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Author Topic: The Brawl Expansion Project  (Read 1229133 times)
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Dustinvgmaster
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« Reply #8535 on: March 19, 2016, 03:14:08 PM »


Okay, I finally managed to figure it out.

There's a slight bug where certain effects/projectiles will bug out if a clone and its base character coexist in a match. Is this to be expected or did I goof again?

Either way, thanks for the help, you guys!
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Alejandro MiddleCorn
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    « Reply #8536 on: March 19, 2016, 03:27:38 PM »


    Okay, I finally managed to figure it out.

    There's a slight bug where certain effects/projectiles will bug out if a clone and its base character coexist in a match. Is this to be expected or did I goof again?

    Either way, thanks for the help, you guys!
    Yes, it is to be expected.
    You'll need to fix that by changing some GFX IDs in PSA.
    That's from the PSA and not the Clone Engine itself, so you didn't do anything wrong.
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    « Reply #8537 on: April 12, 2016, 10:16:29 AM »


    We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

    Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/

    Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
    Dedede: http://www.smashcustommusic.com/24019
    Peach: http://www.smashcustommusic.com/24017
    Donkey Kong: http://www.smashcustommusic.com/24018
    Luigi: http://www.smashcustommusic.com/24016

    Some important things I want to emphasize:
    1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable), or use Riivolution.
    2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
    3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

    See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

    Note: Probably incompatible with SoundBank Expansion System (RSBE.Ver) [JOJI]
    « Last Edit: February 08, 2018, 04:27:32 PM by Ebola16 » Logged

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    « Reply #8538 on: April 12, 2016, 01:42:38 PM »


    Good to see a workaround has come about however I'll probably want to keep my setup gecko compatible for now. It's a shame we can't identify and fix why certain seq files play properly with BrawlEx while final smash songs do not, I feel like this info could be used to apply a proper fix in the future.
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    « Reply #8539 on: April 12, 2016, 08:53:26 PM »


    ^^
    filepatch 4 actually works(regular file patch plus replacing whole brsar by phantom wings)
    but it freezes after going back in game


    anyways
    has anyone got a ported yoshi to a brawl ex character
    « Last Edit: April 12, 2016, 08:54:34 PM by Don Jon Bravo » Logged


    Ebola16
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    « Reply #8540 on: April 13, 2016, 09:40:57 AM »


    I should also mention that I've been reporting problems to the Dolphin Emulator issue tracker about errors that are more common with brawl mods. Since Brawlex setups usually have a large number of mods, problems are more likely to be encountered. Important changes that resulted from this:

    4.0-8706 (TextureCacheBase: Change CalculateLevelSize to match D3D/OGL sizes) reduces lag with textures that significantly differ from the power of two rule. Also prevents BSOD on Windows in extreme cases.

    4.0-9139 (Fix a few asserts in the VertexShaderGen) Better AB11 implementation with shaders. This significantly reduced the assert messages (panic alerts) Dolphin raises.

    Usually the most recent Dolphin development builds give the best Brawlex experience unless they're completely broken. The two mentioned builds were pretty significant milestones though.

    Unrelated, I want to see if I can do anything about fixing Captain Falcon's beta .rel. Supposedly this video is good for learning how to use dolphin debugger with no prior debugging experience however the link is down https://www.twitch.tv/internetexplorer6/c/1814114. Does anyone have an alternative? I'll post this in a new thread too since I'm unlikely to find an answer here. PPC ASM doesn't scare me.
    « Last Edit: April 14, 2016, 06:16:51 AM by ebola16 » Logged

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    « Reply #8541 on: April 15, 2016, 08:47:33 AM »


    We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

    Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/

    Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
    Dedede: http://www.smashcustommusic.com/24019
    Peach: http://www.smashcustommusic.com/24017
    Donkey Kong: http://www.smashcustommusic.com/24018
    Luigi: http://www.smashcustommusic.com/24016

    Some important drawbacks I want to note:
    1. Direct edits to the smashbros_sound.brsar are not compatible with Gecko codes so you'll need to edit the .iso or use Riivolution.
    2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
    3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

    See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

    hmmm interesting. we can probably fix the gecko issue honestly.  if i remember its just simply not mapped to find those files. same with THP vids. i'll see what i can do.
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    Ebola16
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    « Reply #8542 on: April 15, 2016, 09:20:15 AM »


    hmmm interesting. we can probably fix the gecko issue honestly.  if i remember its just simply not mapped to find those files. same with THP vids. i'll see what i can do.

    Editing the .iso is no problem for me but I know a lot of people don't want to do it. Regardless, I'll still look forward to some new Gecko codes!
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    « Reply #8543 on: April 15, 2016, 01:10:12 PM »


    Hi there, me again. Can anybody point me to the file that the results screen loads its marks/franchise icons from? I can't seem to find it anywhere.

    I'm trying to add a series icon for Mega Man. It works during the actual game, but crashes the results screen.
    « Last Edit: April 15, 2016, 01:13:53 PM by Dustinvgmaster » Logged


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    « Reply #8544 on: April 15, 2016, 01:44:20 PM »


    \private\wii\app\RSBE\pf\stage\melee\STGRESULT.pac -> MiscData[110]
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    « Reply #8545 on: April 15, 2016, 02:44:10 PM »


    \private\wii\app\RSBE\pf\stage\melee\STGRESULT.pac -> MiscData[110]
    I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

    Am I missing something obvious?
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    « Reply #8546 on: April 15, 2016, 10:28:08 PM »


    Does Kirby hats for clones work yet. I want to make some
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    Ebola16
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    « Reply #8547 on: April 16, 2016, 02:21:06 AM »


    I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

    Am I missing something obvious?


    You'll need to copy a InfResultMark##_TopN.mdl0, associate it with a MenSelchrMark.## texture (CI4 format), and associate a InfResultMark##_TopN.clr0 with that texture. Also make sure that the Franchise ID in Cosmetic##.dat is correct.

    I may as well ask, has anyone gotten added result franchise icons to display properly here? Mine are always too dark. It looks fine elsewhere on the results screen, just not at the bottom of that black results box.

    Does Kirby hats for clones work yet. I want to make some

    Unfortunately no
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    « Reply #8548 on: April 16, 2016, 07:06:11 PM »


    associate it with a MenSelchrMark.## texture (CI4 format)
    I think this is the part I'm having trouble with. Does STGRESULT.pac require its own texture or does it just load from info.pac?

    If the latter, where do I need to enter the value? I'm not finding anything that matches.
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    Tiberious
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    « Reply #8549 on: April 17, 2016, 07:31:19 AM »


    Have you tried copying the materials and shaders from a known working result mark model to your new one? Have you checked to see if the visibility bone listed matches what is there in the model?

    All else fails, could you link to your modified STGRESULT and let me take a look?

    Also bear in mind that result mark models do not have any textures applied to them in STGRESULT.pac, so saying associate a texture with that would confuse someone and maybe cause some issues. The only places a textured mark would be necessary are in the character select, and I think info.pac, as well. Naturally, you'll have to also edit the pat0 to point to those textured marks.
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