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691  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 09:21:53 PM
i personally prefer gecko..but that's just me. Tongue
692  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 09:09:32 PM
i think...that this won't work without the filepatch code, as i cant forsee any way other then that code telling the game to load the brawl ex files.

 IF someone gets it to actually load brawlEx, then its more then likely possible. with changing your xml to use the right paths
693  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 07:54:54 PM
I did everything instructed in the video but when I went to view the end product there was no change so I decided to replace my files with the modified ones provided but it still did not work

did you try axnextframe? brawlEx seems to like it better. Tongue
694  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 12:07:22 PM
something I dont understand is how to setup it with the wii. do I need anything else than the
CSS code? like the common2 file or any other codes?


i have a video guide in the OP that explains how to set everything up in detail. but you need the filepatch code that came with download. (in the readme) and you need to take the two folders from core files and put them on your sdcard in pf.

Do I have to do something different with the hexing because I tried using the modified files provided in the link of the video but all it did was give me a different CSS and  the extra character slot didn't change at all. Could it be because I cloned marth while you cloned mario?

that video assumes that you had watched the previous video on CSS icon's and CSP's. the process is the same, but the files in the download are not ALL you need for the setup to work. just the files you need to ADD to an already working BrawlEx setup. Tongue i would need a little more info to help with the problem.

Okay, new problem - or maybe old problem and I just don't know how to fix it, haha: with my sc_selcharacter module, I followed the CSS/CSP tutorial and inserted a total of 7 CSP and CSS slots and stuff. The first two load fine and accurately show the CSP and name (Scott Pilgrim and Lucina, for reference), but the other five (Waluigi, Shadow, Deadpool, Rosalina, and Nephenee - in that order) seem to all have decided to defer to the latest-included of the five - in this case, Nephenee - and all five slots show Nephenee's CSP and name, though they correctly show the character outfits upon hovering over and/or selecting said characters.

The only thing I can think of is that the Cosmetic Config files' Hex numbers for their MiscData numbers (112-116) turn out to be between 70-74; that's the only thing I can think of that may be posing a problem, though I am unsure why. It did this to me already, showing the then-three as Deadpool, and now that I added Rosalina and Nephenee, it is continuing the problem, so it may be something on my end, but I have gone through and double-checked and nothing seems to be in the wrong place or mislabled to where it would cause something like this.

Perhaps I was all over the place in trying to explain, haha, but if this is a known problem that was already solved, my apologies, as I didn't want to go back through all 62 pages of the topic to find it if so.

if you had modified the pack that ASF  put up, then you shouldn't changed the number in anmtexpat. if you watch the tutorial, i changed it to 1 number higher then the last frame index we added. in ASF's he already has slot's 110-117 set up. so if you changed the frame index to 1101 then all characters afterwards would use 1101.

Does this work with USB Loader GX because I am currently playing the NTSC version through it as I live in the PAL region

yep works with usbloader GX to my knowledge. PW said he had it working on it at least.


Well, because I had a feeling that nobody would have tried it, I went and did it myself with a copy of the sc_selcharacter I'm currently using. Each portrait encoded to CMPR and each of the MiscData files set to ExtendedLZ77 compression. Took my filesize down 0.30 MB. I'm going to put in on my SD and test in a moment whether it works or not.

EDIT: And it works! The quality of the CSP's are obviously a little degraded quality-wise, but that's a small price to pay for more CSP's to better represent the clone characters.

EDIT 2: And it seems, too, I was very off - it actually took it down 1.30 MB. That's an entire MB worth of space that's been gained.

i was gonna say, i had done this on my setup, it saves ALOT of space.

Well that worked, quite well the only thing that didn't work was the stock icons but that's not important much. A curious thing I ran into though, is the random mark turned into the new mark 21 I added. I'm not sure if I did something wrong or if that's something else but otherwise it's fully functional.  I had an issue with freezing at first, but then I realized I had not renamed the textures inside InfFace and MenSelchrFaceB were not numbered properly.

Many, many thanks for your help Sammi-husky as well as everyone else in this forum you folks are great.

I have one last question though I know it's not currently possible to add new voices but lets say I wanted to give a cloned character an existing voice (for example a Marth clone Pit's voice) and would this also work for bosses? I'd really love to give that Raptor over wolf PSA  Ridley's voice.

glad the tuts helped. Tongue as for changing the voices, you can change the soundbank in the fighter config. as for finding the soundbank...that's something you'll have to research because i couldn't find a list :/
695  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 12:46:41 AM
did you try following one of my video tutorials in the OP of the thread? if your sure you have everything set up right, then i dont know what to say. freezing on the css and having the characters be mario's sounds like a problem with the CSS code, or that Brawl can't find the character files.

can you post the CSS code your using?
696  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 12:31:20 AM
So i followed through and i think i got all of the cosmetics to show up but for some reason the game freezes after the battle. I'm guessing i did the hex part incorrectly or i messed up on result.pac. What is the reason of subtracting 1 from the franchise icon ID during the hex part and do we always subtract by 1?

Also has team battle been freezing for anyone? When i use it and hover the hand over a clone the game freezes.

The reason for subtracting one...i honestly dont know. the vBrawl stuff did it, ASF's pack did, and it didn't work when i didn't do it. so i subtracted one and it worked lol. but yes, always subtracted by one.

if your freezing at the results screen, make sure that your RSP is getting loaded (pf/menu/common/char_bust_tex) and that everything is named correctly. if it's cosmetic slot 110, the name of the file will be
MenSelchrFaceB1100. so slot 110+ add a 0 to the end.

also make sure that the texture inside is labled like this

MenSelchrFaceB.1101

so 110+ the number of the color. in this case 1. though generally they have one for each.

and the last thing you need to do is make sure that you put STGRESULT.pac in pf/stage/melee

if your STILL getting freezes, then in the cosmetic config of the character, change the number back to what it originally was. that should stop the freezing, but ONLY if your RSP's are set up right. otherwise they will still freeze.
697  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 10, 2014, 08:56:02 PM
Tutorial is up. Tongue hopefully the quality clears up a little after youtube gets their crap together lol

BrawlEx BP's, RSP's, and Franchise Icons [tutorial]



at least for adding more then up to 8, the franchise icon bit at the end is a little... not right. but that is ONLY for the results screen and it shouldn't cause any crashes or anything
698  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 10, 2014, 07:40:56 PM
whew. tut's rendering out. anybody who wants to check it out, i add new csp's, BP's, and RSP's. it's a follow up tutorial on the css icons and csp's tutorial as the game would freeze on anything but timed matches, and on the wii, it wouldn't work at all.

i'll post a link when its up
699  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 10, 2014, 03:34:53 PM
more slots
more chances of messing up
make sure all the .pac files needed are installed

and do BP's really make the game freeze
if i remember all i would get was blank bp's

blank BP's freeze the wii, yes. at least in my experience. and according to ASF's troubleshooting tips earlier in the thread
700  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 10, 2014, 01:58:19 PM
Hmmm... I did everything correctly when trying it with Riivo, but it doesn't even load the code. My GCT goes in the PF folder with my Riivolution.XML, and I have codes in there, but it doesn't even load the slot. I put all of the everything in correctly. All I can think of is editing the XML file to load them, But I have no experience in XML files.

i believe someone earlier had an idea, here

"In case someone wants to try it, here's the idea: add create="true" to the external folder lines in the Riivolution xml file (Make sure there's a line for every folder (fighter, sound, stage, system, module, etc, and in this case, add lines for the BrawlEx folder and it's subfolders too, be sure to add the create=true value to them all)."

I had a similar problem with Project M's Metal Mario stage in My Music. I'm not sure why it does that, but with 3.0 it doesn't anymore. Perhaps you can ask them how to fix it? They do use the same clone engine I believe.

P:M uses a completely different, more manual clone engine where each rel is made on a per character basis. Tongue

thuogh i cannot say i have had the issue, because i dont really go to my music.

701  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 10:32:57 PM
:facepalm:
its ok
css code can be something confusing

anyways dolphin keeps on crahing on me

it goes from jitc to interpretr mode
may have to reboot my computer
or do a system restore  Oh shi~

O.o whyyyy..? why not just reinstall dolphin?

Post Merge: January 09, 2014, 11:25:09 PM
welp. did the tut, world decided to hate me today, tutorial sucked and too much went wrong.

i'll re-record tomorrow lol
702  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 10:01:05 PM
Oh I get it now, thanks man o/
I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p

mmmhmm Tongue

each of those ID's are specific to the character that's gonna go in the slot.
if you have any trouble, i have 3 tutorials up, they're in the OP under video tutorials
703  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 09:31:27 PM
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231942 29000000
Again I have 4 characters total.

it looks like you only added 1 extra ID though. if you were adding 4 charas it should look like this

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414229

so you told the css to make 4 extra slots, and only filled out the one for ID 40. the code still made the extra slots, but used the extra 0's at the end. which is why they were mario's Tongue
704  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 08:18:47 PM
The only two codes I was using were File Patch and sputniks css code.
hmmm...can you post the css code possibly? i think i may know what it is
705  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 08:13:01 PM
i think that in order for a character to transform, it must share the same rel with another character
so 2 clones would have to share the same rel
but that is just part of it, the pointers will have to exist also

correct. unless PW has an idea to make something amazing that allows us to make any clone transform.

inside zelda's vBrawl module, it references all of shiek's articles, as well as other things. like this
Code:
ftSheikStatusUniqProcessSpecialLw.......................SheikFusin

wnSheikFusinParamAccesser...............

so..i think that a module for a transforming char would need to have the module created to reference these..even then i dont think it could become universal enough to allow us to make any clone transform to any character.

that would take alot of brainpower, and frankly i have no clue how it would be done.
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