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496  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 25, 2014, 10:24:37 AM
Can't add costumes to characters.

What I did was add an extra slot in the Fighter.dat, then added the extra costume images of that character.
But in-game, the portraits are not showing and the costume I added can't be selected.

Any clue of what's wrong?

P.D.: I tried this with both Link and Lucario. No costume was added.

Did you make the necessary changes in CSSSlotConfig and FighterConfig to recognize your character costumes?
497  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 23, 2014, 08:06:19 PM
Since people don't seem to know about the Alternate File Loader's ability to double the number of playable stages, I wrote a tutorial. http://forums.kc-mm.com/index.php?topic=72440.0
498  Help & Tutorials / Programming Tutorials / [OBSOLETE] Alternate File Loader Stages and Brawlex on: December 23, 2014, 07:57:01 PM
A regular Brawl compatible Alternate Stage Loader has been released here http://forums.kc-mm.com/index.php?topic=20291.0
This makes the AFL now obsolete for loading alternate stages.


Apparently not too many people know about this, so I have good news! This doubled the amount of stages I could use via Brawlex with Stage Expansion.

The Alternate Stage Loader (ASL) and Brawlex are currently incompatible. This code allows multiple stages to be loaded as "alternate" stages using a "base" stage .rel. If you are interested in the Brawlex incompatible ASL, see http://forums.kc-mm.com/index.php?topic=31070.0.

While ASL does not work with Brawlex 2.0.0.0, its predecessor does. Almas' Alternate File Loader (AFL) can load multiple types of files when a customizable button activator is pressed, but stages are the ones of interest for me. A full explanation of its capabilities can be found here: http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/. I currently use a GameCube button activator, but I have not been able to get button activators from other controllers to work.

ASL is able to have many alternates for a stage whereas the AFL can only have one per stage. The alternate stage loaded will use the same .rel as the base stage. Only one instance of AFL will be recognized by Wiis (the first one if you have multiple), so only one function of the AFL and one button activator will be recognized. The AFL and ASL do not alter cosmetic, sfx, or strm data.

Codes for AFL (see spoiler): AFL (Core code, configured for stage loading), AF Data (Button Activator set to GameCube Y+A)
Alternate File Loader [Almas]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
3D800004 618C86C0
3D60805A 3CA0452F
60A57066 90AB7C14
816B7C22 3C608057
60639FF0 84A30010
2C050000 4182008C
7C055800 4082FFF0
3CC04545 60C62F53
7C062800 4082001C
3D60804D 616BE4B0
A16B0000 A1430008
7C0A5800 41820050
88A30004 A1430008
39200000 A0C30006
64C68152 7CC66214
3CE0804D 60E7E4A8
39290001 7CCC3050
38E70008 2C090005
4182FF94 89660000
7C0B2800 4082FFE4
A1670000 7C0B5000
4082FFD8 A143000A
3D60805A B14B7C16
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
8C040001 00000000

Alternate File Data (Gamecube Controller AY)
0657A000 00000010
45452F53 0000E27B
09804159 00000000

Setup: This method works using Gecko code handler. I have not tested other code handlers.
1. Insert the codes into your .gct file (check to make sure you didn't copy a code that already exists in your .gct).
2. Create these folders in you SD card (Alternate Stages will be loaded from here):
private/wii/app/RSBE/ay/stage/melee/
3. Add alternate stages to the new "melee" folder (they must have the same filename as the base stage)

How to use in game with my button activator:
1. Move your hand over a base stage (I'll use Final Destination as an example).
2. Hold down Y on a Gamecube controller
3. (Don't let go of Y) Hold down A on the same controller. Based on the Final Destination example, private/wii/app/RSBE/ay/stage/melee/STGFINAL.pac will now be loaded instead of Final Destination

Notes: This button activator is specific to the stage selection screen, so pressing the button activator elsewhere will not cause problems. If an alternate stage cannot be found (like naming your alternate Final Destination as STGFNIAL.pac), the base stage will be loaded instead. If a stage that uses a different .rel than the base stage is loaded, the game will freeze (there are some rare exceptions to this however).

This is why I have been working on achieving .rel-less stage porting. I am having progress!

Enjoy your stages everyone!

Update 3/15/2015: Bytecount typo has been corrected thanks to secretchaos1. While this did not cause any problems for my setup, it did for his.
499  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: December 23, 2014, 05:52:38 AM
I found some hidden goodies!

Broken Download "The Gate of Truth": http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22367
New link: http://www.mediafire.com/download/ir2fp33uj9cw8rs/The+Gate+of+Truth+with+Vines.PAC

Broken Download "Saratobi Asouma Naruto/Naruto Shippuden": http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26073
New link (added my own CSP and BP too): http://www.mediafire.com/download/7d794ucmg34toyk/Asouma.rar
500  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: December 20, 2014, 10:17:01 PM
You mean like, if a bone is replaced with a bone exported from somewhere else? I'll take a look, seems simple enough to fix

Yes. If I export bone A with child B and then re-import bone A, child B is gone. This can get really annoying if there are a lot of child bones.
501  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: December 20, 2014, 10:09:51 PM
I'll add it as an Ikarus request. $5?

Sold. I might as well ask about importing bones too. In Brawlbox, if a bone is imported, all child bones are lost. Are you able to make it so child bones are retained when importing bones?
502  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: December 13, 2014, 06:54:51 PM
Is there an easier way to swap subactions between PSAs than copying and pasting Main, GFX, SFX, and other separately? It'd be nice if I could copy all parts of a subaction with one click and then replace the old subaction.
503  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 13, 2014, 06:49:08 PM
Interesting. So basically you could get by this little cosmetic issue by using split preview pics. Possibly an icon of the button configuration to access the stage's alternate as well. However only 1 button activation can be used at a time? Mind you I suppose you could get around this by having multiple versions of your codeset for users of different controller types.
Still, I might look into this sometime to hold me over until the stage select screen is expanded farther.

Split pictures will work, but only one button activator will be recognized. I tried using multiple activators, but the code handler will only recognize the first button activator.
504  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 10, 2014, 10:37:51 PM
So wait, I'm just walking into this before I settle into some PSA work, but if I understand what's being suggested here, these codes can load an alternate stage so long as it's shared by the same REL? I take it it doesn't change the cosmetic information for the Stage Select screen, but how do you activate it? And it does work with Brawl EX? OR does testing need to be done? If we can get this working with EX we can add more stages.
Correct. The button activator is configurable. I can confirm Gamecube button inputs work, and supposedly classic controller inputs can also be used. The code will only recognize one input configuration though. This can double your stages Nebulon!
This code does not change any cosmetic information. If the button combination is activated when a stage is selected, the code's specified folder will be searched for a stage that has the same filename. Works in my Brawlex setup!
505  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 10, 2014, 10:17:58 PM
How does the AFL work ive never used it...

It has some pretty cool functions, though only one instance of this code will work in a .GCT. See this for a full explanation of its possibilities: http://smashboards.com/threads/the-alternate-file-loader-aka-the-clone-engine.250370/.
I use it for its alternative stage capabilities (works with Brawlex!). Unlike the ASL, only one alternate stage per original stage can be loaded using a button activator. That stage must also use the same .rel as its original stage. The last post here will explain the rest: http://smashboards.com/threads/how-to-have-multiple-of-the-same-stage.277246/.
I was hoping someone was able to get the AFL to load alternate .rels too, but this doesn't seem to be the case.  Cry
506  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 09, 2014, 01:16:45 PM
Aww, at least the Alternate File Loader (AFL) still works with Brawlex. I just wish the AFL could read alternate .rels!
507  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 09, 2014, 11:47:30 AM
Quick question, is the Alternate Stage Loader still incompatible with Brawlex?
508  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: December 08, 2014, 05:58:15 PM
Aww, it didn't always work but I liked it better than PSA. Thanks!

Post Merge: December 09, 2014, 11:43:21 AM
I might as well ask my other question here. Is there an easier way to swap subactions between PSAs than copying and pasting Main, GFX, SFX, and other separately? It'd be nice if I could copy all parts of a subaction with one click and then replace the old subaction.
509  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: December 08, 2014, 03:12:09 PM
I am able to edit MoveDef information in fighter .pacs using BrawlBox 0.68b but not on this version. Is this feature no longer supported or am I missing something?
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