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1  Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions on: March 07, 2016, 07:46:08 AM
Sorry it took so long but I have some bad news, apparently fighterconfigs can't be swapped, I've thrown just about every different method I could think of, folder swapping, editing the data internally after its loaded, but the game downright refuses to change the soundbank midgame, this... completely ruins any chance of my method working as infuriating as it is.

One thing I did discover, however, is I can get different soundfonts to load in the same folder by renaming the filetype for example if I wanted an extra mario voice instead of 8.sawnd I could have it load 8.saw3F (for clone 3f. This will still overwrite Mario's voice though so two characters with the same soundbank can't fight each other.

I'm at a as to how else I could do it, since expanding the soundbank list is beyond my abilities. I might have to try to dissect the BrawlEx File Patch code and see if I can tweak it, though I have my doubts for any success...

2  Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions on: February 03, 2016, 10:02:24 PM
Basically to clone get a new sound to load you gotta have each of these...
1. A soundbank to load
2. A Fighterconfig set to load said soundbank
3. A Fit(character).pac with the sound effects set to work with the loaded soundbank.

all soundbanks are loaded at once in the SFX folder. To get a working code I'd need to basically swap between SFX folders, Fitchar.pacs and fighterconfigs.

I've tested the SFX swapping, it works as long as another character isn't using the same soundbank, but I haven't tested swapping the fighterconfig (I found the file location in memory though so that's next on my list).

Then I'd just need to test PSA swapping
3  Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions on: February 02, 2016, 09:44:45 AM
Alright I did some tests, and frustratingly it seems using my method one would indeed need 4 separate PSAs (altered to load sound effects from the different soundbanks as well) I tried without doing that and sadly the sound effects just don't play.

This leaves me at an impasse since I currently don't know exactly how to do that, and it'd require it be done with every custom voice, which seems like it'd be more work than anyone's willing to really put into it. Since it'd require a large PSA overhaul.

What it would do, however, would provide us with much more voice and sound options than using bosses since characters have almost twice as many sound slots than bosses.

There doesn't seem to be another way to do it though since Brawl is so picky about sound effects...
4  Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions on: January 19, 2016, 06:24:21 PM
I thought of a way it would work fairly simply and it wouldn't even replace Boss Soundbanks. Now this all relies on whether or not I can swap the Fighterconfig folder and have multiple files load. If it does work I'll be able to set up a careful combination that would basically use 4 soundfonts per character and alter what is loaded so there are no conflicts with other clones by checking which characters are currently selected.

I'll probably try to whip up a fighterconfig swapping code to test the concept the following weeks, if it works there is a chance we can have a sound engine without having to expand the current one, or entirely replace the original voices. I'll keep you updated with my progress.


5  Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions on: January 18, 2016, 10:51:24 PM
Don Jon Bravo posted a hypothetical solution to where the Sound effects folder would be swapped to a custom folder so they'd be loaded when a character above 3F is selected. The issue is Brawl seems to load sounds very strangely I've made a few mods of his initial soundbank engine to change every instance of the SFX folder loaded into memory, and it works to an extent but only if the clone is the only character using said sound bank, and even that is finicky at best.

From what I've found swapping folders, or loading two files with the same group ID is impossible using this method unless someone figures out how to alter it at very deep level beyond my own abilities.

Another Idea I had, a simple concept but it'd be really difficult to implement would be to have a clone load a soundbank group that currently isn't used by other fighters since there are 36+ characters and through normal means only 4 can be loaded. That leaves a whopping 32 whole soundbanks available at any point in time using folder swapping and RSBE.

The main issues with this are
1. Each clone would need at least 4 sawnd+PSAs for each soundbank
2. There would need to be about 4 fighterconfigs for each clone and a means to swap those around. (Not sure when the Fighterconfig file is loaded into memory)

The way it'd work though is say you want a fight between Marth and Cloned Roy, instead of loading Marth's soundfont he'd load Mario's since Mario isn't in play. If Player 3 was Mario than Roy would load Donkey Kong's and if Player 4 is DK than Roy would load Link's or something.

I'm not the best programmer either and I have NO idea how to configure PSAs and soundbanks to load different voices, but it in theory would work since there'd be no soundbank ID conflicts.

6  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 06, 2014, 10:46:56 AM
Not yet actually, I believe the boss slots render several of those clone slots (around 20 I believe) unusable, you can add them to the roster but I don't believe they will work.


I personally would love to see the bosses playable, has anyone tried giving them a CSS slot yet? I figure they wont work since many of seem to be highly stage based.

Also does the sandbag work as a character, I always had fun moveswapping with him in Melee.
7  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 02, 2014, 02:21:27 PM
Ok I can look in to that. Where is it? Tongue


Sorry for the late reply here he be, it's a bit hard to find admittedly I had to search for Gray Fox, rather than search for MK PSAs http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870 I enjoy it and so far it hasn't crashed on the Result screen which MK clones  were reported to do sometimes.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 01, 2014, 09:42:27 PM
So now I have to ask...
Who do you want to see? Grin

Well there's a fairly decent albeit a little overpowered Gray Fox over Metaknight PSA, that I've been using for my own games. He'd be good MK clone for your roster.
9  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 30, 2014, 02:21:42 PM

Just a heads-up to anyone wanting to add in Alloy cosmetics of their own (and I still need to figure out what's wrong with my sc_selcharacter.pac with Alloy cosmetics)...

I got multiple colors to work for alloys, does your game crash when you put 2 players playing as the same alloy though? I have that issue.
10  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 09:24:51 PM
Hey I decided to test the Alloys working as Phantom Wings said it does and they work to an extent (at least Red Alloy does). I've only encountered crashes in a few places,

Boss Battles, Multi-man Brawl, and 2 players playing as the same Alloy, it works fine otherwise, and using Brawl Ex multiple colors even work, unlike Giga Bowser.  I also experience random crashing on some stages with Brawl Ex, Variable levels (Like Spear Pillar) and moving Levels, like Metaknight's Ship and the PT Aero Drive.

11  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 03:20:20 PM
I got the swapping code to work though the icon doesn't change (Is that normal?) what I thought was a freezing issue turns out to be me not pressing "R" fast enough since I only have 1 extra character so far and if I hold R for too long it scrolls past him and crashes If there is a way to fix that in the code I'd like to know because it'll be a while before I reach the 99 limit.

Otherwise the character loads fine now and it works perfectly, in battle.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 24, 2014, 02:17:15 PM
Bleh the swapping kinda works, I used a generic pit clone and the picture changed but the game freezes after that, it wont let me select it or anything. I've tried ID 53 and 54 and the picture changed with R but it freezes right after. Has anyone else got it working on an actual Wii?
13  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 23, 2014, 09:57:45 PM
Well I can't get it to do anything at all yet, then again not all my character slots are filled up yet, I'll do that and then try it again.
14  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 23, 2014, 09:30:24 PM
It should work with the R-trigger. If the franchise icon is a mushroom then it didn't work for whatever reason. If its the ssbb logo, then it did but it went to far. Try pressing it really fast. I'm gonna change the button input, but this one is r trigger for now

Yeah I got that part, which icon do I hover over, and do I have to be holding the C-stick. when I press "R"? and would the picture change to match the new character?
15  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 23, 2014, 08:46:07 PM
Hmm I can't seem to get the experimental CSS expansion Sammy made to work, what am I supposed to do again? I tried tilting the C-stick then pressing L, R and others and it didn't want to load, I have Waluigi on slot 53, and whatnot.
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