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 on: April 18, 2019, 03:48:08 AM 
Started by bakuman365 - Last post by bakuman365
I recently downloaded a Dark Pit skin for Pit and I wanted to know if there was a way to change his voice to that of his original? This will also go for other characters.

Thank in advance.

 on: April 17, 2019, 10:28:32 AM 
Started by logorgb99 - Last post by logorgb99
Hi, there
I'm very new to modding brawl (project M) using brawlbox. I have recently been modding the size of bones using brawlbox. My method for this is opening the character's .pac or .pcs file in BrawlBox, expanding the character's main .mdl0 file, expanding the bones folder, finding the bone I want to grow or shrink, changing it's scale accordingly, and then renaming the bone (usually just adding a single letter.) I don't know if this is a common method or not.
On to my question. I have applied this method to a few characters, and only had problems with Ganondorf's cape. When I apply it to his cape, although the scaling appears properly in brawlbox, it does not apply correctly in game. Major edits in scale cause the cape to pin itself to the center of the stage, and even minor edits cause weird motion. Does anyone know why this happens, and if there is a solution or a better method to edit ganondorf's cape?

Thank in advance.

 on: April 15, 2019, 03:17:41 PM 
Started by KingJigglypuff - Last post by Lillith
Sooo... I need to figure out how memory allocation works then, huh.

 on: April 15, 2019, 09:42:49 AM 
Started by KingJigglypuff - Last post by KingJigglypuff
Numerous statements in your log definitely point to your issue being from file size.

 on: April 14, 2019, 07:26:28 PM 
Started by IzakJB - Last post by IzakJB
Hello fellow gamers I am IzakJB and today I want to talk about something I've personally been working on.
LegacyXP (Lite) But some funny stuff happens
In this mod pack ever character is completely and utterly busted (At a moderate level of course) it is very tedious work but it makes the game more fun in the end and that is my plan. DM me if you want an early access build I need a video for my Brawl Vault post but recording software doesn't like my computer! So just hmu if you want it and until next time IzakJB is out.
(P.S I know this was a short post but I just want to spread the word first soooo and its also only the .pac files for the characters)

 on: April 13, 2019, 08:04:06 PM 
Started by KingJigglypuff - Last post by Lillith
is it uh... is it appropriate to post this here since it's like... half related?
So I did stuff to the module, added the bytes to the bx_fighter.rel, I'm sure I've done it proper and all but it crashes upon booting, not the best on coding so it's entirely possible I just messed it up, but the Dolphin error log thing spits this out at me~

I would think it is a filesize issue, probably wrong though.
If anyone wants to have a look at the module

It's been redone a few times with the exact same error, which is what leads to the filesize thought.

 on: April 12, 2019, 05:12:46 PM 
Started by Roadhog360 - Last post by Roadhog360
Is anyone experienced with module editing? I need some help. I'm trying to get Shadow from LXP to work in vBrawl. However the Chaos Spear doesn't move. Nothing we've tried works, anything that does change anything ends up making the spear crash the game. The LXP module fixes this but obviously it has its instabilities and its own issues since it's a PM module. Would anyone be able to help me find out how to apply LXP's module changes for Chaos Spear to a Brawl module?

To my understanding, the spear replaces the spring as a projectile, and LXP's edit forces the spring to move forward.

Not sure where this goes, if it's more of a PSA issue, a module one or something else. Moderators, please move this if I'm in the wrong place.

Some people told me PyotrLuzhin made the edit, although contacting him was fruitless as he's very busy these days. I tried reaching out to him and received no response after months, and I don't want to send anything else as I feel like it'd be a bother.

 on: April 11, 2019, 06:54:51 AM 
Started by KingJigglypuff - Last post by KingJigglypuff
Starting with 0xA80 would only expand costumes for Ex clones. Starting at 0x580 expands costumes for everyone, so I would assume 0xA80 is the starting offset for BrawlEx 242's bx_fighter.rel.

 on: April 11, 2019, 04:47:44 AM 
Started by Dongky18 - Last post by Dongky18
I need help making a modpack!

I'm open to ideas for who I should add, but only if you can help add them.

I need people who can:

Unwrap textures
Use Project Smash Attacks
And Test

The Idea of the modpack is to make SSB4 DELUXE like Nintendo did to Mario Kart 8.
It should have all the SSB4 characters, and more. PM me, or respond to this post if you're interested.

Thanks in advance.

 on: April 11, 2019, 02:49:53 AM 
Started by KingJigglypuff - Last post by Lillith
Oh, the bx_fighter.rel is different? In that case, I have a miniature guide on how to expand costume slots by editing the bx_fighter.rel.
Open bx_fighter.rel in a Module Editor, go to Offset 0x580 in Section[8] and add an equal amount of bytes at the end of every section (there's a total of 0x80 sections in the vanilla bx_fighter.rel, each being 0x20 bytes).

Afterwards, go to Offset 0x3C8 in Section[4] and update 0x00200020 based on how many bytes were added to the costume section.

Example: If adding 0x10 bytes to the vanilla file, 0x00200020 would be updated to 0x00300030.
Though since you'd be doing this with over 200 slots, it's going to be a very long and tedious process, especially if you end up messing up somewhere and having to start over because of it.

So, a small correction from what I've seen so far, the first bit, the address is actually 0xA80, not 0x580 ...uh... At least for this 242 character thing. Probably since it needs to account for the extras, still looking into it currently though, need to spot other differences still, haha.
I'll probably just upload a patched .rel if I actually get it.

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