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Author Topic: The Brawl Expansion Project  (Read 2826813 times)
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Ebola16
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    « Reply #8310 on: November 24, 2015, 02:08:49 PM »


    I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
    I too haven't experienced those issues on Dolphin or the real Wii. If secretchaos1's files don't work you can try redownloading the Dark Samus over Marth PSA and replacing the files. It's possible that something got messed up in the config files or module since they needed to be edited for slots other than the preconfigured 3F in the download.

    we have 3.6's asl figured out i think, we found its pointers, we just have no clue where BeX is pointing. everything is a bit jumbled and hard to read. i think once we get a fix on BeX's pointers we will be able to fix it relitively quickly.

    also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.
    The strange pointers don't surprise me. While this doesn't really answer your question, I can tell you that the ZSS Beta module works fine for me. Also, I tried using the Samus Beta module but it ended up crashing at the match start. I only tried the samus module once though so I can't say it doesn't work at all.
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    « Reply #8311 on: November 25, 2015, 03:49:45 AM »


    I too haven't experienced those issues on Dolphin or the real Wii. If secretchaos1's files don't work you can try redownloading the Dark Samus over Marth PSA and replacing the files. It's possible that something got messed up in the config files or module since they needed to be edited for slots other than the preconfigured 3F in the download.
    The strange pointers don't surprise me. While this doesn't really answer your question, I can tell you that the ZSS Beta module works fine for me. Also, I tried using the Samus Beta module but it ended up crashing at the match start. I only tried the samus module once though so I can't say it doesn't work at all.
    as far as i've seen from my own testing samus just had the same glitch as lucario had when it was first made, the charge shot is invisible. its probbaly fixable in a similar way as well (was it to do with renaming the article and making it unique? i don't remember now). i already know ZSS works flawlessly xD i use 2 ZSS clones in my build.
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    Ebola16
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    « Reply #8312 on: November 25, 2015, 04:16:08 PM »


    as far as i've seen from my own testing samus just had the same glitch as lucario had when it was first made, the charge shot is invisible. its probbaly fixable in a similar way as well (was it to do with renaming the article and making it unique? i don't remember now). i already know ZSS works flawlessly xD i use 2 ZSS clones in my build.

    I've never had the charge shot issue either. (I know the model is different, but I haven't edited the Fit*.pac or motion files)
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    « Reply #8313 on: November 26, 2015, 05:24:47 AM »


    I've never had the charge shot issue either. (I know the model is different, but I haven't edited the Fit*.pac or motion files)


    lol that psa isn't using the charge shot article but a graphic. graphics are unaffected. try copying samus without any edits and you will see it.
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    Ebola16
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    « Reply #8314 on: November 26, 2015, 08:40:46 AM »


    lol that psa isn't using the charge shot article but a graphic. graphics are unaffected. try copying samus without any edits and you will see it.
    Oh I always thought that was intentional lol
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    « Reply #8315 on: November 26, 2015, 06:42:51 PM »


    also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.

    You have to use an ASM code to separate their memory limits or something. IDK if BeX does that for you by default or not. ASF1NK had a thread with experimental codes and I think that might have been one of them. If I were you, I'd look for it and check it out. You might find something useful.
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    « Reply #8316 on: November 26, 2015, 07:48:45 PM »


    It's been a while since I've checked into this thread.

    Have there been any new advancements in anything?
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    « Reply #8317 on: November 26, 2015, 08:12:05 PM »


    I'm on wii console as well and the version I have works flawlessly. I can send it to you, but I've modified it slightly to be less broken (not in terms of crashing, but before she could do inf jumps, and her final smash lasted way too long).

    If you could send that my way I'd appreciate it! I do prefer having characters not being broken
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    « Reply #8318 on: November 27, 2015, 10:10:23 PM »


    You have to use an ASM code to separate their memory limits or something. IDK if BeX does that for you by default or not. ASF1NK had a thread with experimental codes and I think that might have been one of them. If I were you, I'd look for it and check it out. You might find something useful.

    If you're referring to these codes ~ASF1nk's Misc. Codes~, the offsets will likely need to be adjusted for Brawlex.
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    « Reply #8319 on: November 28, 2015, 06:27:01 AM »


    If you're referring to these codes ~ASF1nk's Misc. Codes~, the offsets will likely need to be adjusted for Brawlex.


    but wouldn't BeX already have them seperated by default? since each one uses a seperate module file, and i think they were seperated to prevent freezing. i'm gonna have to look back into the beta module readme's i suppose the only way to really know is to try it out. hmm the codes may not work as well, since BeX overwrites and character data, but that will be the next thing i try.

    Post Merge: November 29, 2015, 09:00:52 AM
    http://smashboards.com/threads/super-smash-bros-project-m-xp-1-4-11-2-15-600-stages-new-costumes-and-characters-soon.418870/page-6#post-20514977

    Woooooooo!!!! progress! asl compatibility fix is almost complete. PL said it should be ready by tonight.
    « Last Edit: November 29, 2015, 09:00:52 AM by Sirkura » Logged


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    « Reply #8320 on: November 29, 2015, 09:10:27 AM »


    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.html
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    « Reply #8321 on: November 29, 2015, 02:27:02 PM »


    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.html

    I'll get to some testing tonight, thanks for the shoutout for finding the codes by the way!

    I'm assuming one block of the custom patch function is used for stages, the second for their corresponding .rels?
    Would I also be right in assuming it follows the same format as the original ASL? I figure as much, since that's how I was even able to find the codes in the first place.
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    Ebola16
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    « Reply #8322 on: November 29, 2015, 02:30:26 PM »


    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.html

    Unfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.

    Crap, I meant to keep the old experiments but I accidentally erased them. Oh well, they had incorrect assumptions about crashes anyway. The most current experimental setup is the one on page 559.
    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.
    « Last Edit: November 29, 2015, 09:08:23 PM by ebola16 » Logged

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    « Reply #8323 on: November 29, 2015, 02:46:41 PM »


    Oh, that's not a good sign already! I'll still do some testing tonight on wii hardware and see if there's any difference.
    On another note I see how the code is set up now, the stages to be loaded and rels to be loaded are all bunched up into the main code. It should probably be split up like so:

    Code:
    ASL 3.6 -PATCHED- [Members of PMDT, patched by PyotrLuzhin]
    C23FA360 00000030
    91620000 90E20004
    91820008 90620010
    91220014 3C607072
    60636F6A 80E10020
    7C033800 4082013C
    3C602F73 6063745F
    80E1003F 7C033800
    41820024 3C602F53
    60635447 80E10044
    7C033800 40820114
    39800ACE 80E10048
    48000008 80E10043
    3D60DFDF 616BDFDF
    7CE75838 3D60805A
    616B7CB4 2C0C0ACE
    40820008 396BFFFC
    816B0000 806B0000
    892B0004 880B0005
    2C030DED 418200CC
    7C033800 41820014
    396B0008 1D290008
    7D6B4814 4BFFFFD8
    2C090000 4182005C
    396B0008 A0EB0000
    3C608058 606358B8
    A0630002 3D408059
    894A82F8 2C0A0001
    40820018 3D408059
    A14A82FA 2C0A0000
    41820010 48000014
    7CE71839 4082000C
    3929FFFF 4BFFFFB4
    3D408059 B16A82FA
    886B0003 48000024
    2C000000 4182004C
    3C608058 606358BC
    80630000 7D2303D6
    7D2049D6 7C691810
    38E05F41 7CE71A14
    B0E6FFFC 3C602E72
    6063656C 2C0C0ACE
    4082000C 3C602E50
    60634143 9066FFFE
    38A5FFFE 38C60002
    81620000 80E20004
    81820008 80620010
    81220014 38000000
    60000000 00000000

    -ASL Data 1-
    46000010 00000000
    44000000 005A7CB0
    66200033 00000000
    45415254 01000000
    00400019 00000000
    47524545 01000000
    00400019 00000000
    4943450E 01000000
    00400019 00000000
    4D414445 01000000
    00400019 00000000
    4E4F5246 01000000
    00400019 00000000
    4F4E4C49 01000000
    00400019 00000000
    50414C55 01000000
    00400019 00000000
    504C414E 01000000
    00400019 00000000
    53544144 01000000
    00400019 00000000
    53544152 01000000
    00400019 00000000
    4A554E47 01000000
    00400019 00000000
    4D415249 01000000
    00400019 00000000
    4F4C4449 01000000
    00400019 00000000
    44584752 01000000
    00400019 00000000
    4458434F 01000000
    00400019 00000000
    44585A45 01000000
    00400019 00000000
    44585053 01000000
    00400019 00000000
    444F4C50 01000000
    00400019 00000000
    44585348 01000000
    00400019 00000000
    4458594F 01000000
    00400019 00000000
    42415454 01000000
    00400019 00000000
    44585243 01000000
    00400019 00000000
    4E455750 01000000
    00400019 00000000
    43524159 01000000
    00400019 00000000
    454D424C 01000000
    00400019 00000000
    00000DED FADEDEAD
    E0000000 80008000

    -ASL Data 2-
    46000010 00000000
    44000000 005A7CB4
    66200033 00000000
    45415254 01000000
    00400019 00000000
    47524545 01000000
    00400019 00000000
    4943450E 01000000
    00400019 00000000
    4D414445 01000000
    00400019 00000000
    4E4F5246 01000000
    00400019 00000000
    4F4E4C49 01000000
    00400019 00000000
    50414C55 01000000
    00400019 00000000
    504C414E 01000000
    00400019 00000000
    53544144 01000000
    00400019 00000000
    53544152 01000000
    00400019 00000000
    4A554E47 01000000
    00400019 00000000
    4D415249 01000000
    00400019 00000000
    4F4C4449 01000000
    00400019 00000000
    44584752 01000000
    00400019 00000000
    4458434F 01000000
    00400019 00000000
    44585A45 01000000
    00400019 00000000
    44585053 01000000
    00400019 00000000
    444F4C50 01000000
    00400019 00000000
    44585348 01000000
    00400019 00000000
    4458594F 01000000
    00400019 00000000
    42415454 01000000
    00400019 00000000
    44585243 01000000
    00400019 00000000
    4E455750 01000000
    00400019 00000000
    43524159 01000000
    00400019 00000000
    454D424C 01000000
    00400019 00000000
    00000DED FADEDEAD
    E0000000 80008000
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    Ebola16
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    « Reply #8324 on: November 29, 2015, 03:53:17 PM »


    I just found something interesting. See my previous post for a complete description.
    Summary of Changes: Using my setup without the 3 Unknown codes will cause all Brawlex characters to crash the game before the results screen. Including the 3 unknown codes causes Project M based PSAs to not have this problem.
    Additionally, loading an expansion stage in Test Case 3 crashed the game.

    I suspect that the new ASL still depends on a P:M modified .rel but more testing is needed.
    « Last Edit: November 29, 2015, 03:55:26 PM by ebola16 » Logged

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