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451  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 21, 2015, 05:42:17 PM
If I have a brawlex character setup to use 12 costumes (10 occupy one cosmetic slot and the other 2 occupy the next cosmetic slot), is there a reason we cannot go beyond those 12 costumes? I want to fully utilize the second cosmetic slot for a total of 20 costumes. I understand that FighterConfig and CSSSlotConfig files need to be edited, but I can't really find a pattern for changing Color .Pac Flags to reflect 20 costumes.
452  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: August 14, 2015, 10:53:36 PM
videos on the rigging stuff please <3.<3
I second this
453  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 10, 2015, 05:02:43 PM
Weird, cause I opened him multiple times with just one of my ex fighters in play and I didn't get any crashes. I did slightly modify it and move the Change Action command to occur before he hit the ground, but it didn't seem to take effect in game. Maybe it made more of a change than I could see? Would you be able to test this version and tell me if there's any difference?
https://www.mediafire.com/?2wlwptxuw0bd6yd
Tested. The off-screen dialogue still causes a freeze at "H-Hey"
454  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 10, 2015, 12:03:45 PM
Oh, I assumed it wouldn't crash since he wouldn't be loading character specific dialogue. I can try and see if I can make him vanish even earlier however.

Edit: Did you test dropping him off the side yourself? His dialogue still comes up but it doesn't crash the game for custom characters, or at least it didn't for me the 3 times I just tested it.
I tried moving up the Change Action command I used to make him unspawn early but it still only seems to take effect when he hits the ground, so it doesn't seem like I can make it occur any sooner.
Still better than nothing for now at least.
His off-screen dialogue freezes the game too. Freezes at "H-hey". As you said, better than nothing.
455  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 08, 2015, 10:54:31 PM
Nope, psa worked for me: https://www.mediafire.com/?ejply2u477b4uz3

This Resetti will spawn, climb out of his hole, and then climb right back inside and leave.
Editing his data in psa seemed to get rid of most of the file, so I had to compare files in hex and do some overwriting to make it happen.

But yeah, I'll put a vault link up shortly for it.

Edit: Oops, I overlooked a tiny detail. If you strike him as soon as he spawns he cuts off the whole thing and starts up his rant anyway. I'm gonna try to do the same thing I did during his entrance and add it to his angry bit when you hit him, I should have an updated version up shortly.

Edit 2: Alright he's fixed now. Not as visually appealing though, I made him vanish as soon as he touches the ground, avoiding any opportunity for getting hit, before the word bubble even shows up. Link is updated.
I stand corrected. Good job! Resetti will still freeze the game if he is released near the edge of a stage and starts talking while he falls. This is pretty rare though. An actual fix to the Resetti issue should eventually be looked into too.
456  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 08, 2015, 08:42:06 AM
Does he crash as soon as he appears? Or when he would go to speak a line that doesn't exist? Would it perhaps be possible to get him to end prematurely in PSA, before he goes to speak any character specific lines?

He crashes near the beginning of his dialogue, but it varies depending upon which phrases he says. I think a better solution would be creating a code to redirect Resetti to someone else until the problem is fixed. There is a lot of MiscData to go through in ItmResetsanParam.pac.
457  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 06, 2015, 05:02:36 AM
It crashes for me on Wiis.
Oh yes, it does there too. If anyone wants to test, this code will always cause Mr. Resetti to appear from an assist trophy:
4A000000 90180F08
14000054 00040000
E0000000 80008000
458  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 05, 2015, 05:31:28 AM
Quick question, does the Mr. Resetti assist trophy crash when using Brawlex characters for anyone else?
459  Help & Tutorials / General Tutorials / Re: 4GB virtual SD for Dolphin usage on: July 23, 2015, 04:57:36 AM
I once found an 8gb virtual SD card online somewhere and attempted to use it with Dolphin, only to discover that for whatever reason, BrawlEx's CSS expansion wouldn't load, limiting me to the usual 50 CSS slots. I have the same problem of using more than 2gb due to BRSTMs, so if using a 4gb card somehow gets around the CSS expansion issue, this is much appreciated.
I found this out awhile ago and had the same issue you described when I was using older versions of Dolphin. You need a version of Dolphin that has SDHC support.
460  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 22, 2015, 02:18:58 PM
That is very theoretical. Are you sure Dolphin would still read the ISO properly after it's been expanded?

Anyways, nothing you said before mentioned Dolphin, so, from a Wii standpoint, your wish is already fulfilled. Even on Dolphin! Dolphin can also use added sounds from the SD with the codes, as long as you stay under the limit of a 2GB SD.

Since you're planning to use lots of music, your issue is actually with the virtual SD. Dolphin should allow for greater virtual SDs than 2GB, or, instead, allow you to use a real SD card instead of a virtual one.
I've been using wit to expand the ISO for Brawl for awhile. I've had no problems on both Dolphin and real Wiis (USB Loader GX). That's why adding music to the ISO would be a sensible option since the ISO can easily be recreated.

Also, PhantomWings, the slow loading times for the "BX CSS Expansion v2.0.0.x" would probably be eliminated by reading cs_tex###.brres from the ISO.
461  Help & Tutorials / General Tutorials / Virtual SDHC card (4-32GB in size) for Dolphin usage on: July 22, 2015, 02:09:30 PM
This will only work with Dolphin 5.0-5044 or later for SDHC support. Don't forget to use the SDHC Extension 1.1 code when using SDHC.

After looking at mksdcard documentation (http://developer.android.com/tools/help/mksdcard.html), I realized a virtual SD card of any size can be created. I modified ifrit05's "Dolphin SDCard Maker v1.0.bat" to include a 4GB option for more room. My modification can be downloaded here (for Windows, extract before using): http://www.mediafire.com/download/713qu5m08tf8av9/mksdcard+menu.rar

To use:
1. Run "Dolphin SDCard Maker v1.0.bat"
2. Press the appropriate number to generate a virtual SD (SD.raw) of the specified size.
3. Once mksdcard finishes, a SD.raw file will be generated. Place it in Dolphin's SD Card Path, which is the "Wii" folder in your Dolphin Emulator setup by default.

To change a SD.raw filesize option to something other than the given choices:
1. Right-click "Dolphin SDCard Maker v1.0.bat"
2. Select "Edit"
3. Find "start mksdcard.exe -l SDCard XM sd.raw" where "X" could be any filesize in megabytes.
4. Replace X with the size that you want
5. Run "Dolphin SDCard Maker v1.0.bat" and select the option you edited

Notes:
1. Make sure "Insert SD Card" is checked in Dolphin Config options "Wii" Tab.
2. Using a 4GB SD.raw caused a brief "Receiving Vault Data" message to pop up before Brawl's intro video started. Interestingly, this message does not pop up if my SD.raw size is 2 or 3GB. I filed a report for this issue here: 4GB or larger SD cards cause "Receiving Vault Data..." message to display before title screen in SSBB
3. Use a program such as WinImage to add files to SD.raw
462  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 22, 2015, 09:43:34 AM
Considering we can use SDHC now, and that the time to read the SD card is minimal SPECIALLY when compared to reading from the game disc itself, I still think it's pointless.

With a 8GB SDHC card, you can have pretty much everything in the game replaced, and still add stuff. Or do you forget that the Brawl ISO itself is 7.92GB?
I like to keep the same SD card setup in Dolphin and real Wiis. Dolphin doesn't work with virtual SD cards higher than 2 gigs and songs can take up a lot of space. I still think there's value in reading new BRSTMs from an ISO (or having an ISO version of the custom sound engine). With wit, ISOs can be made from a filesystem so technically the size limit of Brawl's ISO is now the size of the hard drive. I'd rather read new BRSTMS from an ISO than worry about Dolphin/Wii SD compatibility.
463  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 21, 2015, 02:08:30 PM
How is that any different?
Music can take up a lot of space on the SD card. Also, less reads from the SD card would be required. The file patch code nor the custom sound engine currently recognize new BRSTM files on the ISO (although this may be due to nothing in the system that points to the new files...)
464  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 16, 2015, 04:30:29 AM
You can already add (without replacing) custom music.

It just requires a proper use of the playlist modifier code.
Are you referring to using the combination of the tracklist modifier code, Stage-Track Dependant Song Loader codes, and Custom Sound Engine? I'm doing that now.  I would really like to see something that allows a new .brstm file to be read from the Wii .iso.
465  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 15, 2015, 12:02:40 AM
BrawlDJ was such a tease...
The best alternative I have is to place custom songs in my .iso. That saves room on the SD and it allows me to have a decent amount of songs. If additional songs could be read from the .iso, that would be ideal for me.
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