The "Unstable Build" probably has a good bit of bugs in it and the fact it hasn't been tested on an actual Wii, so it could have a slight chance of bricking your Wii.
I have heard using a Wii U's vWii can be risky, but that is with anything involving modding or hacking in general. Just don't be stupid and 99% you should be good.
I haven't tried the new Rels yet since I've been using the stable release. If I can get a chance, I'll test the Unstable version on my actual Wii and get back to you about your questions.
I'm hoping someone might be able to explain to me why I can't use BrawlBox to open the narration melee file to check the wave sample rates and export specific wave files. Both BrawlBox 0.63d and 0.71 stop me right at the melee file and it won't open up after that, but with the old SmashBox 0.57 I can see what is inside of the melee file. Here are a few of the screen shots I have of this problem:
It doesn't look like your missing any of the required files from the link you posted, but I think your .gct file is incorrect. Seeing how you have the CSSRoster.dat, I'm assuming your using BX CSS Expansion v1.0.2.0 version of BrawlEx, you should not have the Custom CSS V3 code included within your codes. Here's what I extracted from the .gct:
jasonvalle, I read up on your previous post and noticed you said that your strap modification doesn't load. I think since your using a SDHC card, the file patch code can't load the modified files (including the custom strap and BrawlEx), BUT since you have the custom CSS code in your .gct the CSS screen tries to fill in an extra slot for a character since its coming from the code and NOT the modified files. Does the game freeze right when you go to select the character? If so, that can be another indication that the custom files are not loading correctly and brawl doesn't know what to do other than to hang. What Wii version are you on and are you using gecko or riivolution? I read up that SDHC doesn't like to work well with system versions below 4.2. Here's the link to the page I found that might help: http://smashboards.com/threads/riivolution-help-needed-sdhc.315749/
If you can, try to load from a SD card 2GBs or less and see if that fixes your problem. Make sure your card is FAT32 as well since little things like that can cause massive headaches.
Okay, this probably sounds really nooby, but how do I add characters? In the original post, it says to go into the config templates, and fighterconfig, and then go into fighter11 (because that's marth). And it says to change the name to MarthEx, and the file name to Fighter3F.dat. I just don't understand what it means to "Change the name to MarthEx" because you can't edit the file. Thanks.
I noticed no one replied to you, but when it says "Change the name to MarthEx" it's implying internal changes to the Fighter3F.dat config file to any name you want with the editing program included in the download. Just make sure to change the cloned fighter folder and files accordingly.
As of now, I've heard from secretchaos1 on page 458 that there's a work around to SFX IDs by using the boss SFXs as the clone character's SFX slots since BrawlEx doesn't support extra SFX slots yet. Maybe you can edit them by using the Replacement SoundBank Engine (RSBE)??? I have yet to try it myself since I'm still trying to work with customizing the CSS screen and profile pictures.
I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module, mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.
I'm unsure of how Brawl Minus works, but which method of the custom CSS screen are you using? Spunit262's Custom CSS Code or through the CSSRoster.dat file? Have you tried to use BrawlEx without Brawl Minus included? Maybe they both are modifying the same files, which is causing the character not to appear on the CSS.
you should be able to just add her into the cssconfig as she is not a clone, she doesnt require extra modules the game pulls up the default module also she is not standalone, she just has her own icon.
OH, ok. I thought you had her in your roster as a clone character and couldn't understand how that was possible. I also noticed I was using the old method of customizing the CSS with spunit262's CSS code and not with the CSSRoster.dat file. I will mess around with that instead and see how it plays out. Thanks for the help Don Jon and Master CB.
Don Jon, how where you able to get zero suit samus to work with BrawlEx as a standalone without the module file for her? I was able to add her into the CSS, but she will not load because of the missing module.
I have done everything required to add a clone in Brawl Ex. However, the clone doesn't want to appear in the roster even though I added them to the Css... I added it to the CSS, changed the memory for it in the Module, mass renamed the fit for it. I've done pretty much everything. I also use Brawl Minus if that says anything.
Did you add the extra memory id into the CSS code before generating the .gct file? What clone are you putting over what character?
Right now people take boss sfx ids in order to add in sfx. So it's sort of a crude work around but it gets the job done. I know there's a Mewtwo, Roy and Mega Man on the vault that have sfx setup over boss slots.
Ah, I didn't even think about the boss sfx ids. Hopefully when actual sfx clones can be done, it would come out as another config file like the fighters, slots, CSSs, and cosmetics. Then they can be added to the "Fighter Chart.png".
Anybody know how to add over 100 characters to the roster? Cuz I have the 128 character build and I need to get 104 slots in.
My guess is the same way it was done for the first 100, but in addition to using hex 0x65 through 0x80.
I'm kind of curious to see if the SFX files can be customized for the clone slots. I heard they can't yet which is a real bummer... All we can do for now is extra move sets and skin textures while keeping the original fighters intact.
I might be mistaken, but you could try to replace other characters with the alloy files from their pf/figher/ folder. Just change the names of the files to what they would be for the fighter your replacing. Though, the only problem is the fact that they don't have a final smash file of their own, which could cause problems. Since your using Project M, you could try to pair it together with BrawlEx and add the alloys in as extra slots to keep all the other fighters intact. I haven't tried this myself yet, but there is a good possiblity that it could work. Here's a link that talks about merging the two mods together: http://forums.kc-mm.com/index.php?topic=66871.120
There is some nice tutorial videos that explain how to set up BrawlEx there too. Let us know how this goes for you. Also, your post should have been placed in the help section and not in the general discussion board. Might have had others reply back quicker if you did.
You could make a 3d model with texture of a Big Mac, and import it over the bones of the ship
That is exactly what we were planning to do! We have the 3d model of the burger already, but we need to figure out how to put the "bones" of the ship into the Big Mac.
I've seen that mod around. The XL had me laughing because of the added suit tears. Can't fit all those good in a small outfit without something happening.
HA, I didn't even think about looking for SpongeBob and Patrick. My cousin found Ronald McDonald and a SFX file generated from a South Korean McDonald's commercial. To top it off, he's trying to find a way to replace Captain Falcon's Blue Falcon with a Big Mac.
So recently I introduced my cousin to brawl hacking and since then we decided to see who can completely change up brawl to become something different. I decided to go along the lines of an overall funny look and figured the community might be able to help me find some good character modifications. What kinds of character hacks do you like that you think is pretty darn funny?