yep...have you noticed no transforming characters have Exmodules released though? :/ the modules themselves must be inherently more complex. what i meant was, im under the impression that the modules must reference something relating to the characters that allows the swapping. Probably pointers to code segments that handles all of the processes that encompass the actual swap.
but again, just speculation as i have minimal understanding of character modules.
Sup, I ran into an issue while trying to clone an additional 3 characters in addition to one I did earlier.
Basically I had my first clone(Zero) working just fine(no CSPs or anything fancy, just the standard cloning), and so I added 3 more characters in. I changed the CSS code accordingly and added in all the new characters' stuff, but when I loaded the game only one CSP was right(Pikachu's for Pichu which was the last character I put in), whereas Zero and the other two characters' CSPs were Mario icons which when highlighted just acted as if i picked the default mario icon, despite me not editing Zero's stuff at all. Pichu works completely fine though so im kinda lost at this point.
this sounds like exactly what happens if your using the 'css fix for giga and company code'
Hey, sammi-husky. Have you managed to resolve the crashing issue when you were experimenting with transofrmation characters?
unfortunately no, i continued to try for a while after, but the only thing i can think of is that the modules for transforming chars reference each other, whereas normal ones do not. :/
though, i could still be wrong. and if i am, and there is something im missing im sure PW would tell us what the problem is.
your number for the CSS that you changed to 31, should be 2B. The numbers are in hex that, and you should probably disable the independant pokemon engine. if you want independant pokemon slots, change the 17 16 13 to 1D 1E 1C, that should be individual pokemon slots.
hmmm...how exactly are you loading the game..? generally freezing after the stage means missing BP's, but since you donwloaded ASF's pack, i know that isn't the case...
Ugh! Everybody here seems to have like 10 clones already but I can't even get one. I downloaded ASF's pack and replaced the bx_fighter.rel like he said with the one from BrawlEx 1.2.0. Anyway, I selected Waluigi and went to SSS and selceted final destination. Well it froze like 2 seconds after being selected with teh annoying buzz of death. Can omebody shed some light on what I'm doing wrong. The icons show up perfectly and I have the gecko config ste up corretly
did you happen to change anything other then bx_fighter in the pack?
One question, can this be used in rio volition via USB flash drive? Because when I heard of it whin it first came out you couldn't do that.
im not really experienced on the subject in regards to rivolution, though some others on the board have answered that before, and from what i remember it doesn't :/
1:if im correct,i should be able to play with ganondorf and calikingz broly psa at the same time without any issues(same case scenario for any other character)?
2:does the clone engine support csp's and character sounds?
3:does it support bnk sound files through the sound replacement engine for gecko users?
4:if 3 is yes,if i put in brolys voice for ganon how can i make sure it just works on broly without replacing ganons voice?
5:if i wanted to keep ganondorfs victory theme,how would i give broly a custom victory theme,without replacing ganons?
1: yessir you can.
2: the engine supports custom and completely independent cosmetics such as CSP's, BP's, RSP's, and stock icons. thogh it doesnt support custom SFX. not by fault of the engine, but because there is no way to add new sounds to the game at the moment.
3: same as above
4: see 2
5: i dont think there is a way to add victory themes without replacing songs either, unfortunately, though i may be wrong because i haven't experimented with it.
im going to be (hopefully) uploading the tutorial today that will complete the previous tutorial, which is adding CSP's, BP's, RSP's, and stock icons.
I am really sorry if I sound desperate but this is the second time in a row where I posted something and it was completely ignored. So I'm requoting this. I originally asked the SFX question(if we could code in different sfx for other characters) but it was answered after someone else answered.
sorry if you got ignored, im sure it wasn't intended lol. i would have helped, but i probably wasn't at my computer at the time
go ahead and upload your files. i wont be able to look at it tonight, since its almost 1 am here, but i will definitely take a look at it the first chance i get, that is if someone doesn't help you before then.
Oh, yeah, haha, I forgot to add that I'm using Dolphin. It froze once I selected a stage with either character as a fighter. It got to the SSS, and that's about it. Timed Match is fine, but everything else seems to cause a freeze - but only with those two, as far as I know everybody else is fine.
it may actually be just the BP's and RSP's, because as far as i know ASF's pack didn't add stock icons......though i didn't look too hard to make sure lol
So, quick question. I got everything to work with the clone engine itself by following sammi-husky's tutorial, and then I used his CSS/CSP tutorial to introduce those for two of the characters I have on my list (Scott Pilgrim and Lucina), and everything works fine.
Unless I try to play a stock match, or a stamina match, or anything outside of a basis timed brawl, really. I figure this is either because I missed a vital step perhaps when I went back and redid the tutorial to add Lucina? Or is it because the characters are now pointed to their own slots but they therefore don't have stock icons, making the game freeze whenever you try to activate a mode that requires them? I figured I'd ask, since it is only a problem on those two since using the CSS/CSP tutorial, but also because I read through the entire thread over the past day or three but might have missed where this could've been explained to somebody else having a similar problem.
!!!!!!!!!!!!!!! CRAP...your right. i totally forgot the stock icons, i'll include them in the tutorial for BP's and RSP's.
though, your telling me that you added csp's and css icons, and the game loaded past the SSS? because on the actual wii, it seems that without BP's and RSP's the game crashes.
Hey I need some help, preferably from ASF1nk, but I'm sure anyone could help me since it seems most people are having success with his pack. I downloaded his pack and I can't seem to get it working right. I try with the module file that came with the pack, it freezes when I select the Brawl button after going to group. I try the module file from BrawlEx v1.1.2.0 and I get a CSS with the regular character slots and a bunch of Shadow icons in it and when I move my hand over one of the Shadow slots it freezes. I tried BrawlEx v1.1.2.1 module file and it froze on the Brawl button. Is there something I'm missing here? I just downloaded the pack, put all the folders in a new pf folder in SDCARD/private/wii/app/RSBE/pf and then I took the GCT file and put it in the codes folder in SDCARD/codes. If someone could tell me what I need to do to fix this I would be very appreciative.
did you try changing the gecko hooktype to axnextframe? that generally resolves alot of problems, if you still get them, try restarting your wii a few times. it seems that on the wii, sometimes brawlEx wont load.
i know i had previously said that it wasn't likely that it was brawlEx at fault, but alas i encountered the problem 2 times so far now. didn't change anything, just restarted the wii and it worked. so i take back my previous comments on the subject
there is a couple solutions, some of which im sure have already been thought of.
one being changing the configs to allow loading a specific .sawnd maybe in a 'bx_sound' folder.
but even IF this worked (which i suspect it wouldn't), it would require ALOT of changes :/
i can't say because i dont know how the RSBE's coding works. though i assume it just replaces the sound files as they're called from smashbros_sound.pac because super sawndz still makes you load your smashbros_sound, where you can make the .sawnd from the soundbanks ID. leading me to believe that the .sawnd file ISN'T actually sound at all. just a file that points to which file to load into memory from the smashbros_sound.pac.
in which case, it would still require replacing sound effects in smashbros_sound since adding new ones is currently impossible.
though again, i dont claim to know how RSBE and .sawnd files work just assumption based on my experience with them
Does anyone know if adding additional character costumes is as simple as checking them in the BrawlEx Configuration program and adding the CSPs, BPs, & ABPs for them? Or is there more to it than that?
@ sammi-husky
Thanks for the tutorials, you won't believe how much they helped.
glad they helped.
as for adding costumes, you need to do a few more things then just check them on the config editor, and im not particularly knowledgeable on the process. though i know it involves hex editing one of the configs.
You realize that in order to have new sound slots, you'd have to find a way to add those banks and references to the .brsar AND somehow make them have their own sound IDs right?