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Author Topic: The Brawl Expansion Project  (Read 2827819 times)
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HaloFanODST
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    « Reply #600 on: January 05, 2014, 10:29:36 PM »


    it does affect the exslots. cool. that means you can set the size of the slot after you configure the slot in the css code. i should be able to make it fit 100 lol.

     or more...possibly. i wonder if there's like, a memory limitation for this. the configs only take up 22 KB for 1 clone of every character in the game. not including the rels

    What affects the ExSlots?
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    ShinF
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    « Reply #601 on: January 05, 2014, 10:31:10 PM »


    What affects the ExSlots?

    This. v
    ooooo look what i learned how to do Cheesy

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    Want cBliss on your BrawlEx Build? Check out this tutorial!

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    « Reply #602 on: January 05, 2014, 10:46:21 PM »


     the new thing im gonna work on, is allowing it to go over 50.

    i do believe that it CAN'T go passed 50.

     because in sc_selcharacter.pac each slot has a bone, animation, and visibility entry attached to it. there are only 50 of them....in theory it should be possible to add them.
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    ToadKart
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    « Reply #603 on: January 06, 2014, 12:01:12 AM »




    Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

    My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
    It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. Tongue



    The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.


    Code:
    Result Camera Engine [ASF1nk]
    80000000 80B29750
    80000001 80586100
    8A03FC01 00000000
    049367D0 3CA08058
    049367D8 38A56100
    04936B24 3C808058
    04936B2C 38846100
    049367D4 380000FF

    ResultCam Data for 3F [Roy][ASF1nk]
    065864FC 00000014
    0000003F 3F800000
    40E00000 40C00000
    40C00000 00000000

    ResultCam Data for 40 [Cloud] [ASF1nk]
    06586510 00000014
    00000040 3F800000
    40F00000 40E00000
    40200000 00000000

    ResultCam Data for 41 [Zero] [ASF1nk]
    06586524 00000014
    00000041 3F800000
    40C00000 40F00000
    40E00000 00000000

    ResultCam Data for 42 [KidBuu] [ASF1nk]
    06586538 00000014
    00000042 3F866666
    40C00000 40C00000
    40400000 00000000

    ResultCam Data for 43 [Deadpool] [ASF1nk]
    0658654C 00000014
    00000043 3F8A3D71
    4114CCCD 4114CCCD
    4114CCCD 00000000

    ResultCam Data for 44 [Waluigi] [ASF1nk]
    06586560 00000014
    00000044 3F800000
    3FC00000 40E00000
    40800000 00000000

    ResultCam Data for 45 [Wolverine] [ASF1nk]
    06586574 00000014
    00000045 3F800000
    40F00000 40E00000
    40200000 00000000

    ResultCam Data for 46 [Shadow] [ASF1nk]
    06586588 00000014
    00000046 3F7851EC
    40900000 40900000
    40600000 00000000

    ResultCam Data for XX [ASF1nk]
    06586588 00000014
    000000XX YYYYYYYYY
    ZZZZZZZZ VVVVVVVV
    SSSSSSSS 00000000

    XX = Character ID
    YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
    ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
    VVVVVVVV = 2nd Winning animation float value moves camera up/down.
    SSSSSSSS = 3rd Winning animation float value moves camera up/down.

    Floating point to hex converter

    To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

    Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

    So the new slot should look like this:
    ResultCam Data for 47 [ASF1nk]
    0658659C 00000014
    00000047 XXXXXXXX
    XXXXXXXX XXXXXXXX
    XXXXXXXX 00000000

    -------------------------------------------------------------------------------------------------
    By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

    What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

    If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.



    You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
    you need to add the color and the .pac number. before the '0C' terminator.

    The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

    No extra costumes


    4 extra costumes


    Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

    Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


    EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 and just grab the bx_fighter.rel from there and replace it in the module folder.



    Ok, I have tried this pack and the others posted in this topic on my Wii using an SD card with nothing on it, and when I go to the stage builder like normal nothing happens. I have tried several different things like setting up all of the folders the way I previously had them(I've noticed these packs are set up differently). So do these only work on Dolphin, or am I just missing something obvious? I've put back Project M 3.0 and it loads fine so I know it's not a problem with my SD card or Wii or anything.
    « Last Edit: February 04, 2019, 12:55:23 PM by Ricky » Logged

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    « Reply #604 on: January 06, 2014, 12:04:38 AM »


    take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.

    then everything should work smoothly :p
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    ToadKart
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    « Reply #605 on: January 06, 2014, 12:05:51 AM »


    take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.

    then everything should work smoothly :p

    Tried that, still didn't work.
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    HaloFanODST
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    « Reply #606 on: January 06, 2014, 12:13:28 AM »


    Tried that, still didn't work.

    Keep trying. I could get it after a few tries.
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    « Reply #607 on: January 06, 2014, 12:18:43 AM »


    Tried that, still didn't work.

    i assume you have used this stacksmash method of loading before..right?

    i dont personally use stacksmash...so i dont know the ins and outs of it. :/
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    Rosetta-Hime
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    « Reply #608 on: January 06, 2014, 12:19:36 AM »


    Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong Sad
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    « Reply #609 on: January 06, 2014, 12:23:12 AM »


    oh, you may need to make a folder in private/wii/app/rsbe called 'st' and copy the contents from the same directory on your project m setup to the new folder

    Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong Sad

    have you tried one of my video tutorials on the OP of the forum? near the bottom under 'video tutorial'
    it might help alot.

    The random icon means that brawlEx either isn't started, or that the files were configured wrong.


    also, how are you loading the game?
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    Rosetta-Hime
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    « Reply #610 on: January 06, 2014, 12:26:48 AM »


    I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.
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    Jade_Rock
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    « Reply #611 on: January 06, 2014, 12:35:40 AM »


    Did you set the hook type in gecko options to axnextframe?

    Do that and try a couple of times.
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    « Reply #612 on: January 06, 2014, 12:36:53 AM »


    I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.

    so, your able to boot from custom stages into gecko, right?
    if it doesn't work and all else fails, try changing your hooktype to axframenext.

    if that still doesn't work, you may want to try downloading ASF's pack a few pages back in this thread.

    EDIT: lol, thanks jade. your on it. beat me to it Tongue
    « Last Edit: January 06, 2014, 12:37:44 AM by sammi-husky » Logged

    Rosetta-Hime
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    « Reply #613 on: January 06, 2014, 12:37:08 AM »


    The what?!
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    Sammi Husky
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    « Reply #614 on: January 06, 2014, 12:38:51 AM »


    The what?!

    in gecko. go to config options and change the hooktype from default the axnextframe
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