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1  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 08:25:08 PM
It WORKS now thank you! The only thing that was different with my setup and yours was the module ID. I always thought that module IDs don't matter as long as they're not the same as any other module.. what does 0xAB symbolize so I know what to do for other clones/ports?

Awesome! 0xAB doesn't symbolise anything in particular, I just used that because I knew for certain I had no other module with the ID 0xAB Tongue The module ID can be any hex number from 8F to FF that isn't already used by another module. If you had no other modules, I don't know why 91 wouldn't work - in fact I just tried LucasEx with module ID 0x91 and it worked fine, so I'm lost as to why it didn't work for you.
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 07:50:20 PM
Both characters worked perfectly? The port AND the clone? I've been doing the config files with the BrawlEx config utility application.. but since I'm editing a small part of the hex code and typing in 3F/1B/whatever, wouldn't it be considered manually? Or is manually something else? If this is what you mean by manually then yes I've been doing it manually lol.

Yep, everything worked 100%, I even had the Roy port, the Lucas clone and the original Lucas in the same battle, and all worked fine. Here's what I've done:

  • Copy all of Lucas' files to pf/fighter/lucasex
  • Rename all to FitLucasEx##.pac/pcs
    • you should now have:
    • FitLucasEx.pac
    • FitLucasEx##.pac and .pcs
    • FitLucasExDark.pac and .pcs
    • FitLucasExEntry.pac
    • FitLucasExFinal.pac
    • FitLucasExMotionEtc.pac
    • FitLucasExResult.pac
    • FitLucasExSpy.pac and .pcs
    • note the config tool will tell you you need FitLucasExFake.pac - you don't, as there is no such file among Lucas' original files
  • Copy Lucas' config files to the pf/BrawlEx folders
  • Rename all to ##3F.dat
  • Open Fighter3F.dat in the config utility, change Lucas to LucasEx, set Kirby hat to None
  • Copy the Lucas ExModule to pf/modules, rename it to ft_lucasex.rel
  • Open ft_lucasex.rel in the BrawlEx module editor, set module ID to 0xAB
  • In section 8, change 0000001A to 0000003F
  • Add 3F to CSSRoster.dat somewhere
3  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 06:53:36 PM
I redid LucasEx's config files but still no luck.. I also made sure that LucasEx's module has a unique ID and the section 8 hex code has 3F in the right place. I currently see two Lucas slots and two Marths on my CSS. The game freezes right after the announcer says "3" at the beginning of a battle, and this started happening after I ported Roy over Marth to Diddy.

P.S. I used Module Editor 3.3, NOT BrawlBox for editing the module(s).

Set mine up exactly as you have it - Roy over Diddy, and a Lucas clone in slot 3F - and it worked perfectly. I've been setting up the config files manually, though - are you using the clone tool, or doing them manually?
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 04:04:59 PM
I don't usually use BrawlBox for editing ExModules, but it's a pretty similar process. Open ft_darklink.rel, and click on the top of the tree. In the "ARC Entry" section to the right, under "Relocatable Module", set Module ID to 160 (BrawlBox seems to use decimal for module IDs). Open section 8 with the memory viewer, and on the first line, change 00 00 00 02 to 00 00 00 5C.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 03:39:36 PM
It must be that, try it.

Actually if he's just using Link's cosmetic config unchanged, it should just load Link's portrite.
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 03:30:28 PM
When you open the module in the module editor, and click on ft_darklink.rel (at the top of the tree), the ID you enter there (the module's ID) is not the same as the fighter's ID. Try something other than 0x61, say 0xA0. You only enter the fighter's ID in section 8.
7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 02:18:47 PM
Aha Roy works 100% with this thanks! However, my only clone, LucasEx, with all of Lucas's regular files is now causing freezing but before it didn't.. I know that LucasEx's module ID is 91 and the new Roy module is 92 so that shouldn't be the problem.. what could be the problem now lol..

Weird, this isn't happening to me. Try removing the LucasEx config files, and adding them again.


NOOOOOOOOOO It didn't work.

I used a regular Link clone with fresh, Data Partition 2 files, Fresh, brawl ex module, and manual fighter files... And it still crashed when he entered the battle. What am I doing wrong?!?!?!

Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 12:33:57 PM
Diddy's config files are:
Cosmetic1A.dat
CSSSlot1A.dat
Fighter1B.dat
Slot1C.dat

Since you're creating a Marth clone, use Marth's config files as bases, and save them to the above locations. Open Fighter1B.dat with the fighter config tool, and change Marth to Diddy.

The files in the pf/fighter/diddy folder should all be named FitDiddy##.pac/pcs.

For the module, use Marth's ExModule as a base, and name it ft_diddy.rel. Give the module an unused ID (0x90 and above should be free), and in section 8, change 00000011 to 0000001B. Roy should now load whenever Diddy is selected.

This will load Marth's cosmetics over Diddy Kong's (so, for example, Marth appears where Diddy was on the CSS). If you want it to load Diddy's instead (so you can replace those with Roy textures), open Cosmetic 1A.dat in a hex editor, and change byte 0x10 (the first one on the second line, should be 10) to 1A. You can also use this file to set the name on the results screen to Roy instead of Marth (on the third line, change 4D 61 72 74 68 to 52 6F 79 00 00).
9  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 31, 2014, 08:33:32 AM
I just tried putting a Link clone in slot 61 manually (didn't change any cosmetics), and it worked, so it's not a problem with slot 61. Are you using the clone tool? Maybe just try adding the BrawlEx config files manually, and using the fighter config tool for Fighter61.dat, and see if that works.
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 30, 2014, 07:57:08 PM
These are the song values in hex:

Looks like what I've got, thanks. Just missing the values for the victory themes, so I'll add those:

Code:
283D Mario victory theme
283E DK victory theme
283F Legend of Zelda victory theme
2840 Metroid victory theme
2841 Yoshi victory theme
2842 Kirby victory theme
2843 Star Fox victory theme
2844 Pokémon victory theme
2845 Luigi victory theme (unused, redirects to 0x283D)
2846 F-Zero victory theme
2847 Mother victory theme
2848 Bowser victory theme (unused, redirects to 0x283D)
2849 Peach victory theme (unused, redirects to 0x283D)
284A Zelda victory theme (unused, redirects to 0x283F)
284B Sheik victory theme (unused, redirects to 0x283F)
284C Ice Climbers victory theme
284D Fire Emblem victory theme
284E Game & Watch victory theme
284F Falco victory theme (unused, redirects to 0x2843)
2850 Ganondorf victory theme (unused, redirects to 0x283F)
2851 Wario victory theme
2852 Meta Knight victory theme
2853 Kid Icarus victory theme
2854 Zero Suit Samus victory theme (unused, redirects to 0x2840)
2855 Pikmin victory theme
2856 Lucas victory theme (unused, redirects to 0x2847)
2857 Diddy Kong victory theme (unused, redirects to 0x283E)
2858 Pokémon Trainer victory theme (unused, redirects to 0x2844)
2859 Dedede victory theme (unused, redirects to 0x2842)
285A Lucario victory theme (unused, redirects to 0x2844)
285B Ike victory theme (unused, redirects to 0x284D)
285C R.O.B. victory theme
285D Jigglypuff victory theme (unused, redirects to 0x2844)
285E Mewtwo victory theme (unused, redirects to 0x2844)
285F Roy victory theme (unused, redirects to 0x284D)
2860 Toon Link victory theme (unused, redirects to 0x283F)
2861 Metal Gear victory theme
2862 Sonic victory theme
2863 Continue?
2864 Game Over
2865 Achievement 1
2866 Achievement 2
2867 Trophy Get
2868 Rare Trophy Get
2869 Challenger Approaching
286A Record 1
286B Record 2

"redirects to" = if you try to use this, it plays the character's series theme instead, regardless of what you put in the pf/sound/strm folder


Okay, so I've got one that's been bugging me for a few days now. No matter who I clone to 5C ends up freezing the game at the stage select (if using a gamecube controller; silent freeze) or when the stage starts to load the character (if using a wii controller; loud freeze). I'm not sure why.

I thought it might be an issue with the CSS but after replacing all the CSS pics it still freezes. I've found that the character CAN work, but only if you don't change the CSS picture using the CloneTool.

Now, I may be a bit picky, but it would bother me having two of the same character on the same screen and I'd like everyone to have their own pic. I've been using the newer clone tool (75a) to do all the modding thus far on this version. Is there any way to make my 5C slot load a  picture without freezing? Has anyone else had this problem?

What's the size of your sc_selcharacter.pac? (If you need to, use Brawlbox to extract it from common5.pac) It should be no bigger than 3.79 MB. Anything over that, and the game will freeze when loading the CSS.
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 30, 2014, 07:06:21 PM
its alreayd preprogrammed to take in the Z ones.


Actually, this isn't the case. It isn't pre-programmed to use any group of tracks. The letter Z just identifies it as one of the various fanfares used in the game (victory themes, "new trophy", "game over", etc), similar to how the letter I identifies F-Zero songs, or A identifies Mario songs. If you wanted to, you could use any of the stage BGMs as a victory theme.

For example, ROB's victory theme is Z35.brstm. Open his SlotConfig file (Slot26.dat) in a hex editor, and you get this:


53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 23 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 28 5C 19 CC CC CC CC CC CC CC CC CC CC CC


The numbers in red (these start at location 0x20 - in HxD, with default settings, this is at the start of the third line) are the hex ID of ROB's victory theme (note that 0x0000285C refers to neither "Z" nor "35"). Say you want to replace it with the Mute City theme - filename I01, hex ID 0x00002778. Replace the numbers in red above with Mute City's ID:


53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 00
00 00 00 23 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 27 78 19 CC CC CC CC CC CC CC CC CC CC CC


Save this as /private/wii/app/rsbe/pf/BrawlEx/SlotConfig/Slot26.dat. Load the game, play as ROB, and win. You should be greeted by the Mute City theme (or whatever else you might have as track I01).

...not that you'd actually use Mute City as a victory theme, since it just loops endlessly Tongue I just did that as an example, you'd want to replace I01.brstm with an actual victory theme if you planned on doing this.

(this example can apply to any character, for using any track as their victory theme - just use the appropriate base SlotConfig file, and change the hex ID to point to the desired victory theme.)

@KeiroStarr: as far as I can tell, the only way to give clones their own victory themes is to overwrite existing BRSTMs, but as above, you don't necessarily have to replace other victory themes. You could put your clone's victory theme over a stage BGM you don't particularly like, set that BGM to never load in My Music, and edit the SlotConfig so it loads the correct file instead of the original character's victory theme (in the SlotConfig file, the victory theme ID will always be those four bytes at 0x20, and the first two bytes will always be 00 00). You can't just pick a random number like Z66 that doesn't already exist, and expect it to work, since it won't have a hex ID within the game's coding pointing at it.

(I have a full list of song/SFX hex IDs that I found somewhere else on this forum or another, but I don't remember where exactly, and I don't want to just repost them without giving credit. I'll try and find the original post, and add it here later)


EDIT: Okay I got one rel ported character (Roy over Marth ported to Diddy) to work but as soon as his entry is about to play at the beginning of the battle the game freezes. I thought this was strange because I have an entry file for him and even without the entry file the game still freezes.


Is this the port you're using? If so, all you need from there to get Roy working in BrawlEx are the files in the "For yah boy" folder. The ft_diddy.rel probably doesn't work with BrawlEx (which I suspect may be your problem - please correct me if I'm wrong!) - you'll need to use Marth's ExModule, which should have been included in the BrawlEx download. Open it with the module editor, and click on "ft_marth BX V1.1.rel". On the right, change the ID to 0x90 (or something else if that's already used). Click on the (+) to expand the menu, go to section [8], and click "Memory viewer". In the next screen that appears, double-click the highlighted section, and change 11 to 40 (or whichever ID you used for Roy). Close, and save the file as <sd>/private/wii/app/rsbe/pf/module/ft_roy.rel (don't save it over the original Marth REL!). This is working for me, at least - let me know if it still won't work for you.


Guys, you gotta help me... My clone is crashing and I don't know why! It crashes when he enters the battle. Like, Mario jumps out and it says "3"! and then it crashes. I have the filler files, and I have the correct module. HELP! (P.S. The clone is Dark Link)


Sounds like the module to me - did you change the IDs in the module itself (like I said above)?
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