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Author Topic: Mewtwo2000's tools - cBliss Tool updated [21/04/2014]  (Read 101522 times)
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Armored dragon
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« Reply #195 on: March 25, 2014, 05:58:53 PM »


when I try to use cbliss with the 12 stage expansion template, Instead of giving ganondorf a extra costume slot, when I go too far in the costumes with peach, it crashes. keep in mind I didn't do anything to peach when I was giving one extra costume slot to ganondorf. I also have used in the stage roster expansion tool. I'll try some other things to see if I can get it to work, but if someone knows how to fix it, please tell me.
« Last Edit: March 25, 2014, 06:38:44 PM by Armored dragon45 » Logged

Mewtwo2000
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    « Reply #196 on: March 25, 2014, 08:41:00 PM »


    Send me your gct for me to see what's going on.
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    « Reply #197 on: March 25, 2014, 08:48:41 PM »


    so far I found a way to fix it. something about what I did in the stage roster expansion tool seems to have interfered. from the looks of it, the Cbliss tool didn't change ganondorf, but gave extra slots to other characters and when I tried to see it, it crashed due it not finding something to load.
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    « Reply #198 on: April 12, 2014, 02:09:20 PM »


    ASL + 41(ish) stages = A LOT of Stages! This is a great work you've done with the tool. I'm really glad something like this is possible! It really is remarkable.
    ...I really dislike bothering people, though..
    ..as for me, I have NOT been able to figure this out quite yet. And it is indeed weird. When I select a stage, it ALWAYS loads the _A.pac file. NO MATTER what lol. I don't know why. For instance, I have two Battlefield textures in my PF Folder titled "BATTLEFIELD_A and BATTLEFIELD_B" and I have the button combination L for _A.pac and R for _B.pac. I hold L, _A loads. I hold R, _A.pac still loads. I don't hold anything.. _A.pac STILL LOADS xD So weird!

    Check it out
    Code:
    Alternate Stage Loader v1.1
    C23FA360 00000024
    91620000 90E20004
    91820008 90620010
    91220014 7D800026
    3C602F70 60637269
    80E10020 7C033800
    408200D4 3C602F53
    60635447 80E10044
    7C033800 408200C0
    80E10048 3D60DFDF
    616BDFDF 7CE75838
    3D60805A 616B7D00
    816B0000 806B0000
    892B0004 880B0005
    2C030DED 41820090
    7C033800 41820014
    396B0008 1D290008
    7D6B4814 4BFFFFD8
    2C090000 41820030
    396B0008 A0EB0000
    3C60815E 60638420
    A0630002 7C071800
    4182000C 3929FFFF
    4BFFFFD8 886B0003
    48000024 2C000000
    4182003C 3C60815E
    606325D0 80630000
    7D2303D6 7D2049D6
    7C691810 38E05F41
    7CE71A14 B0E6FFFC
    3C602E50 60634143
    9066FFFE 38A5FFFE
    38C60002 7D8FF120
    81620000 80E20004
    81820008 80620010
    81220014 38000000
    60000000 00000000

    ASL Data <-------------[Mine]
    46000010 00000000
    44000000 005A7D00
    66200011 00000000
    42415454 02000000
    00400000 00000000
    00200001 00000000
    44585348 01000000
    00400000 00000000
    4F4C4449 01000000
    00400000 00000000
    43555354 02000000
    00400000 00000000
    00200001 00000000
    54454E47 01000000
    00400000 00000000
    454D424C 01010000
    00400000 00000000
    56494C4C 01000000
    00400000 00000000
    00000DED FADEDEAD
    E0000000 80008000

    MT2000 Battlefield <---------[Mewtwo2000's 4xBattlefield ASL data]
    C23FA360 00000024
    91620000 90E20004
    91820008 90620010
    91220014 7D800026
    3C602F70 60637269
    80E10020 7C033800
    408200D4 3C602F53
    60635447 80E10044
    7C033800 408200C0
    80E10048 3D60DFDF
    616BDFDF 7CE75838
    3D60805A 616B7D00
    816B0000 806B0000
    892B0004 880B0005
    2C030DED 41820090
    7C033800 41820014
    396B0008 1D290008
    7D6B4814 4BFFFFD8
    2C090000 41820030
    396B0008 A0EB0000
    3C60815E 60638420
    A0630002 7C071800
    4182000C 3929FFFF
    4BFFFFD8 886B0003
    48000024 2C000000
    4182003C 3C60815E
    606325D0 80630000
    7D2303D6 7D2049D6
    7C691810 38E05F41
    7CE71A14 B0E6FFFC
    3C602E50 60634143
    9066FFFE 38A5FFFE
    38C60002 7D8FF120
    81620000 80E20004
    81820008 80620010
    81220014 38000000
    60000000 00000000
    46000010 00000000
    44000000 005A7D00
    66200006 00000000
    42415454 04050000
    01000000 00000000
    01200001 00000000
    01400002 00000000
    01600003 00000000
    00000DED FADEDEAD
    E0000000 80008000

    Now I've tried Mewtwo2000's 4xBattlefield code and his files too. When I select Battlefield, it only loads the afternoon(or was it sunset.... sunrise?) version. No matter what combination I pull, always one of the stages load. Any help?

    My stages are in PF/Stage/MELEE/ as BATTLEFIELD_A.pac BATTLEFIELD_B.pac
    Thanks!

    EDIT: Also, if it helps in any way, I'm using the SDHC Extension code 1.1 by Bero, which makes stage loading a bit lengthier.
    « Last Edit: April 12, 2014, 02:55:25 PM by Power Marshall » Logged

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    Mewtwo2000
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    « Reply #199 on: April 12, 2014, 06:38:01 PM »


    This is the way I load ASL stages, and always works:

    I'm using a Gamecube controller. The combos are A, A+R, A+L or A+R+L. I just press and hold A for the just A combination. For the others, I press and hold either L, R or both, and then press and hold A while still holding the other(s). I always get the stage I want.
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    « Reply #200 on: April 13, 2014, 05:21:25 AM »


    Still doesn't work. :/ I even tried your GCT along with your battlefields and it only loaded one (_A), maybe it's not compatible with the SDHC code?
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    Mewtwo2000
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    « Reply #201 on: April 13, 2014, 07:49:00 AM »


    It is, cause I also use it from a 8gb SDHC :/
    Try editing the code and make the A one to never be used  and test.
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    « Reply #202 on: April 13, 2014, 02:45:40 PM »


    I set it so that A wouldn't get loaded no matter what in the code, and instead E would (E isn't in my folder). It still loaded _A even though there was no button input or random to select A. I deleted A in my folder, but now it only loads the original, no matter what. :/

    Here's what I'm thinking:
    -Does it matter WHERE I place the codes? (EX. Should it be before the patch code?)
    -My Melee folder is titled "MELEE"
    -Should the ASL and the ASL data code be separate? Or should it be one whole code?
    -How's my files look? Is there any problem there:


    Again, sorry to be bothering you for the second time :/
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    Mewtwo2000
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    « Reply #203 on: April 13, 2014, 03:02:01 PM »


    I set it so that A wouldn't get loaded no matter what in the code, and instead E would (E isn't in my folder). It still loaded _A even though there was no button input or random to select A. I deleted A in my folder, but now it only loads the original, no matter what. :/

    Here's what I'm thinking:
    -Does it matter WHERE I place the codes? (EX. Should it be before the patch code?)
    -My Melee folder is titled "MELEE"
    -Should the ASL and the ASL data code be separate? Or should it be one whole code?
    -How's my files look? Is there any problem there:


    Again, sorry to be bothering you for the second time :/



    - It shouldn't matter
    - MELEE is as okay as melee. If _A gets loaded, the folder isn't the problem
    - They're supposed to be independent, so it shouldn't matter if they're together or separate. They usually go one next to the other one because you usually add them to a gct at the same time.
    - They look all right

    Post me the gct you're currently trying to make work, and I'll take a look to it in my game as soon as I can.
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    « Reply #204 on: April 13, 2014, 03:52:34 PM »


    Thanks so much. Here: https://www.dropbox.com/s/0ubfi7vvahkz34u/RSBE01.gct
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    Mewtwo2000
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    « Reply #205 on: April 20, 2014, 04:48:17 PM »




    Just tested your code in my game, with the 4 battlefields (morning, day, sunset and night) and I got the one I wanted for every combination. Holding A in the Gamecube controller selected STGBATTLEFIELD_E, holding R+A loaded STGBATTLEFIELD_B, L+A was STGBATTLEFIELD_C and R+L+A loaded STGBATTLEFIELD_D.

    So, the gct file is fine. Maybe you need to change the hooktype of your loader or something. I'm using the AXNextFrame hooktype with USB Loader CFG.



    On a side note, I've updated the cBliss Tool. Not much new, I've added a list showing the costumes being loaded for a character, so you know in which order they're going to be loaded when choosing in the CSS. I've also made possible for Ganondorf to have 12 costumes. When Ganon has 12, Wario automatically gets deselected in the list. That's normal, and has to do with how I've been storing the costume codes. Wario being deselected isn't a big deal, cause he's always had 12 costumes and there's nothing that cBliss Tool expanded for him.



    I'm trying to implement costume order switching in the near future. For now, this is it.
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    « Reply #206 on: April 21, 2014, 11:06:04 AM »


    Okay, quick question. Does ASL work with BrawlEx Clone Engine?
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    Mewtwo2000
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    « Reply #207 on: April 21, 2014, 11:33:54 AM »


    I don't know if it does cause I've never used BrawlEx myself.  Undecided
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    « Reply #208 on: April 21, 2014, 12:00:11 PM »


    I don't know if it does cause I've never used BrawlEx myself.  Undecided
    Oh.. a lot of people have said that it isn't compatible with BrawlEx. If so, then that's why mine wasn't working..
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    « Reply #209 on: April 21, 2014, 12:01:16 PM »


    Okay, quick question. Does ASL work with BrawlEx Clone Engine?

    it does not work.. Sad
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