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Author Topic: The Brawl Expansion Project  (Read 2837543 times)
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Bgeo25
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« Reply #7200 on: August 31, 2014, 07:28:30 PM »


Set mine up exactly as you have it - Roy over Diddy, and a Lucas clone in slot 3F - and it worked perfectly. I've been setting up the config files manually, though - are you using the clone tool, or doing them manually?

Both characters worked perfectly? The port AND the clone? I've been doing the config files with the BrawlEx config utility application.. but since I'm editing a small part of the hex code and typing in 3F/1B/whatever, wouldn't it be considered manually? Or is manually something else? If this is what you mean by manually then yes I've been doing it manually lol.
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    « Reply #7201 on: August 31, 2014, 07:42:33 PM »


    Just gonna throw this out here:

    BrawlBox's Module Editor is ass and breaks any edited ExModule. Use the Module Editor 3.3 if you need to make edits.

    Uh... I've been using it from the start with no problems...
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    « Reply #7202 on: August 31, 2014, 07:48:18 PM »


    Uh... I've been using it from the start with no problems...
    Which version doesn't break exmodules? I used .69 and .71.
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    moydow
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    « Reply #7203 on: August 31, 2014, 07:50:20 PM »


    Both characters worked perfectly? The port AND the clone? I've been doing the config files with the BrawlEx config utility application.. but since I'm editing a small part of the hex code and typing in 3F/1B/whatever, wouldn't it be considered manually? Or is manually something else? If this is what you mean by manually then yes I've been doing it manually lol.

    Yep, everything worked 100%, I even had the Roy port, the Lucas clone and the original Lucas in the same battle, and all worked fine. Here's what I've done:

    • Copy all of Lucas' files to pf/fighter/lucasex
    • Rename all to FitLucasEx##.pac/pcs
      • you should now have:
      • FitLucasEx.pac
      • FitLucasEx##.pac and .pcs
      • FitLucasExDark.pac and .pcs
      • FitLucasExEntry.pac
      • FitLucasExFinal.pac
      • FitLucasExMotionEtc.pac
      • FitLucasExResult.pac
      • FitLucasExSpy.pac and .pcs
      • note the config tool will tell you you need FitLucasExFake.pac - you don't, as there is no such file among Lucas' original files
    • Copy Lucas' config files to the pf/BrawlEx folders
    • Rename all to ##3F.dat
    • Open Fighter3F.dat in the config utility, change Lucas to LucasEx, set Kirby hat to None
    • Copy the Lucas ExModule to pf/modules, rename it to ft_lucasex.rel
    • Open ft_lucasex.rel in the BrawlEx module editor, set module ID to 0xAB
    • In section 8, change 0000001A to 0000003F
    • Add 3F to CSSRoster.dat somewhere
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    « Reply #7204 on: August 31, 2014, 08:01:00 PM »


    Which version doesn't break exmodules? I used .69 and .71.

    I think I was using the last version by BJ (Young Lad). 0.71b, if I remember correctly? IDK. I've just recently started using the newer one by the new devs.
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    Bgeo25
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    « Reply #7205 on: August 31, 2014, 08:11:16 PM »


    Yep, everything worked 100%, I even had the Roy port, the Lucas clone and the original Lucas in the same battle, and all worked fine. Here's what I've done:

    • Copy all of Lucas' files to pf/fighter/lucasex
    • Rename all to FitLucasEx##.pac/pcs
      • you should now have:
      • FitLucasEx.pac
      • FitLucasEx##.pac and .pcs
      • FitLucasExDark.pac and .pcs
      • FitLucasExEntry.pac
      • FitLucasExFinal.pac
      • FitLucasExMotionEtc.pac
      • FitLucasExResult.pac
      • FitLucasExSpy.pac and .pcs
      • note the config tool will tell you you need FitLucasExFake.pac - you don't, as there is no such file among Lucas' original files
    • Copy Lucas' config files to the pf/BrawlEx folders
    • Rename all to ##3F.dat
    • Open Fighter3F.dat in the config utility, change Lucas to LucasEx, set Kirby hat to None
    • Copy the Lucas ExModule to pf/modules, rename it to ft_lucasex.rel
    • Open ft_lucasex.rel in the BrawlEx module editor, set module ID to 0xAB
    • In section 8, change 0000001A to 0000003F
    • Add 3F to CSSRoster.dat somewhere

    It WORKS now thank you! The only thing that was different with my setup and yours was the module ID. I always thought that module IDs don't matter as long as they're not the same as any other module.. what does 0xAB symbolize so I know what to do for other clones/ports?
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    « Reply #7206 on: August 31, 2014, 08:25:08 PM »


    It WORKS now thank you! The only thing that was different with my setup and yours was the module ID. I always thought that module IDs don't matter as long as they're not the same as any other module.. what does 0xAB symbolize so I know what to do for other clones/ports?

    Awesome! 0xAB doesn't symbolise anything in particular, I just used that because I knew for certain I had no other module with the ID 0xAB Tongue The module ID can be any hex number from 8F to FF that isn't already used by another module. If you had no other modules, I don't know why 91 wouldn't work - in fact I just tried LucasEx with module ID 0x91 and it worked fine, so I'm lost as to why it didn't work for you.
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    KeiroStarr
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    « Reply #7207 on: September 01, 2014, 09:37:29 AM »


    @KeiroStarr: as far as I can tell, the only way to give clones their own victory themes is to overwrite existing BRSTMs, but as above, you don't necessarily have to replace other victory themes. You could put your clone's victory theme over a stage BGM you don't particularly like, set that BGM to never load in My Music, and edit the SlotConfig so it loads the correct file instead of the original character's victory theme (in the SlotConfig file, the victory theme ID will always be those four bytes at 0x20, and the first two bytes will always be 00 00). You can't just pick a random number like Z66 that doesn't already exist, and expect it to work, since it won't have a hex ID within the game's coding pointing at it.

    (I have a full list of song/SFX hex IDs that I found somewhere else on this forum or another, but I don't remember where exactly, and I don't want to just repost them without giving credit. I'll try and find the original post, and add it here later)

    I see... well I saw a method by "Diddy Kong" that actually makes use of unused brstms listed in the brsar to give each person a different theme. I assume by IDing the unused BRSTMs, one could mark them down in the Slot Config so you could use them without modifying any BRSTMs in use
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    « Reply #7208 on: September 01, 2014, 01:58:39 PM »


    Can anyone give me a light about custom Victory Themes for BrawlEx characters?
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    « Reply #7209 on: September 01, 2014, 02:50:41 PM »


    Does BrawlEX work for Project M 3.02?
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    KeiroStarr
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    « Reply #7210 on: September 01, 2014, 02:58:35 PM »


    Can anyone give me a light about custom Victory Themes for BrawlEx characters?

    It's what I'm trying to find out as well.
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    Ricky (Br3)
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    « Reply #7211 on: September 01, 2014, 03:10:17 PM »


    It's what I'm trying to find out as well.

    I have been making experiments by myself, but I couldn't get to a good result.

    Just thought I might ask.
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    « Reply #7212 on: September 01, 2014, 04:12:59 PM »


    Does BrawlEX work for Project M 3.02?
    Check out one of the links in this thread: http://forums.kc-mm.com/index.php?topic=66871.120
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    HaloFanODST
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    « Reply #7213 on: September 01, 2014, 05:00:58 PM »


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    Post Merge: September 01, 2014, 04:50:28 PM
    this site gives you free nintendo eshop cards legally http://www.instagc.com/421876 just register and get points and get the cards code in your email


    This is the second time I see you posting things like that.

    You better stop.
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    « Reply #7214 on: September 01, 2014, 05:03:59 PM »


    This is the second time I see you posting things like that.

    You better stop.

    He's been posting that all day. It's most likely a bot.
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