Released cBliss tool. It replaces the cBliss codes found inside a gct file with mine. Unlike the stable codes I released, the codes generated here use some extra space in memory to read the new costumes from, even if the normal cBliss is used. This space in memory should be safe, so it should be no problem and the stability should be the same.
It can build the codes for the standard cBliss order, it can change the teams in this set so they're the brawl originals (red mario is default mario instead of mario01), and it can keep the brawl order for the costumes, which would need a different set of portrait files.
The codes are adapted to Project M in case the gct file is found to be a Project M gct, so there's nothing to edit manually in it anymore.
Hi there, I've made a tool to manage the codes easily. It will automatically update the codes in your gct's to my stable version of the codes, it will allow you to select the order, the number of costumes for characters individually, and will add the needed codes to your gct if they're not in it. It will do it too for the Project M gct flawlessly, so you don't need to replace any value by yourselves anymore.
mmm isnt there anything i could do to help mewtwo?
No, don't worry about it. I'll be able to finish it. It's only that I'm having some busy days lately, my girl's hurt on her hand and we've been going to the doctor and stuff. I've also had some family trouble, but it looks like everything is fine now. So, when my girl goes her home for a 1-month vacation in 20 days, I'll concentrate on finishing the cars animation I've left unfinished, will try to animate those rotating things over the boosts or something, will make some small animation changes, and will prepare the Port Town and Final Destination versions.
Yay, now I don't have to check this thread three times a day to see if Mute City has been released yet or not.
Anyway, I'm maybe a bit too excited for Mute City, but once you get your chance to work on it next month, you should definitely take your time with it. The wait will be too much for all of us, but it will definitely be worth it in the end. After all, good things come to those who wait.
Yeah, you can stop checking. The wait has already been extremely long, and I'm sorry about it. But as you've said, good things come to those who wait
I was working on a version of Delphino plaza in which the main platform of the stage would never land, but the platforms would transform as they usually do.
But I met a problem, I was unable to make it so the water level which sometimes appeared every now and them would never interfere in the match.
At the moment, when the characters fall a little below the stage, they start to swim on invisible water (due to the fact that the actual water is a model and continues where it should, so they are swimming on the programmed water level).
I'd like to know if you would like to join in on this? It's a good concept for an actual competitive stage, but I'm stuck on making it work for way over a year. Maybe a couple years, actually?
Waddaya say?
Sure, I'd like to help you with it. I've never worked on Delfino Plaza, it will be interesting to make tests with it and try to fix that undesired water. Knowing about it could be interesting for future stages with random animations and stuff, and even real moving water if it can be controlled in any way.
On the Peach's Castle stage the CPU's continuously ran back and forth. Even when ported to other stages.
This shouldn't happen if a final destination module is used instead. Anyway, I've played and worked on other stages with water and characters are not that silly, I'll have to work on that once I revamp the stage.
About Mute City, it's on a hold for a while again. Right now my situation isn't specially calm, and I need to be calm for the tweaks it needs to be finished. This will change in 20 days, I should have a whole month to work patiently on it from that day on.
I don't like to make promises, but I'd say the stage is to be finished before the end of August.
So, if I use your stable version, I'll have to change around all my team costumes that are currently compatible with cBliss 1.5 to how Brawl originally read them (ie, FitChar01 isn't always red team)? And, because of that, the Brawl Costume Manager's cBliss setting is no longer compatible with cBliss itself?
No, this doesn't apply to the 'stable cBliss' folder. That one works exactly the same as the official cBliss, only that with less freezes. Just same thing with more stability. The ones that change the color teams are the other 2. But changing the team colors doesn't mean changing the css files, you can have standard mario as red team mario with the files provided in the cBliss package. It would be the original brawl order one that would need a different set of files for the css and stuff.
Is this version of cBliss compatible with FilePatch 3.5.3? Would both RSBE and RSB4 folders be affected by cBliss?
I don't know how the alternate folder in filepatch 3.5.3 works when the files aren't in the disc file. I'd say you'd need all the pac/pcs files to be in both folders to make them not freeze in any case. But it all depends on how it works. I'll always recommend to use a modified brawl iso, so all the new files for the characters are already in the iso and there's no way it freezes.
The Stable cBliss is just the original set with less freezes, if any.
The other mod versions use a different place in memory that should be safer and should have less freezes too. One would keep the cBliss order and the other would use the Brawl one. In both cases the color teams are restored to the Brawl defaults (or Project M, if you get the PM sets).
Okay, I've got a modification that's only for the truly adventurous types of people, as this will use the addresses of Wario's new offset, keeping Wario's at its original place. Like the original author already stated, if these addresses are going to be overwritten at some point by another code, it could make cBliss not work at all, so be very sure none of the addresses are going to be overwritten, or just use the original, since if these addresses are going to be used, at least it would only be Wario who would be getting the boot.
This will write the new offsets to the costume data.
What it does is simple. It uses the original set of data described in the original code, meaning, FitChar01 is red, FitChar02 is green and FitChar03 is blue.
However, in the cases where the main color, as in, FitChar00, is any of the team colors, it would pick that instead, in Mario's case, his primary costume would be the red team costume.
Again, it's not advisable to use this code if you're not sure any of the codes will write to this location.
Also, I'm going to do some more tests, to see if I can extend this any further.
Anyway, I tested it, and it does work with at least Mario.
EDIT: If you're going to use Alternative Stage Loader, don't use this.
About that stability, the only difference (unless I'm mistaken) between cBliss 1.1 and 1.5 is just that Wario has his own place in memory to enable his 12 costumes. I've been told that the memory used is used at some point by other things in the game, so it's not a safe location.
I could post a memory-safe version of the codes, both the original and modded teams versions in case it gets better. I'll do it later.
So, unless I'm mistaken, you've made the code to keep wario in his original spot, while using what was the place in memory for wario before as the new costume values for the rest of characters, only that in 4 different sets so they can keep their standard costume as the red/green/blue team. This will be unstable, probably less unstable than what I posted some weeks ago to accomplish the same thing, but still will be.
You mentioned the possibility of re-using the junk that is the original placement of the costumes, so I'm wondering why have you used that unstable part of the memory instead of that junk. The idea is fine, but you've used the wrong memory just like asf1nk or myself, with some of my modded versions.
In fact, I got a new mod I'm using for like 2 weeks with a safer place in the memory. Instead of having 4 different sets and using them in each character, depending on what each one needs, I've just written a big bunch of memory and every character just points to their own place, even if the contents are exactly the same. I did that because I originally made a mod in which the original Brawl order was kept, and that needed every character to use their own costume info, not only 4 sets like in the cBliss order. So I just converted my long code into the special case in which all the characters use a different place in memory with the cBliss order for everybody.
I've never shared those codes with the new offset, so I'm doing it now. I'll also re-post the codes with the original Brawl order, just in case. That way, people may test and select what's more stable for them.
cBliss with cBliss css order, but original team colors:
Code:
Characters have 10 Costumes [All Chars +] [Mewtwo2000, ASF1nk]
...I have no idea what the hell you just said, Mewtwo. It sounds like you kinda mixed up some words there. XD
Anyway, before trying to modify these, I had a codeset that worked just fine aside from randomly freezing during 4 player matches sometimes. Here is the txt and gct for that.
Asf1nk is probably busy working on the new version, but in the meantime people should use the fixed versions of cBliss I posted the other day, instead of the one in the OP.
So I'm posting here again just in case they've been unnoticed. They do exactly the same as the ones in the OP, only that more stable.
The fixes to apply are different now. Just look at what values did you look for and what you replaced them with, and with the new codes, you'll see the new value to put instead.
I can do it tomorrow if nobody finds out what I mean, I just cannot do it right now.
I don't know what's that about recalculating the normals... Unless some special imput has to be used or something, a bad-normals model converted to dae with brawlbox is still a bad-normals model when re-imported. And of course, the normals generated/fixed in 3dsmax are fine when you import them as mdl0s... Just as always O.o
I can make the same fix to the PAL one. If that's the problem, then it will be fixed.
For the moment, this would be the fix to the NTSC code, I'll test it ingame now, and if it's fine, I'll do the PAL. I'll also do some fix to my original teams and original order mods.
Edit: Well, tested it and seems to be fine. Anyway, riivo users and people with special cases should try and give feedback.
Here's the codes in case you want to copy-paste instead of downloading the gct of txt files.
About that stability, the only difference (unless I'm mistaken) between cBliss 1.1 and 1.5 is just that Wario has his own place in memory to enable his 12 costumes. I've been told that the memory used is used at some point by other things in the game, so it's not a safe location.
I could post a memory-safe version of the codes, both the original and modded teams versions in case it gets better. I'll do it later.