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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: File Patch Code 4.1 release on: July 16, 2016, 05:52:00 PM
Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once
Sadly, unless I'm missing something, it seems so. Using this code with the Project M launcher results in frequent (if inconsistent) crashes.

It's a shame because it means I'll either have to remain on the older version of the code or downgrade to a 2 GB card.
2  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Custom Marks? Sure! on: April 28, 2016, 10:23:41 PM
Implemented the Street Fighter mark and it works swell. Good work.
3  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 17, 2016, 11:31:57 AM
Have you tried copying the materials and shaders from a known working result mark model to your new one? Have you checked to see if the visibility bone listed matches what is there in the model?
Former? Yes. Latter? I thiiiiiiiink so.

All else fails, could you link to your modified STGRESULT and let me take a look?
Sure thing.
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 16, 2016, 07:06:11 PM
associate it with a MenSelchrMark.## texture (CI4 format)
I think this is the part I'm having trouble with. Does STGRESULT.pac require its own texture or does it just load from info.pac?

If the latter, where do I need to enter the value? I'm not finding anything that matches.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 15, 2016, 02:44:10 PM
\private\wii\app\RSBE\pf\stage\melee\STGRESULT.pac -> MiscData[110]
I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

Am I missing something obvious?
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 15, 2016, 01:10:12 PM
Hi there, me again. Can anybody point me to the file that the results screen loads its marks/franchise icons from? I can't seem to find it anywhere.

I'm trying to add a series icon for Mega Man. It works during the actual game, but crashes the results screen.
7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 19, 2016, 03:14:08 PM
Okay, I finally managed to figure it out.

There's a slight bug where certain effects/projectiles will bug out if a clone and its base character coexist in a match. Is this to be expected or did I goof again?

Either way, thanks for the help, you guys!
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 17, 2016, 01:25:36 PM
that pack should work with  a reg sd card and no sdhc code
as its only 800mb
Okay, I tried this and actually got it to work! I mean, the characters didn't seem to have the proper voice/sound clips, but I think that's more a technical issue with modding the game in general, right?

Since I think it's been narrowed down to something to do with the SD card, is there any way to get it to properly work with my SDHC card? In addition, any idea why it wasn't working with Waluigi before?

9  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 16, 2016, 05:47:06 PM
that pack should work with  a reg sd card and no sdhc code
as its only 800mb

Well, it seems like BrawlEx wasn't working that way either, but hey, I'll give it a shot later anyway. Don't suppose I have anything to lose.
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 16, 2016, 03:05:22 PM
That is very odd. Firmware only matters when you're using SDHC, but it wouldn't work at all if it was the issue. Do you have another SD card handy to test to see if perhaps there's a fault in the card? Is the pack you tested left as it was at default, and is it known to be without issues in this nature?

Yeah, I was trying to run it on a 2GB non-HC card before I ran out of space. ^_^;

Also, I was using Kitsu's BrawlEx. Using my normal set of codes resulted in the same issue, but using the codes packed with the pack resulted in no CSS at all.
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 15, 2016, 06:10:11 PM
That sounds unusual, are you on the most recent, stable version of BrawlEx? Perhaps try using a prebuilt pack as a base and making your own modifications to the roster from there.
I do believe so. I downloaded "BX Clone Engine v2.0.0.0 Stable" and "BX CSS Expansion v1.0.2.0 Stable" from the first post.

Also, okay, will try that and see if it results in anything different.

EDIT:
Okay, I installed a mod pack and got largely the same results. Stages, music and other files load fine, but extra slots are completely broken.

However, I got a new result: there are some bugged Mario slots that, when chosen, do not load a character during the fight. The game doesn't freeze and merely softlocks. Dunno if this info is helpful.

And with that, I am even more confused than I already was. There's gotta be something I'm missing here. Is there any specific Wii firmware you have to be on or something?

EDIT 2:
I should probably also clarify that custom characters also work when they replace another character.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 14, 2016, 02:51:36 PM
Okay, I'm hoping this is the right place to ask about this. Please do redirect me if it isn't.

I've been trying to get this up and working, but to no avail. I downloaded the Waluigi mod/PSA (which seems to already be set up to work), but whenever I try to add 60 to my roster, it just results in a second Lucario. Other slots and characters have been tried, but the only odd result was 2D Marisa in slot 62, which resulted in Nana by herself with ROB's icon for some reason.
I'm using the Project M Launcher to load these mods with a 16GB SDHC card.

Any help or tips on how to fix this would be very much appreciated.
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