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1  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 (build has been removed) on: January 20, 2016, 02:13:03 PM
Is Don Jon's Dual roster code public? I'd like to use it in my private build, if it is.
Thanks for the work on this pack!
2  Help & Tutorials / Texture and Portrait Tutorials / Re: How to Organize the CSS with the BrawlEx CSS Expansion on: June 22, 2015, 11:05:30 AM
Will this work for Project M? You know, with Mewtwo and Roy?
I haven't tried, but I think it would.
3  Help & Tutorials / Texture and Portrait Tutorials / How to Organize the CSS with the BrawlEx CSS Expansion on: February 08, 2015, 12:56:16 PM
Things you need:
-CSS Organizer 2.0
-Brawlbox
-A sc_selcharacter.pac without PhantomWings's BrawlEx CSS Expansion (You can get a clean one from Resources near the top of this page)
-A sc_selcharacter.pac with PhantomWing's BrawlEx CSS Expansion (Get it from the BrawlEx thread)
-BrawlEx Config Utility (Get it from the BrawlEx thread)

The Brawl character select screen can normally only have 50 icons. PhantomWing's BrawlEx Css expansion raises this limit to 100. However, in doing so, it makes sc_selcharacter.pac incompatable with CSS Organizer 2.0, which is a convinient tool that lets you rearrange the icons on the CSS however you want. You can still do it by editing animation data for the CSS in Brawlbox, though.

This tutorial will assume that you have BrawlEx set up with a working CSS Expansion. It'll only tell you how to rearrange the icons. In this tutorial, we'll be making a character select screen with 54 icons, and we'll be making Ike's icon twice as big as the others.

First, open your non-expanded (I'm going to refer to it as clean, but it doesn't have to be) sc_selcharacter.pac in CSS Organizer. In the box where it says layout, type 50 so that you have 50 icons.



We're not going to actually edit the CSS we're going to use in CSS Organizer, but we're going to use it as a visual guide. Our CSS will have 54 icons, so I'm going to arrange the these 50 icons, but leave space for the extra 4 icons. You have
to use your imagination.

Click and drag icons to arrange them however you like. If you want to be more precise, you can lower the value in the Grid Snap box. You can also select an icon, and then change the vaules in the Scale and Rotation boxes. Ike is my main, and I want him to be prominent in my CSS, so I increased his scale.



Now, I've rearranged my CSS. The black boxes are going to be my BrawlEx characters, and I've rearranged them to be where I want them to be. I've also left room for my extra 4 icons. I don't have anything to go there in my custom pack yet, so they're going to be four extra Luigis. They could be BrawlEx characters, too. It doesn't matter.

Here's a screenshot at this stage:



And here's another screenshot, except I've labelled where my EX characters are going to go, and marked where the extra Luigis will be:



Now, notice when you click on an icon in CSS Organizer, you can see under Info , next to Item:, a box with pos and a number in it. For Mario, it's pos1:



This is the bone that is asscociated with that icon. I made a text document in notepad and listed which bone each character had. This is important information because this is the order you'll need to put the characters in when we get to editing CSSRoster.dat.



That's now, by the way. Don't close CSS Organizer, but open the BrawlEx Config Utility, and open CSSRoster.dat (It should be in your BrawlEx folder). Increase the number of icons from 36 to whatever number you need. For this tutorial, it's 54.



The extra slots you added will all be Marios. Replace them with your characters in the order that you wrote on your list, using thier fighter IDs (If you set up BrawlEx, you should know what these are. If not, look it up.). This will make it so the right characters are using the right bones. All of the characters from Brawl are already in the right order, so you just need to worry about your EX characters. I'm adding my Ex characters, and the four Luigis at the end. To make your life easier, you can edit the RosterIDNAmes.txt file that comes with the BrawlEx Config Utility, and put the names of your Ex characters next to their fighter IDs, and their names will show up while editing CSSRoster.dat. Convenient but not necessary.



Now, save CSSRoster.dat and close the Config Utility.

Open your expanded sc_selcharacter.pac (not the clean one!) in BrawlBox. Expand MiscData[30], expand 3DModels, and find MenSelchrPos_TopN. Right click it, and pick Preview All Models.
It should look like this. If not, click the top button, and make sure bones are set to be visible.



Now, click the left button. Go to the animations box, and scroll until you find MenSelchrPos_TopN. Click it. Then click the bottom button. The screen should look like this.



See how there are frames of "animation"? It's not really animation. Each frame of the animation is where the icons should be when there are that many icons avaliable. However, the CSS Expansion uses frame 52. So go to frame 52. Now, press the right button to get the bones menu to show up.



The bones can be altered in translation, scale, and rotation. It's just like CSS Organizer! What we're going to do is edit the bones to match the values we want for translation, scale, and rotation, which we can find by looking at CSS Organizer. But first, there's a special bone we need to take care of. Select MenSelchrPos_TopN.



When you edit MenSelchrPos_TopN, it essentially edits the bone of everything. To make 100 icons fit, the expanded CSS has MenSelchrPos_TopN at 0.75 scale, and translated it up 1.
However, I'll only have 54 icons, so I don't need that. So, I'll set scale to 1 and translation to 0.



Now's the tedious part. Go back to CSS Organizer. When you select an icon, you can see its translation, scale, and rotation. Think of what you have in CSS Organizer as your "ideal CSS", and you're editing the one in Brawlbox to match. In my ideal CSS, Mario is translated -29 on the x axis and 16 on the Y.
His scale is 0.9 on the x, y, and z axis.



His bone is pos1. So, in Brawlbox, select pos1 from the bone menu.



Then, I'm going to translate pos1 -29 on the x axis, 16 on the y axis, and give it 0.9 scale on all axis. Remember, these values are just my example.
You would use whatever vaules you got from pos1 on your own CSS Organizer. It helps to have them side by side like this.



Now, select the icon with the bone pos2 in CSS Organizer. Find your translation, scale, and rotation values. Then find pos2 in Brawlbox, and edit the translation, scale, and rotation values to match. Rinse and repeat up to pos50.

MAKE SURE YOU ARE EDITING FRAME 52 OF THE ANIMATION MENSELCHRPOS_TOPN! This will take a while, and you don't want to waste your time.

Now, CSS Organizer can't go past pos50, but we can still use it to figure out where pos51, 52, 53, and 54 should go. They will be my four extra  Luigi's. Basically, put some other icons where you want any bones above 50 to go, and get the values from them. For my example, I'm going to pretend Samus is pos51, and use her values for pos51. Same with Dedede, Meta Knight, and Wolf for the others.



There are also 6 bones called cpos1-6. cpos1 through 4 are the things where you can enter your name, and CSPs come up. You can reposition them the same way you did icons. I don't know what cpos5 and 6 are, but 5 should have the same values as cpos1 and 6 should have the same values as cpos4.

Close the animation viewer in Brawlbox. Then, save Brawlbox and quit. You can close CSS Organizer now, though you may want to save that too.
Put the expanded sc_selcharacter.pac you edited in Brawlbox and your CSSRoster.dat on your SD card. Test it out.

Here's how mine turned out. You can ignore the red background, it doesn't affect anything:



Good luck, and hope this helps. Credit to PhantomWings, and anyone whose hack is in the above screenshot.
Cheers!
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: September 16, 2014, 05:39:50 AM
There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........
All right, thanks! I'll ask if I can't get it to work.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: September 15, 2014, 07:09:36 PM
Quick question, is there any way to get a Falco clone working?
6  Help & Tutorials / Help / Re: Cbliss problems on: August 20, 2013, 04:34:05 PM
Alright, not to be a thorn in your side, but have you taken a look at my SD card? It's been like a month or two.
7  Help & Tutorials / Help / Re: Cbliss problems on: June 28, 2013, 08:36:39 PM
Alright, thanks a bundle! I mean it, too. Smiley

Here it is: http://www.mediafire.com/download/g460qf2ituw5pk5/DochobinsSD.zip
8  Help & Tutorials / Help / Re: Cbliss problems on: June 28, 2013, 08:24:08 AM
I do have the FitPeachEntrys and all of Wolf's files are in place. I used the FitPeachEntrys that come with cBliss, and I noticed they are only 4 KB each. Is that normal, or could something have happened to them while I was downloading them?
9  Help & Tutorials / Help / Re: Cbliss problems on: June 27, 2013, 03:48:47 PM
Welp, I'm sure as heck gonna try, if other people have done it.

This is too awesome to not fall flat on my face a couple times for.

Post Merge: June 27, 2013, 09:33:26 PM
All right, so this time, I formatted my SD card again, then copied over the Gecko kit that comes with cBliss. I added the st folder for smash stack, and then put Gecko's boot.elf in the root. Then, I went to Brawl's data partition and downloaded every character sans GameandWatch's FitChar00, both .pac and .pcs. I then put them in the correct folders, made copies, and renamed the copies to the new slots created by cBliss until all new slots were filled by original files from Brawl. Then I started up the game. I am still getting the random freezes.

So, I tried copying the setup over to my other SD card, and that didn't work either. So, the problem isn't my SD card, and it isn't blazingflare's recolor pack. My only other idea is that maybe it doesn't work with Smash Stack/Gecko combo? I will have to try homebrew channel and see what happens there.
10  Help & Tutorials / Help / Re: Cbliss problems on: June 27, 2013, 12:14:21 PM
Well, just recently I tried formatting my SD card, then copying over the cbliss kit for gecko that comes in the download onto my root. I added Gecko's boot.elf to the root, and added Smash Stack (I have it set up so that smash stack loads gecko, bypassing homebrew). Then I added Blazingfire's pack, and tried it out. I still am getting the same freezes.

You are the creator, correct? So I'll take your word on it that the problem isn't cbliss itself. I think I'll try this again, but fill up the new texture slots with files from vanilla brawl, and see if it works. Maybe it is blazingfire's pack.

My only other idea would be, does Cbliss require the homebrew channel in anyway? Does it work correctly if I am just using Smash Stack to boot up Gecko, and then playing?

Also, on my first attempt, I did copy over the RSP and BP files from cBliss. My CSS and SSS were custom, but I replaced the files from cbliss's CSS and SSS as outlined on the official thread. My other codes were properly set up because I had no freezing untill I added Cbliss, and I added nothing else. All my costumes did have both a .pac and .pcs.

But anyway, thank you very much for your help.
11  Help & Tutorials / Help / Re: Cbliss problems on: June 26, 2013, 06:11:13 PM
Well that's terrible.
Seems like I'm getting them too often to be worth it. Sorry, cBliss.
12  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: June 26, 2013, 06:09:39 PM
Is random freezing a normal occurence with cbliss? I have been trying to get it to work for a while now and I've had that problem.

So, I just formatted my SD card, copied over the kit that comes in the download, and added Smash Stack, Gecko, and blazingflare's pack that fills up the needed files for the characters. Then I played a match with Ike, Snake, the Pokemon Trainer, and Yoshi on Castle Seige and it froze as it was going to the results screen (with a beeping sound).

Is that a common risk with cBliss, or am I doing it wrong?
13  Help & Tutorials / Help / Cbliss problems on: June 26, 2013, 12:34:30 PM
Alright, I having some problems with the cbliss hack that gives all characters 10 costumes. My game is freezing either...

A: When the match is finished and GAME! comes up, and it should go to the result screen. This freeze is silent.
or B: Randomly sometimes on the Character Select Screen. This freeze makes the beep sound.

Both of these don't always happen, and seem to happen semi randomly, but only when I use cBliss.

My character select screen and  stage select screen are below the necessary filesize limits.
I am using a combination of Gecko and Smash Stack to load codes, and bypassing the Homebrew Channel.
I have blazingflare's pack for filler textures to fill up all the necessary files.
I have put the STGRESULT.pac that comes with cbliss in the melee folder. My other character textures (besides the filler ones) have both .pac and .pcs.
The .pac filesize is larger than the .pcs.
For some of them I had only a .pcs and had to make a .pac by using Brawlbox's save as archive pair feature - could that be a problem?
I put the gameconfig.txt in both the root of the SD and the codes folder because I did not know where it went.
I have Thany's Meleey Roy PSA over Wolf, and a custom CSS code. Could those cause a conflict?

Please let me know if you see any glaring problems here. I'm not sure what I am doing wrong. Also, I've been noticing that it MIGHT be happening more often when I use Ganon, Pit or the Pokemon Trianer, but I'm not sure if it is coincidence or not, because it has happened with other characters as well.
14  Help & Tutorials / Help / Re: File setup PLEASE HELP on: June 23, 2013, 09:18:56 PM
 Make your directory private>wii>app>rsbe>pf>stage>melee. Put your stages in the melee folder.

There's a guide on what to name the file for the stage you want based on the stage you want to replace here: http://brawlhacks.wikia.com/wiki/The_File_Placing_and_Naming_Guide#Stage_texture_file_placement
15  Help & Tutorials / Help / Jigglypuff's Green Costume on: June 23, 2013, 08:05:20 PM
I remember reading somewhere that hacks for Jigglypuff cannot be put over her green costume unless if they were specifically designed for her green costume. Is this true?

If it is, is there any easy way to take a normal hack for Jigglypuff and edit it in some way so that it can be placed over the green costume? There is a hack I would like to use, but my only remaining slot on Jigglypuff is the green one.

Thank you.
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