Ok so i get most of this except how do i edit the root of the module?
You need to use the module tool. With that, edit the first line of section 8 in memory viewer. You'll see a grid. The first box on the left should be mostly zeros and a number. Replace that number with the number of your fighter (The same numbers your BrawlEX files have at the end of their names "Fighter3F" would make you change it to 3F in the memory).
ALSO edit the box on the right side within the module (Not in memory Viewer). You should be able to see it with only the first thing on the list selected. It'll say 0x(##). If this is your first clone, put the number 90 there and for every clone after that, add a number in hexidecimal format.
My pack is in my signature if you want to see what I did.
There is a Toon Zelda over Lucas. For Dixie, I plan on making one in the future. For now, it would be nice to just have her slot there.
I don't know a thing about animations, but I always thought she'd be easy to make. A lot of her moves seem obvious, and I'm sure some would be borrowed form Diddy. It'd be cool if her throw pick up enemies in her hair like she does with barrels in DKC2-3. But that seems difficult. Post Merge: February 17, 2014, 07:19:28 AM
Why thank you I'm going to be uploading my newer version tonight. It's got more characters and some gfx fixes for clone characters (Thought not the same type of fixes as Project M)
Just passed 60 characters... and I thought of something. Is there any type of code or anything we could do to have the characters we selected be unselected after a match? The reason I'm asking is because sharing ef_files causes errors. Now I've gone ahead and made a SUPER ef_file for my characters so that they all get their effects at the same time, BUT... say I pick Ike, Cloud, and Riku. I pick Riku first. Even though I edited their PSAs to all load their effects around each other so that there are no shared gfx, after the match, if the person who picked an Ike based character first (in this case Riku) deselects Riku, but the other two want to stay Ike characters, the gfx don't load. It's because Riku used them first, he essentially loaded them for Ike and Cloud, but remove Riku, who loaded them FOR Ike and Cloud, and Cloud and Ike don't have their effects, unless they deselect and reselect.
It's a small, easily dealt with burden, but it's easy to forget to do that sometimes, especially when you've got so many characters that you don't know who's who. By deselecting the characters after a match for people to reselect them, it'll boot up the ef_file again.
I hope I'm explaining this correctly. I take it there isn't anything like this though, is there?
If nothing shows up on the css it means that the game couldn't find the CSSRoster.dat. it needs to be in the BrawlEx folder, not in it's own folder though
I figured it out. I forgot about Misc data 30 edits. :p Now I'm back on track.
This may have been answered, but since everyone's here at this point in time I'll ask (To my credit I did skim 169-174) So I amazingly got everything to work, I redid my GCT, I edited the order in hex for the CSS.dat, made it show my desired number of clones, just to get started. But my icons aren't showing up, or the names. Basically nothing from Misc 70 is showing up. I put them in the sc_SelcChar-etc in menu2. Everyone plays fine, their CSPs and what not show up, it's just this. Do we put these in a new spot now?
Yeah i know, but you can't add sheik, zss, or the pokemon in the program from what i experienced. So you have to hex them into the file, plus you can't reorganize the roster in the program, that can only be achieved in hex editing.
Just add past 50 in the program and it should show up on the roster, the roster changes drastically when you add it lol, the icons are small but will be able to hold 100 characters. Assuming you have the common3.pac, the mdl0 and the chr0 files added/inserted.
Okay so I'm just about to put in a bunch of characters and I wanted to confirm something. I can't change the icon position with the CSS.dat? As in, I can't put Mario last and Link first? etc? Because it would appear as simple as just replacing the 00 for Mario with whatever you've got in your last spot. Also, Where do I put the "resources" files that were in CSSBX?
... I'm gonna hold off on updating my pack ... next update will take full advantage of the majesty before me ... this is literally a dream come true. I think at one point in time we've wanted an "unrealistic" amount of something from the franchises we love. And now, there's a fix for that. I have an infinite canvas to pour all of my "unrealistic" concoctions across.
you can already do it but you must know psa, i have shadow,sonic and knuckles all without gfx glitches.
theres two ways
1- replace the effect.pac with an assist trophy/boss effect and add the gfx and reasign the gfx numbers in psa (downside is that if the psa uses original character external reff gfx(noone model gfx) then your screwed since we cant port it)
2-lets say you have sonic you open its pac and add shadow gfx and knuckles after the sonic one without replacing anysave and export the effect.pac then on the shadow and knuckle.pac replace the effect.pac with the one that has all 3 gfxs and edit the ids acordingly in psa. Downside you need to hope you dont reach the fitcharacter.pac limit if you hit the limit then your screwed you better downsize gfx textures and such to keep from surpassing the filesize limit
Which Shadow do you have? If it's the Lord of chaos version (The one where Shadow's side B throws a red arrow, etc) could you PLEASE send me a DL link for these?
Yeah... .___. I'll just hope for an easier way later on. If there is such a thing...
Not to over, advertise, but I've got a pack. I have two Marth characters, Roy and Sephiroth. If you don't like one of them you could always replace one. Their number information is in the Readme. I kept track of all of that so that people would have an easier time replacing them if they desired. Links to pack and Read me are in Sig. If you're interested.
Is anyone compiling a list of new bugs so that PW can update the OP?
I think a lot of the bugs were discovered shortly after it was made, so I'd guess that PW knows. Team Battles don't work with clones, Clones have an almost inconsistent costume order (or at least different than original) and I believe those are the two big ones.
Lack of compatibility with Project M isn't a bug, but it's known of. I don't think it works with Cbliss but there's a way around that anyway.
Anything else should be the fault of the shared GFX/Textures between cloned characters and originals.