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1  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: Today at 08:27:12 AM
I see your problem. You didn't properly expand the CSSSlotConfig files.

Your Mario CSSSlotConfig was edited to allow 24 costumes, while your Captain Falcon CSSSlotConfig hasn't been edited, thus allowing up to 15 costumes.

You can use BrawlCrate to add costumes until you reach 50 total costumes. Open your respective CSSSlotConfig.dat in BrawlCrate, right click the "CSSSlotXX" entry, and click "Add New Entry". Also, don't forget that you also need to edit your FighterConfig.dat to allow these additional costumes.
2  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: July 18, 2019, 08:21:37 PM
On an unrelated note, for those who approached me regarding 50CC with LXP Full, I might have been wrong in saying LXP Full's codeset is too big for 50CC, but rather the info.pac. I forgot to mention converting the info.pac to 50CC will increase the file size due to the increased bytes per texture name for the Stock Icons. If you experience crashing after the strap screen, then it's most certainly the file size of your info.pac being too high, in which I would recommend to look into either decreasing texture sizes and/or altering texture compression of the non stock icon textures.

I'm having issues with the CSSlot file. For some reason, the game won't load it and the costumes are in the default order. It's a weird issue because I've gotten the extra costumes and CSSlot to work for the first 3 characters I did but now it doesn't. I guess my question is whether 50 costumes are guaranteed once I replace my files with the ones in this thread or do I have to expand the bx_fighter.rel file each time I add more costumes?

I'm using the latest PM+EX build.
You do not need to edit the bx_fighter.rel.

Would you mind posting one of your test CSSSlotConfig files for me to look at?
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: July 06, 2019, 08:55:00 AM
(Gonna bump this thread with an early July update for Dark Samus.)

It's a new month, which means new Dark Samus previews. Over the past month, I've been updating the graphic effects of some of her moves.

However, unless we're able to get new animations made, don't expect anymore previews from here on out.

Side Special: https://gfycat.com/enlightenedunfoldedbarnacle

Down Special (Landing): https://gfycat.com/wideeyedancientaracari

Down Special (Bounce): https://gfycat.com/preciousbetterkrill

Down Smash (huge thanks to DukeItOut): https://gfycat.com/plaintiveshadyalleycat
4  Help & Tutorials / A/A Tutorials / Re: [Advanced] How to Get a Brawl PSA to Work in PM on: June 23, 2019, 09:31:53 AM
I know this is gonna be a bit of a bump, but it's rather important.

If you're either porting a moveset over to PM or making a custom moveset for PM and need to change Variables, don't use LA-Basic[90] nor LA-Basic[91]. Because both variables are used for L-Canceling. Using either of them can either alter your L-Cancel window or render you unable to L-Cancel entirely.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: June 04, 2019, 05:35:37 PM
I teased this over a year ago, but I finally overcame the hurdle which was holding this release back. What is this I'm referring to? It's a mod which changes Bowser's fire effects from red to blue if using the Dry Bowser alternate costume in Project M. This mod has compatibility with Project M and Legacy TE.

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217753

Direct Dropbox (if KC-MM goes down): https://www.dropbox.com/s/qxtm2pv8nm1mjs2/Dry%20Bowser%20Alt%20Costume%20Effects.zip?dl=0
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: May 29, 2019, 07:59:18 PM
I had this Dark Samus gameplay recorded a few days ago. I'm not entirely satisfied with the gameplay shown here, but it'll do for now.
https://www.youtube.com/watch?v=YLx0xij3ZQE
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: May 24, 2019, 08:15:45 PM
Over a month has passed since Dark Samus previews were last posted, so now it's time to break the silence. Since the last previews were focused on Smash Attacks, this month's previews will be focused on Tilts. Bagan's been putting in some work, so please enjoy what we have to show today.
Jab 1 + Jab 2: https://gfycat.com/bountifulmeaslycicada
Dash, Run, and Dash Attack: https://gfycat.com/LargeLoneEyas
Side Tilt: https://gfycat.com/EssentialMajorGull
Up Tilt: https://gfycat.com/DisgustingImpartialImperatorangel
Down Tilt: https://gfycat.com/FloweryDigitalLeafhopper
Down Smash (forgot to post this last time): https://streamable.com/5cgmx
8  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: May 10, 2019, 06:57:21 AM
It's incompatible in its current form and editing bx_fighter.rel is not trivial.
Yeah, my statement on that is heavily outdated. Kitsu tried implementing 50 CC for v2, but failed because of file size restrictions. So unless the memory allocation for bx_fighter can be increased, then 50 CC will never be compatible with JOJI's BrawlEx v2.
9  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: May 06, 2019, 08:38:15 AM
I would recommend trying to implement 50 CC into LXP Lite, as LXP Full is almost at its limit in terms of codespace.
10  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: April 15, 2019, 09:42:49 AM
Numerous statements in your log definitely point to your issue being from file size.
11  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: April 11, 2019, 06:54:51 AM
Starting with 0xA80 would only expand costumes for Ex clones. Starting at 0x580 expands costumes for everyone, so I would assume 0xA80 is the starting offset for BrawlEx 242's bx_fighter.rel.
12  Super Smash Bros. Brawl Hacking / Programming / Re: With Just a Single Line of Code, You Can Say Goodbye to PCS Files! on: April 10, 2019, 06:59:26 AM
Unfortunately, no. You still need to respect the Fighter1Resource file size limit of 5.33 MB (this includes model and animation files).
13  Super Smash Bros. Brawl Hacking / Programming / With Just a Single Line of Code, You Can Say Goodbye to PCS Files! on: April 09, 2019, 05:48:29 PM
TV-Advertisement clickbait aside, this code has been out for a while (starting with being included in Legacy TE), but I'm bringing it up on DukeItOut's behalf (since he's the one who made the code), as it seems the users here on KC-MM are out of the loop.

Code:
Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000
Here it is.

What this code does is simply remove the need for the FitFighterXX.pcs file, meaning you only need to insert your respective FitFighterXX.pac files into your fighter folders when inserting fighter model files.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: April 07, 2019, 11:37:42 AM
A surprise release. Costume Slot Specific Ganondorf Swords. While it already exists, I decided to re-do it via slot specific Etc loading. Since vBrawl lacks the alternate costumes to utilize this, I've only made Project M and Legacy TE versions. Also includes ds22's Memory Leak Fix.

BrawlVault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217561
DropBox: https://www.dropbox.com/s/hwcfvid0bz74iju/Costume%20Slot%20Specific%20Ganondorf%20Swords.zip?dl=0
15  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: April 05, 2019, 08:16:50 PM
It's likely because LXP's codeset is almost at its limit in terms of codespace. It's a very big GCT, sitting at over 100 KB.
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