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61  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 05:04:27 AM
For the people using my pack you need to use the bx_fighter.rel in BrawlEx v1.1.2.0 not v1.1.2.1 that's my bad.
v1.1.2.1 is only for people loading off an edited ISO. That's what was causing the Mario Icons.

Also for convenience...

Troubleshooting Freezes:

Strap screen
= Codes: check your byte counts.
Loading Screen = File size limit: Check common5.pac [~11.639MB] / info.pac [~390KB]
Entering CSS = CSS File Size limit: sc_selcharacter limit ~3.79MB.
Hovering over Icon = Missing CSPs/Bad CSPs
Selecting Character = Character.pacs File size limit [Note changing costumes by pressing Y/X also loads the character]
After selecting a stage = Missing files: Could be anything from missing .pacs or BPs for P1. Bad Module: Check you Module ID and Character ID.
In-game = Missing Battle Portraits: Easy to tell by looking which BPs didn't load when it froze[pf\info\portrite\] / PSA: A lot of PSAs in the vault are buggy and incomplete always read the Submitter notes/thread!
Result screen = Missing result screen portraits [RSPs][pf\menu\common\char_bust_tex\]

Notes: the sc_slecharacter inside common5.pac has priority over the one in Menu2. I highly suggest to only use the sc_selcharacter.pac in menu2 for the sake of editing and testing. Common5.pac gets loaded at start up and you have to restart your Wii every time you make changes. With the menu2 one you can simply take out the SD card apply your changes insert back in and refresh the CSS.

I highly recommend to ditch your old codesets until you get a good grasp of how BrawlEx works. Once you do master BrawlEx, it will be easier to implement it back into your personal codeset.

Also new cosmetics and teams are broken right now.

And that's all I can think of right now.
62  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 05, 2014, 09:02:58 AM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. Tongue



The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.


Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000

ResultCam Data for XX [ASF1nk]
06586588 00000014
000000XX YYYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

XX = Character ID
YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter

To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

So the new slot should look like this:
ResultCam Data for 47 [ASF1nk]
0658659C 00000014
00000047 XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000

-------------------------------------------------------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.



You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes


4 extra costumes


Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.0 and just grab the bx_fighter.rel from there and replace it in the module folder.

DO NOT USE v1.1.2.1.
63  Help & Tutorials / Help / Re: Help with codes on: December 28, 2013, 02:15:32 PM
You could use BrawlBox. You would need to remove the asterisks first though.
64  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: Taking my leave. on: December 07, 2013, 02:23:54 PM
Brawlbox is getting better and better, i hope the BRSTM Volume feature is added soon.
Lol.
65  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: Taking my leave. on: December 07, 2013, 12:38:13 PM
"IIRC the only thing I changed was the module rebuilder. It didn't write properly before, aaaaand now it does. Also included the REL ID List this time, which will name modules by their ID."

<3
You're the best.

66  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: December 06, 2013, 12:47:25 PM
Stock Icons on sc_selcharacter.pac are only for Classic Mode use, and are requiered. (Freeze)
The ones in sc_selmap.pac are for the SSS and are not required.
The ones in STGRESULT.pac are for the Result screen and are not required.
67  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 17, 2013, 01:09:32 PM
Just finished watching, really well done Dantarion!
Looking forward for future streams and the release of your module rebuilder.
68  Super Smash Bros. Brawl Hacking / Programming / Re: It's here. RSBE - Replacement SoundBank Engine "FPC 4.0" by InternetExplorer on: November 16, 2013, 01:37:30 PM
Hey InternetExplorer,
I think there appears to be a conflict between RSBE and Dantarion's Alternate Stage Loader.
I think they both write to address 0x805A7D00?
Anyways just a heads up, have a good one.
69  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 15, 2013, 12:48:47 PM
Looks like I'm going to have to sit this one out.
What a shame, damn you work! :l
70  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 07:03:28 PM
I'm always down to learn more!

One question; If there's enough understanding of the module rebuilder would you release it?
71  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: Alternate Costume blog post and info. on: November 07, 2013, 12:58:44 AM

That makes sense now, thanks.
Though that won't be true for long.

Anyways congrats glad to finally see something.
72  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: Alternate Costume blog post and info. on: November 07, 2013, 12:13:38 AM
"Additionally, cBliss does not have support for Team Colors with its added costumes."
Can someone clarify what you mean by that?
cBliss does support team colors very well, just not like Brawl originally does.
This is by design and not by flaw; it is to give it a more uniform setup.

Thanks for the stab though.


73  Help & Tutorials / Help / Re: Problem with Cbliss PAL & Riivolution on: November 06, 2013, 01:48:23 PM
Creo que tu problem es que no tienes todos los CSPs en el CSS.
Si por alguna razon te falta algun CSP, al momento de cambiar de traje se va congelar el juego al no poder encontrar la imagen que necesita.

Si esta es la situacion, debes de usar el CSS que vino con la descarga de cBliss.
74  Help & Tutorials / Help / Re: Problem with Cbliss PAL & Riivolution on: November 06, 2013, 10:29:14 AM
En espaƱol porfavor. :S
75  Help & Tutorials / Help / Re: CBliss is killing me! Freezing in four player random matches! on: October 30, 2013, 11:20:11 PM
PM it to me if you want.
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