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Author Topic: The Brawl Expansion Project  (Read 2535401 times)
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Sammi Husky
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    « Reply #870 on: January 09, 2014, 07:16:48 PM »


    giga bowser uses bowser's rel






    yep...have you noticed no transforming characters have Exmodules released though? :/ the modules themselves must be inherently more complex. what i meant was, im under the impression that the modules must reference something relating to the characters that allows the swapping. Probably pointers to code segments that handles all of the processes that encompass the actual swap.

    but again, just speculation as i have minimal understanding of character modules. Tongue


    Sup, I ran into an issue while trying to clone an additional 3 characters in addition to one I did earlier.

    Basically I had my first clone(Zero) working just fine(no CSPs or anything fancy, just the standard cloning), and so I added 3 more characters in. I changed the CSS code accordingly and added in all the new characters' stuff, but when I loaded the game only one CSP was right(Pikachu's for Pichu which was the last character I put in), whereas Zero and the other two characters' CSPs were Mario icons which when highlighted just acted as if i picked the default mario icon, despite me not editing Zero's stuff at all. Pichu works completely fine though so im kinda lost at this point.


    this sounds like exactly what happens if your using the 'css fix for giga and company code'
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    Don Jon Bravo
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    « Reply #871 on: January 09, 2014, 07:28:30 PM »


    yep...have you noticed no transforming characters have Exmodules released though? :/ the modules themselves must be inherently more complex. what i meant was, im under the impression that the modules must reference something relating to the characters that allows the swapping. Probably pointers to code segments that handles all of the processes that encompass the actual swap.

    but again, just speculation as i have minimal understanding of character modules. Tongue


    this sounds like exactly what happens if your using the 'css fix for giga and company code'

    i think that in order for a character to transform, it must share the same rel with another character
    so

    2 clones would have to share the same rel
    but that is just part of it, the pointers will have to exist also

    @KJP
    By the way, now that the clone engine is out
    ur best bet for transforming characters would be something like this,
    u would have to include ur clone id's and you should be able to transform
    easy and glitchless
    <a href="http://youtu.be/3uTRkbLNEPQ" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/3uTRkbLNEPQ</a>
    « Last Edit: January 09, 2014, 07:48:40 PM by Don Jon Bravo » Logged


    KidCraft24
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    « Reply #872 on: January 09, 2014, 07:42:15 PM »


    is there a solution to fix the bug that causes lucario clones to not have access to aura spheres GFXs? I wanted to port mewtwo but ran into two issues.

    1/ project M mewtwo's shadow ball GFX doesn't showup
    2/ trying to modify mewtwo's.pac file in any way freezes the game probably because of file size limits im guessing.

    Though i was able to modify pm roy's file but only slightly and ended up just recreating him using vbrawl marth's pac i tried doing that for mewtwo with lucario but no luck sadly. :[
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    « Reply #873 on: January 09, 2014, 08:13:01 PM »


    i think that in order for a character to transform, it must share the same rel with another character
    so 2 clones would have to share the same rel
    but that is just part of it, the pointers will have to exist also

    correct. unless PW has an idea to make something amazing that allows us to make any clone transform.

    inside zelda's vBrawl module, it references all of shiek's articles, as well as other things. like this
    Code:
    ftSheikStatusUniqProcessSpecialLw.......................SheikFusin

    wnSheikFusinParamAccesser...............

    so..i think that a module for a transforming char would need to have the module created to reference these..even then i dont think it could become universal enough to allow us to make any clone transform to any character.

    that would take alot of brainpower, and frankly i have no clue how it would be done.
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    SnicksPG
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    « Reply #874 on: January 09, 2014, 08:15:34 PM »


    this sounds like exactly what happens if your using the 'css fix for giga and company code'
    The only two codes I was using were File Patch and sputniks css code.
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    « Reply #875 on: January 09, 2014, 08:18:47 PM »


    The only two codes I was using were File Patch and sputniks css code.
    hmmm...can you post the css code possibly? i think i may know what it is
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    « Reply #876 on: January 09, 2014, 09:07:02 PM »


    hmmm...can you post the css code possibly? i think i may know what it is
    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000028
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A231942 29000000
    Again I have 4 characters total.
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    « Reply #877 on: January 09, 2014, 09:14:03 PM »


    is there a solution to fix the bug that causes lucario clones to not have access to aura spheres GFXs? I wanted to port mewtwo but ran into two issues.

    1/ project M mewtwo's shadow ball GFX doesn't showup
    2/ trying to modify mewtwo's.pac file in any way freezes the game probably because of file size limits im guessing.

    Though i was able to modify pm roy's file but only slightly and ended up just recreating him using vbrawl marth's pac i tried doing that for mewtwo with lucario but no luck sadly. :[
    1. P:M's .pacs are NOT designed for vBrawl, so glhf.
    2. Aura sphere SHOULD be in the FitWhatever.pac (the moveset), but afaik Articles can't have their GFX changed (correct me if I am incorrect).
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    « Reply #878 on: January 09, 2014, 09:31:27 PM »


    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000028
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A231942 29000000
    Again I have 4 characters total.

    it looks like you only added 1 extra ID though. if you were adding 4 charas it should look like this

    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000028
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A23193F 40414229

    so you told the css to make 4 extra slots, and only filled out the one for ID 40. the code still made the extra slots, but used the extra 0's at the end. which is why they were mario's Tongue
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    SnicksPG
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    « Reply #879 on: January 09, 2014, 09:40:21 PM »


    it looks like you only added 1 extra ID though. if you were adding 4 charas it should look like this

    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000028
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A23193F 40414229

    so you told the css to make 4 extra slots, and only filled out the one for ID 40. the code still made the extra slots, but used the extra 0's at the end. which is why they were mario's Tongue

    Oh I get it now, thanks man o/
    I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p
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    « Reply #880 on: January 09, 2014, 10:01:05 PM »


    Oh I get it now, thanks man o/
    I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p

    mmmhmm Tongue

    each of those ID's are specific to the character that's gonna go in the slot.
    if you have any trouble, i have 3 tutorials up, they're in the OP under video tutorials
    « Last Edit: January 09, 2014, 10:13:31 PM by sammi-husky » Logged

    Don Jon Bravo
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    « Reply #881 on: January 09, 2014, 10:16:50 PM »


    Oh I get it now, thanks man o/
    I figured the 3F(or i put 42 in the original code I had) was just another variable detailing the amount of CSS slots. Was just misunderstood :p
    :facepalm:
    its ok
    css code can be something confusing

    anyways dolphin keeps on crahing on me

    it goes from jitc to interpretr mode
    may have to reboot my computer
    or do a system restore  Oh shi~
    « Last Edit: January 09, 2014, 10:20:48 PM by Don Jon Bravo » Logged


    Sammi Husky
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    « Reply #882 on: January 09, 2014, 10:32:57 PM »


    :facepalm:
    its ok
    css code can be something confusing

    anyways dolphin keeps on crahing on me

    it goes from jitc to interpretr mode
    may have to reboot my computer
    or do a system restore  Oh shi~

    O.o whyyyy..? why not just reinstall dolphin?

    Post Merge: January 09, 2014, 11:25:09 PM
    welp. did the tut, world decided to hate me today, tutorial sucked and too much went wrong.

    i'll re-record tomorrow lol
    « Last Edit: January 09, 2014, 11:25:09 PM by sammi-husky » Logged

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    « Reply #883 on: January 09, 2014, 11:40:45 PM »


    That might be your problem. Did you make sure to add the Disable Custom Stages code to the GCT? If you're using the hackless method, you have to make sure you do that, otherwise you'll get freezes on the Stage Select Screen. ASF's pack was made for the homebrew method, so it doesn't have that code in there.

    Disable Custom Stages
    046B841C 48000040

    You can use GCT Edit to add it in, or use ASF's code list and Code Manager to create a new GCT.

    Oh my God, that's been my problem this entire time. I forgot I needed that code XD. Guess I should've mentioned I was using the hackless method, lol. Oh well, I'm glad I've got it working now. Thanks to you and Sammi. Smiley
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    « Reply #884 on: January 10, 2014, 07:33:34 AM »


    alloys and gigas are not working because their ids are messed up
    hence why u add them to the css code they dont work, even if you add an icon.
    that is the whole point of the Giga and  company engine codes
    to fix their ids
    unfortunately that code does not work with brawlex

    how are the pokemon working?

    The pokémon are working via the Independent Pokémon Engine, meaning their 'IDs' are 5C, 5D and 5E. I hope this engine will allow me to change them back to their normal selves, but still independent (I have Pokémon Trainer as well for those that want the switching abilities and its drawbacks).

    Finally, can the CSS Fixes for Zelda/Sheik and Samus/ZSS code work with this?

    My intent is to have exactly this same screen, but with the Alloys getting their own full cosmetics (stock icons and all), and the Random fixed back up (note that the Random textures are still there, but I added the Red Alloy's ones beyond the Random slot in sc_selcharacter.pac).
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