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16  Help & Tutorials / Help / Re: Running Brawl From DVDRoot in Dolphin on: June 11, 2015, 02:02:48 AM
Dolphin DVDRoot Brawl Fix [ASF1nk]
04000004 3031000X

change the X to whatever number you need. Mine didn't work set to 1 needed to be set to 2.

Weird using that code made dolphin load directly my sd.raw skipping geckoOS.
17  Help & Tutorials / Help / Re: Running Brawl From DVDRoot in Dolphin on: June 10, 2015, 01:02:07 AM
I've never used that Dolphin feature, but would making a code to patch that address work?
18  Help & Tutorials / Help / Re: Does anybody know where this code is??? on: June 03, 2015, 10:35:29 PM
2FFF is not a valid Song ID.
You need to replace an existing song.
For the code you use this list.
For the file name of your .brstm you use this list.
19  Help & Tutorials / Help / Re: Does anybody know where this code is??? on: June 01, 2015, 11:37:54 PM
You did.
Works perfectly fine for me.
20  Help & Tutorials / Help / Re: Does anybody know where this code is??? on: May 29, 2015, 04:49:13 PM
I don't remember, but I think so.
Just try it out lol.
21  Help & Tutorials / Help / Re: Does anybody know where this code is??? on: May 29, 2015, 12:07:59 AM
http://smashboards.com/threads/dantarions-new-music-codes.268148/
22  Help & Tutorials / Help / Re: Adding character slots on: May 28, 2015, 12:47:23 AM
Well mostly everything you need to know you can find it in the OpenSA Wiki.

#1 #2 #3 #4 #7 #13 #14 #15
Wiki

#5
"Finally, about the records, records are accessed through a lookup table located at memory address 0x80407A40.

Each entry is 3 bytes long:
0x00 Fighter Id
0x01 Unlock Flag
0x02 Cosmetic Id

The only really important value is the first one. When the game goes to access the record id, it searches through the lookup table for the corresponding Fighter Id. However, if the id isn't found (Independent Pokemon, Alloys, Wario Man, etc.) the lookup returns an invalid index.

Fortunately there is also a lookup override table which is used in the cases of Sheik and Zero Suit Samus as well as the 3 non-independent Pokemon Trainer aliases. The lookup override table is located at 0x80407BD0 and contains entries in the form of:

0x00 Character Id
0x01 Record Index

Both tables are read in the function located at 800AF160.

Unfortunately, there is not a way you can prevent the record functions from writing data if they are passed an invalid index. However, it would be possible to ensure that the record lookup function always returns a valid record index. The best way to accomplish this would be to extend the lookup override table to include all characters who don't naturally have their own record index. The 3 instructions responsible for setting the location and length of the lookup override table are the first three instructions of the lookup function."

#6 #9 #10 #11
Yes

#8
Folder name (e.g pf\fighter\Roy), module name (e.g. "ft_roy.rel"), pac names (e.g. "FitRoy.pac"), etc.

#12
What costumes are set for each character, so the game will try to load them. cBliss was born from this

#16
http://forums.kc-mm.com/index.php?topic=61315.0
need to be expanded.

#17 #18 #19 #21
The index is set in the cosmetic slot

#20
http://forums.kc-mm.com/index.php?topic=74177.0
http://forums.kc-mm.com/index.php?topic=67591.msg1333539#msg1333539

#22
FitCharacter.pac, FitCharacterXX.pac, FitCharacterFinal.pac, FitCharacterMotionEtc.pac, etc.

#23
http://forums.kc-mm.com/index.php?topic=53347.0
Plug&Play modules
You could try porting the new BrawlEx modules for other characters.

#24
No idea I use SD card.

#25
common5.pac has priority over sc_selcharacter.pac.

#26 #27
https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png
that can give you a good idea of what's going on

#28
http://smashboards.com/threads/the-default-settings-modifier-tutorial-on-how-to-use-it-and-modfiy-it-pal-code-added.243156/

AFAIK The only people who were successful making a clone engine were the PMDT, PhantomWings, and ASF1nk (me). Sammi I think attempted one, but I don't know if he finished. At the end BrawlEx pawnt all.
23  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 27, 2015, 07:48:57 AM
MenSelchrPos_TopN
24  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Adding New InfResultMarkNN Icon Models? on: May 26, 2015, 12:01:55 AM
Just import your models into MiscData[110] and name accordingly, e.g. InfResultMark21_TopN and so on.
Also remember to add the corresponding CLR animations for each of your models (The color animations that give the icons their p1,p2,p3,p4,cpu colors)

Last, you call the franchise icon to be used by your character in BrawlEx (if you're using that.)
To get the ID just subtract 1 from whatever number you have it on the file name and convert it to hex.
E.g. for InfResultMark21
21-1 = 20
20 = 0x14
 ID= 14
25  Help & Tutorials / Help / Re: Adding character slots on: May 23, 2015, 01:55:04 AM
You basically need to relocate tables, expand some tables, add new strings, set flags, make use of unused stuff, add all cosmetics, etc.

Off the top of my head:
CSS slots
Character Slots
Cosmetic slots
Instance slots
Record Usage
Sound banks
IC constants
File names
Victory themes
Anouncer calls
Result camera fixes
Costume flags
Load flags
Kirby hat flags
Entry flags
System names
CSPs
BPs
RSPs
Franchise
Stock Icons
Pacs
Modules

All of this is not user friendly and you need at least some knowledge of coding, brawlbox, hex, etc.
26  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Adding New InfResultMarkNN Icon Models? on: May 22, 2015, 06:45:25 PM
Just import the models and name them accordingly?
I don't really understand the question.
I wrote something semi-related about result franchise icons. Maybe it'll help you. 
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Woolly World Released.. SmashU Ganon soon... 04/28 on: May 02, 2015, 07:48:41 PM
 Laugh Nice SRT on the CSS. Wink
28  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 23, 2015, 03:03:48 PM
R-right. Are you able to test it to make sure it works, or would you like a tester if you can't test it on your own?

Okay well can you test this one, without the new codes I modified. Use your original codes.
29  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 21, 2015, 01:03:11 PM
Thanks a bunch, ASF1nk. It works great, now! One more thing to anyone, not just you (you did enough lol). What are the codes to have independent pokemon now? I forgot. I know you put in 5C instead of 1C for Squirtle or something( so that he's independant), but is there other things needed? Because he still has pokemon trainer lol.

That would require even more codes.
http://smashboards.com/threads/competitive-brawl-code-agenda.204677/page-81#post-6360644

And if you still want external CSPs codes need to be fixed for compatibility.
I need to figure out how to fix the module that way I don't need to mess with the codes.
30  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 21, 2015, 11:09:39 AM
Oops... should be fixed now.
Code:
CSS Fix [External CSPs] [Phantom Wings]:
046A0C88 C2000000
0469DC38 40820030
0469DC60 2C030000
04689EA8 60000000

Custom CSS v2 [External CSPs] [spunit262]
0668312C 00000030
387E006C 3B600000
3C808068 38840E00
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690358 48000068
066900F8 00000008
2c170028 41820168
02680E00 0022FFFF
06680E00 000000YY
ZZZZZZZZ ZZZZZZZZ
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