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1  Super Smash Bros. Brawl Hacking / Stages / Re: Lusamine - Edwguard F SSBB Mods on: June 30, 2017, 07:07:27 PM
Hello, I hope you still plan on releasing Xehanort.

I enjoy using your imports. Thanks!
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: June 13, 2017, 07:52:55 AM
if your using Project M you will run into a lot of issues. Work Perfect in VBrawl

I'm not using Project M but I am using Brawlex.
3  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: June 01, 2017, 04:31:40 PM
Wiimms ISO Tools (WIT) modified ISO file size limit
WIT has the ability to increase the size of an .iso. There is a limitation to this however. As explaind by Wiimms on gbatemp:

"There is at least one limit:
The H3 checksum area is limited (always constant 0x18000 (=98304) bytes). So it can hold 4915 checksums. This limits a partition to 9.,5 GiB.
I never tested, if a larger H3 is possible.

details (I wrote it in german): https://wiiki.wii-homebrew.com/Wii-Image#Verschl.C3.BCsselung_und_Pr.C3.BCfsummen "

Practical application: Every character will need a .pac and .pcs file for P:M All-star mode as they are now treated as transforming characters. At 100 movesets with almost 15 costumes each, having the .pac and .pcs files for every costume isn't feasible without SDHC support (which Dolphin lacks). I was hoping to transfer my entire fighter folder to my .iso but it appears to be too large (custom music also takes up a lot of .iso space and my dummy files have been deleted).

The discussion of this occurred here: https://gbatemp.net/threads/wwt-wit-wiimms-wbfs-iso-tools.182236/page-91#post-7360939

On a different note, the batch conversion brawlbox plugins that the Brawlbox developers and I worked on will soon be available, although if you're impatient the plugins can be found on the Brawltools GitHub page:
Batch Convert (LZ77 compression to ExtendedLZ77)
Batch Convert (pac to pcs)
Batch Convert (pcs to pac)
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: May 30, 2017, 11:17:32 PM
Hello, the Frieza mod is really good. It would be nice if the "high damage, suicide final smash" gave a longer window before Frieza dies. Frieza almost always dies before anyone else when using this attack, which makes it not very useful in my opinion.
5  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: May 07, 2017, 08:32:24 AM
Has anything new been found out or done with 105 slots recently?
No

Has anyone tried using the Shared CSP Data method on Stock Icons yet? Would it work or do stock icons have to be CI4 all the time?
I haven't tried using this method myself but I know LXP does this. You can look in their sc_selcharacter.pac to see what they did.
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 27, 2017, 08:16:49 PM
and maybe some exmodules

If you're interested in exmodules again, it'd be nice to get a fix for Captain Falcon's exmodule Final Smash. I believe this was the last one you posted.
Would anybody like to test this Captain Falcon module on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.
7  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: February 08, 2017, 01:04:32 PM
If you click on a user's awards when not logged in, an error message appears stating "The user whose profile you are trying to view does not exist."

Clicking awards should probably redirect to the login required page instead when not logged in.
8  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: February 07, 2017, 11:46:03 PM
An update on the 105 CSS slot 105 moveset CSS (still requires more research to work though):

My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.
9  Help & Tutorials / Help / Re: Fighter 80 Possible? on: February 07, 2017, 11:17:17 PM
Looking at PhantomWings's most recent posts is a good source for learning about module editing. Your black screen problem is likely due to misaligned ASM. You'll need to make sure section sizes are properly calculated, which may involve padding. There may also be routines that need to be edited elsewhere to accommodate the extra data. Unfortunately I can't offer much more help than those recent posts.

I can provide some information about Brawlex's workings though. bx_fighter.rel can already load 128 characters (which are slots 0x00 through 0x7F). Adding a 129th slot (0x80) would be neat to accomplish but that won't address the limits of the CSS (although button activator codes may be able to load alt information without dependency on the CSS).

The CSS modifications are controlled by common3's sora_menu_sel_char.rel (which loads further modifications from sc_selcharacter.pac). I think I have the sc_selcharacter.pac modifications already figured out. Understanding sora_menu_sel_char.rel is the final (and biggest) hurdle.

My idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.
10  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: January 24, 2017, 02:38:16 PM
Broken Download "Nendroid Miku": http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207134
New Link: http://www.mediafire.com/file/q1ef4bsg1hhhmag/Nendoroid+Miku.rar
11  Help & Tutorials / Help / Enemy SFX Fade Fix function on: January 07, 2017, 03:03:05 PM
Can somebody tell me what this code does? I've seen it pop up in a few places but I'm not sure when it is useful.

Enemy SFX Fade Fix [ds22]
* C21C7574 00000004
* 2C1A2431 41800010
* 2C1A26F8 41810008
* 38000005 901F0000
* 60000000 00000000
12  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: December 31, 2016, 11:51:31 PM
Alright, riivo would be useful for dealing with menu .pac limits but the .iso size limit is still going to be an issue for a filled Brawlex setup (even with dummy files removed). SDHC support in Dolphin would solve this problem for both riivo and Gecko OS so that should probably be investigated first. Unfortunately Dolphin dev interest seems low.
13  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: December 31, 2016, 12:13:31 AM
wouldn't it be easier to go with something like what mr bean did to riivo?
It's been awhile since I looked at riivo but has anyone successfully loaded Brawlex using it? I'd like to look into it in the future but it seems like a lot of testing still needs to be done.
14  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: December 27, 2016, 12:25:34 AM
Outdated More WIT Research:

Brawl WIT-modified file size limit? (Needs more testing)
WIT has the ability to increase the size of an .iso. There may be a limit to this however somewhere between 9,548,640 and 9,603,872 KB (I'm on Windows so 1KB=1024 Bytes). Once the limit is passed, Dolphin fails to open common*.pac or boot.pac for unknown reasons.

Additionally, the limit of a .wbfs file compiled by WIT (for USB loading) appears to be lower than that. WIT will fail to compile the .wbfs and complain about the WBFS limit. It'd be helpful if the WBFS limit was defined somewhere...

Practical application: Every character will need a .pac and .pcs file for P:M All-star mode as they are now treated as transforming characters. At 100 movesets with almost 15 costumes each, having the .pac and .pcs files for every costume isn't feasible without SDHC support (which Dolphin lacks). I was hoping to transfer my entire fighter folder to my .iso but it appears to be too large (custom music also takes up a lot of .iso space and my dummy files have been deleted).
15  Help & Tutorials / Help / Re: what to do with .sawnd files ? on: December 26, 2016, 01:02:33 PM
You can use .sawnd files with Gecko OS if you include the Replacement SoundBank Engine v1.20 in your .gct

Post Merge: December 26, 2016, 01:10:19 PM
Also, the BRSAR can't be read from a SD card if you're using Gecko OS currently. File Patch Code 4.1 attempts to do this but it still has some issues.

I'd recommend Replacement SoundBank Engine v1.20 or directly placing the BRSAR on an edited .iso in the sound folder.
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