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.
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.
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 000000XXYYYYYYYYY ZZZZZZZZVVVVVVVV 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.
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.
"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.
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.
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.
"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.
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.