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Author Topic: The Brawl Expansion Project  (Read 2827326 times)
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Power Marshall
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    « Reply #5625 on: May 14, 2014, 04:13:25 PM »


    [
    For some reason my Pokemon trainer has nine costumes and I don't want that. How would I go back to changing it to 5 or 6 on my CSS?
    Edit the CSSSlotConfig file for Pokemon trainer, and the FighterConfig file. On the fighterconfig, check only 1-6, and on the CSSSlotConfig, edit it with a hex editor and put 0c after six sets of two bits of data on the last row aka 0x20. (EX: If you have something like
    00 00 02 05 06 04 04 06 03 02 01 03 05 01 07 07
    08 08 09 09 0c 00, put the 0c after 12 bits)

    Bit: (a bit is composed of two characters)

    sorry if it didn't make sense lol
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    Pikezer1337
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    « Reply #5626 on: May 14, 2014, 05:00:36 PM »


    [ Edit the CSSSlotConfig file for Pokemon trainer, and the FighterConfig file. On the fighterconfig, check only 1-6, and on the CSSSlotConfig, edit it with a hex editor and put 0c after six sets of two bits of data on the last row aka 0x20. (EX: If you have something like
    00 00 02 05 06 04 04 06 03 02 01 03 05 01 07 07
    08 08 09 09 0c 00, put the 0c after 12 bits)

    Bit: (a bit is composed of two characters)

    sorry if it didn't make sense lol

    Thank you:)
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    24tee
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    « Reply #5627 on: May 14, 2014, 07:16:29 PM »


    riivo...
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    Doq
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    « Reply #5628 on: May 14, 2014, 09:31:29 PM »


    riivo...
    Nawt yet...
    Well that's strange, because when I unzipped the file, and looked in the folder with the new bx_fighter module along with the ft_kirby module yet in the exmodules folder there's the ft_kirby Copy Fix module. So I'm not sure if I'm supposed to add the module that was located in the same folder as bx_fighter.rel, or add the one from the exmodules folder to the module folder on my SD card
    The ft_kirby in Core Files and the ft_kirby in the ExModules are the exact same file. Dunno why two is needed though.
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    « Reply #5629 on: May 14, 2014, 09:37:10 PM »


    Whoever has gotten to the CSS with riivolution, are you using the CSS Code or CSSRoster.dat?
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    leondanny56
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    « Reply #5630 on: May 14, 2014, 09:39:33 PM »


    actually you can use brawlex with rivo you just have to use the brawl minus.xml that sammi provided about 10 pages back.

    Post Merge: May 14, 2014, 09:42:44 PM
    Makarew for rivo you should use cssroster.dat
    « Last Edit: May 14, 2014, 09:42:44 PM by leondanny56 » Logged

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    « Reply #5631 on: May 14, 2014, 10:16:53 PM »


    Code:
    <wiidisc version="1">
    <id game="RSB" />
    <options>
    <section name="Brawl Launcher">
    <option name="Code Set" default="1">
    <choice name="Minus3.3 Test">
    <patch id="minus33test" />
    <patch id="ocarina" />
    </choice>
    </option>
    <option name="Hook" default="1">
    <choice name="VI"><patch id="ocarinabase_vi" /></choice>
    <choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
    <choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
    <choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
    <choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
    <choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
    <choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
    </option>
    </section>
    </options>
    <patch id="minus33test">
    <memory valuefile="/codes/RSBE01.gct" offset="0x00570000" />
    </patch>
    <patch id="ocarinabase_vi">
    <memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_kpad">
    <memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
    <memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_joypad">
    <memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_gxdraw">
    <memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_gxflush">
    <memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_ossleep">
    <memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
    </patch>
    <patch id="ocarinabase_axnextframe">
    <memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
    </patch>
    <patch id="ocarina">
    <memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
    <memory offset="0x00001CDE" value="8057" />
    <memory offset="0x00001CE2" value="0000" />
    <memory offset="0x00001F5A" value="8057" />
    <memory offset="0x00001F5E" value="0000" />
    <memory offset="0x000042B8" value="60000000" />
    <memory offset="0x003E9930" value="60000000" />
    </patch>
    </wiidisc>
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    leondanny56
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    « Reply #5632 on: May 14, 2014, 10:30:11 PM »


    thanks for posting the .xml sami.

    it has been a great help to me, i use it all the time.
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    « Reply #5633 on: May 14, 2014, 10:47:28 PM »


    thanks for posting the .xml sami.

    it has been a great help to me, i use it all the time.


    So wait if you use that XML you can use brawlex with riivo?
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    leondanny56
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    « Reply #5634 on: May 14, 2014, 10:56:02 PM »


    yes you can it is the one sammi has posted just a little further up on this page.

    however if you plan to use a sd card that is 4gig or higher you will have to add the sdhc exspantion code to it.

    also you aren't able to play your .thp movies yet. with this method.
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    « Reply #5635 on: May 14, 2014, 11:55:32 PM »


    yes you can it is the one sammi has posted just a little further up on this page.

    however if you plan to use a sd card that is 4gig or higher you will have to add the sdhc exspantion code to it.

    also you aren't able to play your .thp movies yet. with this method.

    Has anyone tried getting it to play them if not I can get to work on it if it is needed.
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    leondanny56
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    « Reply #5636 on: May 15, 2014, 12:16:09 AM »


    well i haven't gotten the .thp's to work yet but i don't really know how to edit the xml to make them work, but as far as other people working on them i haven't herd of anyone working on it so far, so yeah if you want to start working on getting them to work please do because i have some .thp's that i made my self and have beem wanting to add them back to the sd card.

    however i think i might be hard to get the .thp's to work because i am pretty sure that the brawl minus.xml uses the
    file patch code at its base i think that's why rivo works with brawlex in the first place but i do know that it's only thanks to the brawl minus.xml that sammi provided that brawlex is able to work with riivolution because if you try a normal rivolution .xml
    with file patch code the character roster dosen't show on the css screen but with the brawl minus .xml brawlex work just fine.
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    quote from Nepgear: i can do many things, just nothing particularly well.

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    « Reply #5637 on: May 15, 2014, 12:35:33 AM »


    well i haven't gotten the .thp's to work yet but i don't really know how to edit the xml to make them work, but as far as other people working on them i haven't herd of anyone working on it so far, so yeah if you want to start working on getting them to work please do because i have some .thp's that i made my self and have beem wanting to add them back to the sd card.

    however i think i might be hard to get the .thp's to work because i am pretty sure that the brawl minus.xml uses the
    file patch code at its base i think that's why rivo works with brawlex in the first place but i do know that it's only thanks to the brawl minus.xml that sammi provided that brawlex is able to work with riivolution because if you try a normal rivolution .xml
    with file patch code the character roster dosen't show on the css screen but with the brawl minus .xml brawlex work just fine.

    Ok I see...my problem I had experienced when trying to get brawlex working was a bit different I got the CSS to show up but it would freeze almost soon as I got to it maybe I can try fusing the 2 in some area's to try to get it to read all the files in a whole I'll pm you if I have good luck I'll need someone to test it.
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    leondanny56
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    « Reply #5638 on: May 15, 2014, 12:49:11 AM »


    well i dosent freeze at all if you make sure your useing css roster.dat and the brawl minus.xml thats that sammi posted on this page it just dosn't play .thps also another thing is the if you have custom sfx set in the sound browser they don't play the only way to get them to play is to set it up the same way you would for geco os, you know setting them up as .sawnd files and putting them in the sfx folder instead of puting the sfx in the sound browser.

    also make sure your sel_character.pac not common5.pac for the css.
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    « Reply #5639 on: May 15, 2014, 01:28:23 AM »


    PW sent me a different hitstun code that solved my problem. Thanks PW <3
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