Hey guys. I haven't posted in a good couple of years.
Since I've been here, my harddrive where I backed up all my files has had a disk read error. So I'm attempting to relocate and redownload old files to start my Brawl modding again before I jump into WiiU modding.
There is ONE stage I'm struggling to find and would love a little help. It's a Final Destination Hack if I remember right. It was a simple, gimmicky one where the stage would spin around (like tilt and flip) on a set loop. I don't remember its specific name, but I've searched through 20 pages with nearly 20 more Final Destinations to go. If anyone knows the specific name or has a link to it, I would GREATLY appreciate it. Stupid as it was, I really liked the simple concept of it.
Hey. Lurker here. I posted a LOOOOONG time ago a request for the RWBY characters (Ruby, Weiss, Blake, and Yang) into Brawl, but nothing ever came of it. With Smash 4, I'm hoping this gets picked up. Especially since I have seen a mod already for Yang (it's got some rigging issues by the looks of it, but aside from that, it's functional).
Yang Over Captain Falcon
First, and easiest, would be Yang over Captain Falcon. Both use fists and fire for their attacks. Seems like a reasonable fit. 3D Model
2D Image
Blake Over Zero Suit
Again, this one seems simple enough. Both use guns with whip or whip-like attachments and both are fast. ZSS has no short swords, but I'd say that it'd be a small sacrifice. 3D Model
2D Image
Weiss Over Lucina
Originally proposed over Marth, but now we have Lucina who has the same moveset and weapon type, but with different chromosomes! Marth could still work too. 3D Model
Lack of a good scythe user makes this tough. Ike has a big enough weapon that it would be the easiest to change over to her scythe. But I've seen a few Marth/Roy hacks where they have a scythe, so perhaps Lucina would be just as doable. And she'd be faster too. This is one I'm not sure who fits best. I'm thinking Ike, but perhaps I'm thinking too much "in the box". 3D Model
2D Model
Not expecting a huge response to this. I understand this is a rather bulky request for a game that has only just started getting mods for it. But for those who read the whole thing, thanks for giving your time to the request of someone who merely lurks the forums and browses the vault. You're awesome.
So strange shenanigans happening. I finally got the codes to work after a lot of extra work that I didn't really want to bother with, but I got it anyway. All the files are copied from the original Cbliss stuff. All the codes should be the same as the Mewtwo2000 cbliss codes (stable version as I am told). And just about everything works fine. While I still have yet to test out the Pokemon Trainer (the problem being my computer at the moment) I did have some weird crashes in game.
Namely, on the character select screen. Two very specific crashes. One of which was when I had Kirby's 09 character selected in a player slot and I tried opening another player slot and only after a character was selected did it crash. The second was when I tried to play Ness. I couldn't use his default costume because it crashed immediately when selected on the menu. NONE of his other costumes do this and (to my knowledge) no one else on the character select screen has these issues (again, Pkmn have yet to be tested to verify this).
With all the codes and files copied properly (again, to my knowledge) I haven't a clue what could be causing these two oddly specific crashes. Anyone else have any ideas? And, either way, anyone have an idea on how to stop them or prevent them from being a problem?
I updated all my audio drivers and still no change. :/ Post Merge: May 03, 2013, 06:50:21 PMProblem Solved:
Turns out I need to run BrawlBox as administrator in order to get it to open WAVs properly. So if anyone has this problem as well, here's another viable solution.
Have you run the wave files through Audacity? (just import them and export them as wav again)
Otherwise, sounds like a driver issue.
v0.68 doesn't have a problem with that anymore, no.
I want to say it's a driver issue. I tried importing the WAV and exporting it again as another WAV and still nothing. Any idea what drivers I need to fix?
So I'm trying to make a few new BRSTMs in BrawlBox because I want to be able to loop it the way I want. The problem is that I can't get any of my music files to open in a way that will allow me to edit them. All the files I've tried are WAV format. I've tried using BrawlBoxes 5.9, 6.0, 6.3, and 6.5 and they all give me the same error message:
"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. The parameter is incorrect. (Exception from HRESULT: 0x80070057 (E_INVALIDARG))."
And under the details button it gives me this information:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentException: The parameter is incorrect. (Exception from HRESULT: 0x80070057 (E_INVALIDARG)) at System.Win32.DirectSound.IDirectSound8.CreateSoundBuffer(DSBufferDesc& pcDSBufferDesc, IDirectSoundBuffer8& ppDSBuffer, IntPtr pUnkOuter) at System.Audio.wAudioBuffer..ctor(wAudioProvider parent, DSBufferDesc& desc) at System.Audio.wAudioProvider.CreateBuffer(WaveFormatTag format, Int32 channels, Int32 bps, Int32 frequency, Int32 size) at System.Audio.AudioProvider.CreateBuffer(IAudioStream target) at System.Windows.Forms.BrstmConverterDialog.LoadAudio(String path) at System.Windows.Forms.BrstmConverterDialog.OnShown(EventArgs e) at System.Windows.Forms.Form.CallShownEvent() at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
I've searched on Google and have not found a solution at all to this. I've even tried opening old WAVs I converted a long time ago, and now those won't even open. Any help would be greatly appreciated.
So I thought I had a handle on it and tried using the ASL tool from M22k. Unfortunately it still failed. Even worse, it wouldn't even let me get to the main game, crashing just loading up from the gecko screen. This is, like, the fifth or sixth time trying to get this damn thing to work. So unless someone has a suggestion as to what's wrong, I'm just going to call it quits because trying to get this code to work has already taken WAY more time than I wanted it to.
And here is the code I was using during the most recent attemp. Included is the main code and that loader data as well. If you need other info to make sense of this, feel free to ask:
Been reworking codes on my game since I haven't messed with them in a while and I wanted to clean up some of the issues I remember it having before as well as try some new things I haven't messed with before. One of which was the ASL codes. Problem, I can't get them to work at all. I tried using the ASL tool from M22k, but then I went for the ASL Code Generator instead. Regardless, the code generated didn't work at all and I'm not sure what the problem is. Here is the code. If anyone has any idea what's happened or would be willing to fix my goof, I'd appreciate that.
Also, I'm looking to get my ASL codes to incorporate roster expansion stages as well. So I would like a bit of explanation as to how that goes (given that I couldn't even get the basic part down right, lol).
I'm having problems with character select screen freezes as well. I'm not even using a custom CSS anymore, just the basic screen that comes with Brawl minus. Before it only froze when flipping through costumes with Kirby. Now it does it for ROB and/or Pit and I have no idea what the issue is anymore.
So here's what's happened: I installed a new CSS (the darkblue flame CSS by ASFlink). I installed all the proper codes so I know that works. I also went through every portrait beforehand making sure every character's was the right size, colors, etc. The .pac file is smaller than needed, so I know that it should all be working absolutely fine.
Problem: I noticed this when going through kirby, testing to see what Brawl-Minus 2.X will do. When I flipped through his portraits, it froze on one of them. So then I resized it to be smaller and took out colors. When I tested this again, a different portrait froze. After this happened a third time, I resized all of Kirby's portraits AND removed the GigaBowser & Company icons too (thinking they might be a part of the problem). If I cycle through his outfits on the select screen, it eventually freezes on one of them (not always the same one). Any idea what the problem is here?
EDIT: Tried replacing the portraits with the default portraits. Still freeze. I'm starting to think that it is more the CSS than the portraits.
EDIT2: Further testing indicates it's not the CSS either. Switched it to an older one... still freezes... on Kirby... no one else. WTF?
EDIT3: So it had to do with the CSS codes... not sure which ones... but most of these codes I've used for quite a long time and never had issues... now they mess up Kirby for no adequately explained reason... I repeat... WTF?
EDIT 4: Seriously? I can't bump my topic even once to try and get help? If no one sees this the first time around nothing happens? That's great. Well here's another damn update since it is back to not working: So when I thought it was working... nope. I added the portraits back in and it [censored]ed up again. Does anyone know why this is happening? I'm literally out of reasonable ideas as to what the problem(s) is/are. Only thing I can think of is that it is the Brawl Minus 2.X, but that only changed the movesets and nothing else. And it shouldn't be the portraits because it broke on default portraits and worked before 2.X with the custom portraits.
I'd add more, but I am not available for too much right now. I own none of these in any way. I just saw the list and added what I had stored up. Hope it helps.
I know this doesn't make a lot of sense, but I was going through new costumes for characters (replacements, updates, and attempting to fix ones that we thought didn't work). Through my tinkering, I found out that certain costumes will not work when used by Player 3. Instead, the game freezes. Player 2 works fine. Player 3 works fine. But certain ones like Joker, Hitler, Deadpool, and even Banjo Kazooie will not function on player 3. I can think of any codes or reason why this would be a problem. Has anyone else encountered a similar issue? If so, is there a way around it? Any help would be appreciated as I have a lot of costumes and it would suck if we had four players and one of us was stuck with the defaults I left on there (luckily).
I have the same problem. All my images are reduced to 88x88 like the original images. All my pics are indexed with quite a few less colors. In fact, all my images are smaller than even the pac's original Mario Bros. file with how much I edited them. And they automatically were CMPR. I've done everything to get the pac's file size down but it is still standing at 1.15... how on earth do I get it to go down more?
So I tried copying a st_custom.rel from one of my other stages to the ClockTower stage (as they are both skyworld hacks with skyworld.rels). While the stage I copied works fine, ClockTower is still broken with the proper .rel that works for another skyworld hack. So, yeah, not sure what's going on.
EDIT:
And I tried redownloading the .rels for the expanded roster stages... no luck there either.
Update: (yes, I'm multi-posting when I learn something new, sue me).
Looking through the file for the Clocktower, I found out it needs a rel for 75m instead of Palutena despite all the files being for Palutena. I'd just like to say (to whoever made it) that you, sir or madam, are an idiot for doing it like that.
Now it's time to go through the others and see what's wrong with those.
Update 3: So I went back and got the old .rel that worked for the Perfect Chaos stage and tried it with the newer Rainy version. That's another problem solved. 5 to go.
Update 4: There were two versions of Red Ribbon Stage. I decided to try the one I hadn't messed with yet. It worked. Can't say why the 75m version wasn't cooperating, but at least the jungle japes version is less obstinate
Update 5: (that's a lot) Seems that there were also two versions of Crystal Canyon and the alternate version proved to be better than the first one I tried. Only a few more to go.
Update 6: hey BOYS and GIRLS, it's me again. So I've been clearly ignored in my attempts to fix stuff and ask for help. but that's fine because through the process of experimentation with what little freetime I've had between exams, school, work, and porn; I've found out more problems... for another stage. It seems that Fountain of Dreams doesn't work, even if I put it over GreenGreens. I don't know if the version I got wasn't good or isn't up to date, or if it wasn't good to begin with. Regardless, that's one less stage I'm planning to deal with. Stay tuned for updates to the remaining stages you bumtumblers you!