so basically, renaming the module reference for shiek to example ft_plastpase.rel, it will try to load both ft_zelda.rel and ft_plastpase.rel on the CSS!
it makes me thinking, what if we change CSS's Zeldaslot to load to 2 already existing modules instead for fl_zelda and ft_sheik + thats not big + that is BrawlEx together with the edited [3][15] + the PSA command somewhere in the FitFighter.pac, it will actually work if you are correct!
I am already on the case!
thanks for the link pikazz, google why you fail me lol >.>
anyways, you can actually get the game to load a second module by setting the edit level in the slot config to 2 and specifying 1st and 2nd character to load.
then editing the module like PW said should allow the switch. though there may be more things that need to be done, since actually trying to play after it loads both modules give an error in dolphin. though that may have been because the size of the modules
okay, I tried to do one with the ganon rel! encounter the same problem Dant had in the livestream, one needs to be specialized. I believe its a article :/ but I am not good with that, need proper teacher about how to port those "special"/"article" ones thats been done in the BrawlEx modules!
but it works when original ganon is on the field :'D *SHOT*
do you think you could post it? id like to see what im doing differently..mine also works when ganon is on the field..strange. but when he ISN'T on the field. i get this before the match starts
wow, that might have been my problem. Alright, I DOUBT this will work because NOTHING ever works for me, but I'll try it. Post Merge: January 13, 2014, 02:54:29 PM Wait, on wii do I need to set the hook to Axnextframe? Post Merge: January 13, 2014, 02:55:19 PM Well, I can't seem to fix it. WHY FOR THE LIFE OF ME!?
NO! IT WON'T GO PAST THE BLACK SCREEN! Is it over the file size still!? I don't know! I need to check once I take the SD card over the wii U... maybe the stock icons went over the limit... by the way... does the RunLength compression work with this or not? Post Merge: January 13, 2014, 02:30:54 PM Nope. Not over the limit! Isn't this just great... Once again, can anyone help me? It finishes the loading screen, and then freezes at a black screen! I don't understand... It doesn't make the beep of death, it just stops there!
im working on a captain falcon .rel right now. only a few wierd bugs to work out, think you could take a look at it pikazz? the only 2 Major problems are that it has is that when captain falcon dies, he stays on the top platform and...well stays there. game doesn't freeze though, you can still pause the game and quit. and the cpu will still try to fight.
the other thing is that his final smash freezes. most likely because the car is an article.
the other strange bugs are, if you use aerial side-b, he does some strange spin mid-air after the attack. if you shield, he's stuck in shield until you dodge. and his jab100 animation locks and loops itself over and over if you try it
Just hovering over the icon. Everything else is fine until I attempt to do that. I read back to the start of the thread, and a few people were having the same trouble, but I don't think anyone ever posted what was happening.
if you change it to axnextfram, that should fix it. is it a random icon?
THANK GOD I figured it out, for some reason when I compress the Miscdata files in the char_bust_tex_lz77 to ExtendedLZ77, it increased their file size, and thus made it go over the limit.
mhmm..that folder can't be compressed. it freaks out. but everything in it can be changed to extended lz77 and all of the textures can be re-encoded to be cmpr
Oh, well this is new. I had sucessfully cloned 6 characters, Rosalina, Daisy, Mewtwo, Lucina, Dr.Mario, and Roy. The stock matches worked fine up until I added Roy. Now it freezes when I try to do stock Any idea that will help?
does the roy have his own CSP's and BP's? it will freeze on stock matches if those are missing. you could probably just set the cosmetic id of roy to marths. that should fix stocks. if that was the problem.
Thank you Sammi-husky! I noticed this at page 50 so I was late to the party xD
anyway, with that piece of information, I actually created a Metaknight BrawlEx module! fully working and everything, I will actually try to aim to do Jigglypuff next!
I will post the download link here soon, I need to head to the bed right now!
awesome! i would LOVE to know more about how you went about doing it. EY already made a Metaknight module..but i would really like to know how you made the module. i've examined about everything in EY's, but i feel like im missing some things
a question, is it true that only the Fixed modules that comes with the package is cloneable? like the Ft_pikachu BX 1.1.rel? I just want to be sure cause I will try to create a module that is not there to be useable but I want to be sure my work is not in vain
yep, only the modules he provided are cloneable. mainly because the .rels are heavily modified from vBrawls. PW gave some insight into it on like page 20 lol
he said
"Of those 3, I think Meta Knight will be the easiest to make. Because he doesn't have any articles, I think you should be able to use nearly the exact same section[8] in Marth's ExModule. Just replace the internal addresses with the ones listed for Metaknight on the OpenSA website. Just remember that the OpenSA documentation lists the instructions as file offsets - you'll need to convert them to section offsets to put into the relocations. You'll also need to offset them by 0x2 as you'll be writing only to the lower half of the instruction."
and "ExModules are created in nearly exactly the same way the Plug&Play modules were made, except that Plug&Play modules required a few extra modifications that are now covered by BrawlEx.
There are 2 main changes made in the ExModules from the original VBrawl modules:
1. Section[7] is added into the module as an executable section. It contains the core patching function - it is identical across all ExModules. The function in Section[7] is inserted as the first initializer of the module.
2. Section[8] is added into the module as a data section. It contains the id of the target character, various patch strings to adjust certain hardcoded sections in sora_melee, and a set of addresses inside the module itself to which the target character id should be written to.
The main difficulty involved in creating an ExModule is finding those "hardcoded sections" in sora_melee and determining a patch string that you can write overtop of them to make them work generically with any character id.
Interestingly enough, it is those "hardcoded sections" that are currently the cause of the article crashes that are occurring with BrawlEx. It turns out that some of the changes I made with BrawlEx are causing the old patch strings that were originally taken from the Plug&Play modules to fail."
he also explained how to convert the offsets on the openSA website to fileoffsets in order to patch the relocation data.
"Converting file offsets to section offsets is as simple as finding the offset of the section in the file and subtracting it from the file offset specified on the OpenSA website. Section[1], the assembly section, is usually located at 0xCC in the file - but that's not a hard rule."
So I've gotten the new clone character to show up, and I've followed ever step in the video linked in the OP.
But the results I've gotten so far are one freeze when I've loaded the CSS, and after fiddling with the module again, I got a second random slot that freezes when you hover over it. Anyone have any idea what's up?
gonna need a little more info to help..does it freeze when loading the CSS screen? or after you select the icon? or hovering over the icon?