I found the solution to my crashing and Bowser's Castle issues. I have updated the ASL experiments. There was a flaw in my P:M stage setup that is addressed in step 7 of my setup. I also added a 4th test case. Is anyone else having RSE 1.20 issues when using the new ASL?
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.
http://www65.zippyshare.com/v/oeM6uB4u/file.htmlUnfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.
My setup: BX 2.0, Experimental BX CSS Expansion 2.0
1. Delete old AFL code if present
2. Copy the contents of Brawlex's \private\wii\app\RSBE\pf\stage\melee and \private\wii\app\RSBE\pf\module to a backup location
3. Replace Brawlex's \private\wii\app\RSBE\pf\stage\melee folder with P:M 3.6's folder.
4. Overwrite P:M's stgresult.pac with your backup stgresult.pac
5. Delete all st_*.rel from Brawlex's \private\wii\app\RSBE\pf\module folder
6. Copy all st_*.rel from P:M's module folder to my module folder
7. Copy the contents of your backup melee and module folder into Brawlex's melee and module folder. SKIP any files with the same name.
Test Case 1 (Minimal codes for ASL to work)
ALL codes in my .gct = FPC 3.5.1b, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.
Test Case 2 (Minimal codes + 3 Unknown codes)
ALL codes in my .gct = FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.
Test Case 3 (The .gct I normally use except AFL has been replaced by new ASL)
ALL codes in my .gct = SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.
Test Case 4 (My normal .gct + my pre-ASL stage configuration (i.e. ignore my setup steps 2-7))
ALL codes in my .gct = SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.