the one you copied earlier, so in my case, I'm renaming 'TexMarthSwoadTrace' to 'eff_assi_MA_Lin_ZANZOU01_ADD' and save the file.

After you've done all that you're going to need to open the PSA in Project Smash Attacks and edit ALL of the sword blur ID's in the GFX tab to match the one you had just replaced, so in my situation, I replaced '00000009' (ID of 'TexMarthSwoadTrace')  with '00000015' (ID of 'eff_assi_MA_Lin_ZANZOU01_ADD') after you've dealt with all that save and test, if it works then congrats!

Now of course, the ID's are all different, so sadly you're going to have to mess around with them until you get the one you want to use.


Hopefully this actually helped people, if not, I'll try and get screenshots to illustrate further, I'm terrible at explainations so sorry~
324  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 02:50:46 PM
The actual textures are Brawl loading from the SD Card, while the Mario Icons are an effect of the codes themselves, I believe. Brawl's not loading the SD Card for one reason or another. This is a bit out of my range of expertise I think, since you've got the SDHC extension and it's still not loading.

This is correct. I'm not sure since I don't use it, but I believe the SDHC Extension requires an actual, physical SDHC extension cable.
325  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 02:23:55 PM
Alright thanks it worked!

Now how do I get P:M's Mewtwo to have sounds because right now he's completely silent.
Here are my files for Mewtwo with Sounds. The PSA was created by KidCraft based on PM's because he t-posed when jabbing and Shadow Ball didn't work. KidCraft fixed it so that it doesn't do that, and he still has sounds.

https://www.dropbox.com/s/fds7teyl7u2qjnb/Mewtwo%20with%20Sounds.zip
326  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 02:08:41 PM
Rather than read every god damn page of this rather unreal concept(100 chars...WAT...This is what I get for not checking the forums in a month...) I'll just put my questions into one post
-How do the sounds for this work? There's no way the .brsar gets expanded
-Is it possible to have, say, 4 different Ikes in a match? Like 4 different PSAs?
-Do the BrawlEx characters have any kind of filesize limit?(I don't mean at all, I mean is it like the same general size as the rest of the cast or is it noexistant?)
-How do the external GFX work? Is there a way to call them from the EX chars?)
-Most important of all...
                               Will this work on Riivolution?
If anyone could answer any of these I'd be grateful
And if none of the problems above exist....
There goes my whole summer, spring break, and life


- Sounds can't be added (yet), but they can be replaced via Replacement SoundBank Engine, and characters can be assigned any soundbanks, including Boss soundbanks, which can be replaced with their sounds. Otherwise, they can still load the original character's without having to actually have that character in the battle.
- Yes, as long as the character has an ExModule (Ike does), you can clone them as many times as they'll fit on your CSS. (Currently, only 50 slots can exist on the CSS, but sammi-husky has a work-around he posted in the last couple of pages if you care to add more than that)
- I don't believe that size limits have been addressed. I haven't encountered any problems, but I would assume that they remain the same as the character they're cloned from.
- I know that graphics work the same way that they do when a character is ported, so having 4 Ikes with different graphics will cause only the first Ike that was loaded to have the correct graphics and the others would share his. It IS possible to replace a Clone's graphics so that they use an Assist Trophy's and then give that Assist Trophy the PSA's graphics, but it's a bit tedious.
- No. This will not work with Riivolution.
327  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 01:36:13 PM
I noticed the Roy with sounds zip someone posted didn't have codes in it,do I need any codes for it to work?
Just the normal codes plus Replacement SoundBank Engine.
328  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 01:22:38 PM
For cBliss/extra costumes... this is really weird, I expected it to just be a fluke or something, but he's right! This is really strange. Even more odd is that it's a silent freeze like when the game can't find something. I'm going to put the Kirby hats on my SD Card and see if that helps...

EDIT: It didn't. Kirby.... y u no like BrawlEx?!
Regarding this, changing the Kirby Hat to none for Luigi and Yoshi is a fix for the freezing, but swallowing them and trying to use B again causes Kirby to get stuck in place.
329  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 12:45:47 PM
O.o why would someone want to use the luigi or yoshi fighter cconfigs..? There's probably a practical reason that's just skipping my mind, its a bit early and I missed my coffee lol

For cBliss/extra costumes... this is really weird, I expected it to just be a fluke or something, but he's right! This is really strange. Even more odd is that it's a silent freeze like when the game can't find something. I'm going to put the Kirby hats on my SD Card and see if that helps...

EDIT: It didn't. Kirby.... y u no like BrawlEx?!
330  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 12:18:26 AM
So, I recently hit my file size limit for sc_selcharacter (which, incidentally, is still far higher than it should be for some reason - it works at 3.94 and starts freezing at some point between there and 3.96) and was at a for what to do when adding new portraits, considering that all of mine were already in CMPR and everything, but I realized that by sacrificing a little more quality, you can save quite a lot of room by reducing the dimensions of the portraits.

By using the re-encode option to bring just my Mario portraits' dimensions from 125x160 down to 100x125 (which has the same proportions), I was able to reduce my file size by .022, which may not seem like much but is bound to add up after the rest of the 40+ characters are done. And the quality is negligible, and the portraits still appear the same size in-game.

Just thought I'd bring it up for anyone else who needs some extra room.
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