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 on: April 25, 2018, 08:34:55 PM 
Started by KingJigglypuff - Last post by KingJigglypuff
This topic has been moved to A/A Help.


 on: April 22, 2018, 03:14:39 PM 
Started by Mortimer - Last post by Mortimer
Chris' only problem is that I managed to change Snake's grenades to give him several types of grenades you can choose to throw. You know... to mimic RE5 and RE6's grenade types. And randomly one of those grenades get stuck on the ground and the game crashes if you pick another.
One of those bugs I can fix in 5 mins or 2 months, depending on how lucky I am. Not very lucky, lately.

I used Ike as a base for Wesker, since his fighting style is not based on projectiles. Plus, Ike has a pretty small motion I can use to boost a little the texture quality.

I downloaded those voices from youtube, don't worry. Smiley But if you for some obscure reason have his combat voices (punches and kicks) from RE5, that would be awesome. I managed to extract Chris' voices from RE6 using a now forbidden tool from their modding community. Unfortunately, there's no Wesker in RE6.

 on: April 22, 2018, 03:02:42 AM 
Started by Syvkal - Last post by Syvkal
Glad you guys like, hope it comes in handy!

Also, minor update.
Previously it was ignoring any old versions of files.
I realized that people may want to revert changes and use an older version, so I've updated the batch file to perform a proper sync

 on: April 21, 2018, 08:18:27 PM 
Started by Mortimer - Last post by Calypso
I'm glad to hear that your still working one Chris, and Wesker too Grin that's also wonderful news.

What character is Weaker going to be over?
Also I can send you Weaker's voice wavs from Marvel vs Capcom 3, if you don't have them already that is.

 on: April 21, 2018, 06:54:47 PM 
Started by Syvkal - Last post by Ricky
I love this, I'll be using it a lot for updating Dolphin mods. Thanks a bunch.

 on: April 21, 2018, 06:53:23 PM 
Started by Ricky - Last post by Ricky
>>>>> DISCLAIMER: This tutorial is originally by CALAHAN on Smashboards: https://smashboards.com/threads/tutorial-adding-titles-to-custom-song-engine-brstms-in-pm-brawl.449409/ <<<<<

There's little detail that so many have had trouble with in the past when it comes to the Custom Song Engine. The third version of it is simple to use incorporate into a PM/PMEX build and there's even a couple of tools out there that can generate the necessary song forcer codes and the required asm programming to make said codes. Assuming you have the song forcer codes ready and working, we're going to find out how to give these songs titles and add that little touch of detail that many builds seem to miss.

Step 1:
Assuming you already have the Custom Song Engine and the song forcer codes working for our new brstms, you may be curious as to how you can give these new brstms titles like the ones already in game. Firstly you're going to have to dive into the "common 2.pac" with brawl box. Now once open, we need to edit MiscData[30]'s "sndBgmTitleData".

Step 2:
Now that we found the "sndBgmTitleData", let's open it up and see what's there. You should see a list of four digit alphanumeric ids followed by an arrow pointing to the right toward another number.

Step 3:
Right click the "sndBgmTitleData" folder and a drop down menu should appear. Click "New Entry" to add a new item to the list. In the future, if you want to do this faster, try the shortcut "Ctrl + H".

Step 4:
Go to that new entry at the bottom of the list and click it. You should see some data on the right of the Brawl Box Window. This new entry is assigned to the theoretical next entry after the last known brstm in brawl. What we want to change is what brstm is this entry assigned to. To do that we need to change the "Song ID" that this new entry is assigned to.

The brstms used by the Custom Sound Engine are given an 8 character alphanumeric name, like 0000C25F. The last 4 characters in that name are actually hexadecimal values. The song id in brawlbox is in all numbers, aka decimal. So to make this decimal value translate into the brstm of your choice, you need to convert a decimal value into the corresponding hexadecimal value. In this example, C25F in hex would give you a decimal value of 49,759. If you have a calculator on your computer, you can change it into programmer mode to get a quick translation.


Step 5:
Continue to add new entries and rename the song ids to your liking and need.

Step 6:
At this point, we are done fiddling with the common 2.pac. Now it's time to go to the info.pac in the info2 folder of your build. Open that in brawlbox and go to MiscData[140]. These are your song titles that appear in game and are used in other areas of the game, such as the "My Music" Menu (though each have their own list of song titles to manage, unlike in Smash 4 where all song titles are pulled from one locale). All you need to do is add a new entry into the list and name it whatever you like, though it's best to keep to the title of the brstm you have. How do you know if it cooresponds to the entry number back in the common2? The "Song Title Index" value is actually the number of songs in the MiscData[140]. This new entry should be no.265 or higher depending on how many songs you already have listed in the "sndBgmTitleData".

Click that little plus sign on the right and you'll be able to type the name of that brstm you'd like to give it.

After this, a title should be given to the brstm in game when you go to the stage it appears on.

 on: April 21, 2018, 02:16:46 PM 
Started by Syvkal - Last post by Syvkal

Virtual SD Sync

A collection of utilities and scripts to automate updating your virtual SD card.

Not exactly an update in terms of stages, but mostly made this to motivate me to get back into modding.
Hopefully my plan will work and I'll have something more exciting to add here soon!

 on: April 21, 2018, 02:16:25 PM 
Started by Syvkal - Last post by okotochiken
Duuude. This is so gonna come in handy - Thanks for taking the time to make it!

 on: April 21, 2018, 02:03:18 PM 
Started by Syvkal - Last post by Syvkal

A collection of utilities and scripts to automate updating your virtual SD card.

You choose a folder and your sd.raw file then run the program to sync between them.
Only updates new or modified files and can optionally purge old files from the SD card.


  • Mount sd.raw files as a virtual Windows drive
  • Sync files between your build directory and the sd.raw file
  • Unmount virtual drive after syncing
  • Load Dolphin after sync (optional)
  • Load Dolphin save state on start (optional)
  • Create new sd.raw file if required


  • Make sure to backup your data
  • Once the Setup is done, everything should be safe and easy to use
  • Can be pinned to the taskbar for ease of use

I'd appreciate any error reports, I tried my best to make it a standalone package. Hope you like it!

 on: April 21, 2018, 08:31:33 AM 
Started by GodBarrierDjinn - Last post by windhunter7
Yeah, there's no fix for that, unless it's one of the characters that has just plain scaling YRotN affect him, or if you want to edit the animations

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