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Author Topic: PmEx (A Project M + BrawlEx Template) 01/09/17 v0.51 release!  (Read 269172 times)
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Sirkura
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    « Reply #405 on: September 03, 2016, 01:59:38 AM »


    So is the ASL code not in the PMEX gct? I feel like I'm going about this wrong. Now when I put the ASL code in, it not only doesn't work on the stage I'm trying to put it on(I'm doing in Final Destination) but ASL stops working on the other stages it worked on before like Green Hill Zone, Battlefield, etc.

    Btw thanks for all the help. I hate to be a bother.
    ASL itself is already in the GCT. we left all features of PM intact. (if found otherwise its a glitch and needs to be reported in this thread) i'd recomend mewtwo's asl tool to edit the code. i've had reports it doesn't work for some people tho. (not getting enough info to tell what the problem is) i've not had issues with it personally.

    fyi the asl code included is modified to work with BeX, the original PM version took up the same memory location as BeX data.  so they couldn't coexist without crashing. the stage data part is the same i believe. so if you have trouble with the tool  you could write stage data with it and copy that part of the ASL code to the one included.
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    Zarks
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    « Reply #406 on: September 06, 2016, 08:46:41 PM »


    i have a huge question, it affects if i use the project m loader instead of gecko?
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    Sirkura
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    « Reply #407 on: September 06, 2016, 11:01:34 PM »


    i have a huge question, it affects if i use the project m loader instead of gecko?

    doesn't really affect anything.  the pm launcher IS gecko. just added a few features to it like addons and an update button. its the same exact code handler. just make sure the hook type is axnextframe.
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    Zarks
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    « Reply #408 on: September 07, 2016, 02:12:53 AM »


    doesn't really affect anything.  the pm launcher IS gecko. just added a few features to it like addons and an update button. its the same exact code handler. just make sure the hook type is axnextframe.

    How can i change the Hook type on the PM Launcher?
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    Sirkura
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    « Reply #409 on: September 07, 2016, 10:19:49 AM »


    its likely already set. check the gameconfig.txt

    it should read hooktype = 7 similar to below

    Code:
    RSBE??:
    codeliststart = 80568000
    codelistend = 80580000
    hooktype = 7
    poke(800042B8, 60000000)
    pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
    pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
    pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)

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    Zarks
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    « Reply #410 on: September 07, 2016, 10:51:35 AM »


    its likely already set. check the gameconfig.txt

    it should read hooktype = 7 similar to below

    Code:
    RSBE??:
    codeliststart = 80568000
    codelistend = 80580000
    hooktype = 7
    poke(800042B8, 60000000)
    pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
    pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
    pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)



    Thanks Cheesy
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    Charx
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    « Reply #411 on: September 10, 2016, 09:23:15 AM »


    I'm wondering... How do you get clones to have their own .sawnd files?
    « Last Edit: September 12, 2016, 04:17:17 PM by Charx » Logged

    spiritpyros
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    « Reply #412 on: September 10, 2016, 10:11:05 AM »


    Hey has anyone here setup a zelda and sheik clones in PMEX on a Wii before?
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    MrPotaDos
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    « Reply #413 on: September 10, 2016, 11:53:30 PM »


    Are there any ExModules for Bowser?
    « Last Edit: September 10, 2016, 11:56:54 PM by MrPotaDos » Logged

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    « Reply #414 on: September 11, 2016, 01:46:05 PM »


    Hey has anyone here setup a zelda and sheik clones in PMEX on a Wii before?

    Are there any ExModules for Bowser?


    what ever modules in the downloads are the ones we have made. more may come eventually but i'm not the one that makes those.  setting up any clone should essentially eb the same as making them in standard BeX. i'd look for a tutorial on it, or ask in the main thread.
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    jamershinobioneobi02
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    « Reply #415 on: September 22, 2016, 05:06:31 PM »


    I have a problem... For some reason in the build I made, the game crashes when Player 4 hovers over a character. Is there any way I can fix this?
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    hochin
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    « Reply #416 on: September 23, 2016, 12:13:25 AM »


    How do we use the Boss Character Cosmetics and unused Fighter Slots? Like Mewtwo and Roy. i followed a tutorial, but it didnt work. I dont know if PM+BEX is different. I know its possible, but i dont know if there are extra steps involved compared to regular BrawlEX.

    I tried both of these. http://forums.kc-mm.com/index.php?topic=67820.0

    http://forums.kc-mm.com/index.php?topic=67950.0


    Are you adding petey or rayquaza configs? I think roy and mewtwo depend on the CSSslot and cosmetic ids from those two.

    « Last Edit: September 23, 2016, 02:27:36 PM by hochin » Logged

    Charx
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    « Reply #417 on: September 23, 2016, 02:05:33 PM »


    I have a problem... For some reason in the build I made, the game crashes when Player 4 hovers over a character. Is there any way I can fix this?
    Do you mean over a clone character, or all characters?
    If it's over a clone, then it may not have any cosmetics.
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    jamershinobioneobi02
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    « Reply #418 on: September 26, 2016, 03:37:06 PM »


    Do you mean over a clone character, or all characters?
    If it's over a clone, then it may not have any cosmetics.
    It's for all characters
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    hochin
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    « Reply #419 on: September 29, 2016, 08:26:39 AM »


    Ah my bad I meant to ask if you were using their "id" numbers. Since mewtwo and roy use the cosmetic "id" for petey(what the tutorial uses) and rayquaza, your new slot may be conflicting with whats already setup in project m. Just my guess, you could try other boss ids and see what happens.

    and for reference these are the id numbers already assigned

    Mewtwo
    Fighter26 (Unused Mewtwo)
    Slot33 (Petey)
    CSSslot2E (Rayquaza)
    Cosmetic2E (Rayquaza)

    Roy
    Fighter27 (Unused Roy)
    Slot32 (Mario Debug)
    CSSslot2D (Petey)
    Cosmetic2D (Petey)
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