Title: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Mewtwo2000 on July 06, 2011, 10:00:47 AM I see there's a programming section in the forums now. I've made a few small tools, so I'm posting them here. As I'm supposed to make some more programs in the near future, I'll keep this as my own thread for this.
STPM TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18704) This program allows you to easily edit any value in the STPM files in stages (usually known as miscdata[10] in brawlbox). You can edit the ones I exactly know what they do (the ones with a small descryption) or any other, by typing the offset in the last box. You can also compare your actual STPM file with an automatically generated backup, made when the program is run. (http://img5.imageshack.us/img5/4341/stpmtoolv2.th.png) (http://img5.imageshack.us/img5/4341/stpmtoolv2.png) BLOCK TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19049) This tool is meant for stagers too. It can apply the information in the main bone for the stage builder block model. It can be used in other models too by using the program in a 'bin' folder and entering some values from brawlbox. You can edit the normals, remove faces, scale and rotate the different faces of that model. Specially useful to place blocks in a stage and use the same bone for all of the models in there. (http://img831.imageshack.us/img831/8218/blocktool.th.png) (http://img831.imageshack.us/img831/8218/blocktool.th.png) UV TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19874) This tool is meant to easily edit the UV coordinates in any MDL0 file. You can move and scale the whole bunch of points, or individually edit them one by one. Useful if you know what you do. (http://img832.imageshack.us/img832/3100/uvtool.th.png) (http://img832.imageshack.us/img832/3100/uvtool.png) GCT FUSIONIZER (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040) An easy but interesting tool that allows you to fuse 2 gct files into one. Just have some individual code in a code.gct file and add the content to your RSBE01.gct or RSBP01.gct files without needing to complile the gct file again. Just to add small codes into a bigger code file. (http://img811.imageshack.us/img811/1797/fusionizer.th.png) (http://img811.imageshack.us/img811/1797/fusionizer.png) MSHADOW TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22703) A new tool to edit the Shadow System in stages. (http://img822.imageshack.us/img822/7045/mshadowtool.png) MDL0 PORTER (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23301) (http://img840.imageshack.us/img840/4234/mdl0port.png) A simple tool that fixes the MDL0 files from other games with a single click. Based on RTB's tutorial in SWF. Stage Roster Expansion Tool (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23654) (http://i.imgur.com/Izel9.png) With this tool you can include and edit the stage roster code to your gct. GCT Analyzer (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26011) (http://i.imgur.com/Q1BDN.png) A tool for editing and keeping in track the codes inside your gct file. You can merge gct's, convert them to txt, add new codes and remove them. MATERIAL TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23278) (http://img819.imageshack.us/img819/6560/newmaterialtool.png) A tool for editing most material properties in a row. You can select the materials you want to edit and make the changes for all of them at the same time. It can also copy the material properties from external files, including other models, something interesting if you want to quickly set up your materials when a new version of your model is ported to brawlbox. CBLISS TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347) (http://i39.tinypic.com/4qok1u.png) A new tool to edit the cBliss codes. You can automatically include the codes in your set and customize them in an easy way. ASL TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21742) (http://i.imgur.com/yAqMfXO.png) (http://i.imgur.com/2qOjZv6.png) The ASL Tool is a program to edit a specific code to be found in gct files. That code makes it possible to load different versions of a stage when selecting it in the stage select. The program allows the full customization of this code. Video tutorial: CSS TOOL (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36176) (http://i.imgur.com/ugJn7Kj.gif) A program made to edit the order of the character icons in the CSS. It's pretty easy to customize in which order the characters are listed, one only has to expand a small list and add/remove items from it. Compatible with both PAL and NTSC. More tools will be posted soon. Title: Re: Mewtwo2000's Tools Post by: Mewtwo2000 on July 06, 2011, 10:04:49 AM Material Tool: Old stuff
Descryption: Update: Use this program to fix your DAE imports. If they freeze, they're too dark, or too bright, they probably need a new shader, and a different color set. You can edit some of the material values for all the materials in your model at once, and fix your import with just one click. Easy and fast. Report me any issue. Old descryption: The tool you need to fix OBJ imports for stages. The current imports are flat, with no shaders, and they look weird as hell. With this, at least, they get some shading and look better. You can edit the 'type' and flags '5' and '6' for every material in a model. As usual, the model is supposed to be called model.mdl0, but if it doesn't find that name, you can enter another. There are not many possibilities, but this saves some time when you try to change those values, cause you can edit them for every material in the model at once. Pictures: (http://img828.imageshack.us/img828/3936/materialtool3.th.png) (http://img838.imageshack.us/img838/7434/materialtool2.th.png) (http://img843.imageshack.us/img843/6154/materialtool.th.png) Title: Re: Mewtwo2000's Tools Post by: Mewtwo2000 on July 06, 2011, 10:05:35 AM Ok, I won't need more than just these 2 xD
Title: Re: Mewtwo2000's Tools Post by: Lord_of_D: on July 11, 2011, 06:06:16 PM your stuff will be useful for me some day, many thanks for recopilate it into a topic
Title: Re: Mewtwo2000's Tools Post by: JBG on July 19, 2011, 12:22:05 PM ...this makes my head hurt @_@
Title: Re: Mewtwo2000's Tools Post by: Ricky (Br3) on August 04, 2011, 12:04:02 PM I'm pretty sure you made tutorials for them... you should link to them here =P
Title: Re: Mewtwo2000's Tools Post by: Elfo4454 on August 06, 2011, 04:30:48 AM Your GCT Fusionizer its very good!! I use it and its fantastic to fuse gct files into one and add codes to my true GCT. Thanks for all.
Title: Re: Mewtwo2000's Tools Post by: K-Canon on August 09, 2011, 12:01:05 PM hey how to use the UV tool?
Title: Re: Mewtwo2000's Tools Post by: xxmasal22xx on August 16, 2011, 11:34:20 AM Hey, Mewtwo2000, i need a favor, if its not too much to ask.
Would you by any chance be able to make a GCT Fusionizer for Black Ops Wii? The Game ID is SC7E52 Let me know. Thanx for your time :) Title: Re: Mewtwo2000's Tools Post by: Mewtwo2000 on August 17, 2011, 05:50:54 AM The GCT fusionizer doesn't check the game title or anything, just the name of the gct file. So, rename them to RSBE01 and code, and do the same. Then, just change back the name. It should work.
Title: Re: Mewtwo2000's Tools Post by: xxmasal22xx on August 17, 2011, 08:01:30 AM The GCT fusionizer doesn't check the game title or anything, just the name of the gct file. So, rename them to RSBE01 and code, and do the same. Then, just change back the name. It should work. Oh, alright. Thanx so much. :) Title: Re: Mewtwo2000's Tools Post by: K-Canon on August 20, 2011, 10:20:04 AM hey how to use the UV tool? *repeat*
Title: Re: Mewtwo2000's Tools Post by: Mewtwo2000 on August 20, 2011, 04:24:41 PM Mmm... I've not made a tutorial for that one I guess...
Well, there's an 'offset' box in which you need to enter the mdl0offset value in the UV folder when using brawlbox. With no "-", just a positive value. When done, the numentries value will be automatically filled with a number. Now, you can operate with the whole UV matrix, or just point by point. If you want to operate for the whole matrix, factor and add values must be changed. Factor multiplies the values by a certain number, so the texture in the model gets resized. Add changes the position of the texture. 1 is horizontal, 2 is vertical. To apply the changes, click on 'apply'. If you want to edit the values one by one, just go to 'entry x' to edit the horizontal and vertical values of that entry, and apply the changes by typing the 'enter' key on each changed value. If you don't hit enter, the value will change back to its original state. If you click 'next', you can see the rest of the entries and edit them. Once you reach the last one, you will get back to the first one. Hope this is enough. This is how the UV Tool is used. Now, it's a matter of knowing about what UV points do, how they work, and what do you need to edit. Title: Re: Mewtwo2000's Tools - NEW ASL TOOL Post by: JBG on August 21, 2011, 10:27:35 AM Yeah um...could you link to the tutorials for the other ones? ^^;
Title: Re: Mewtwo2000's Tools - NEW ASL TOOL Post by: Eternal Yoshi on September 02, 2011, 09:43:48 AM Would it be possible to use 3DSMax to find out which UV is which? would they line up?
Which UV points to which polygon??? I want to edit Marth's pants so that they aren't mirrored and can have different textures on different legs. The legs are polygon 0. BTW, make sure you have a model named model.mdl0 BEFORE you open the UV tool. Title: Re: Mewtwo2000's Tools - NEW ASL TOOL Post by: Naruto200Man on September 09, 2011, 07:59:46 AM Hey mewtwo, think you could make a tool that exports Mdlo's from a bress as DAE?
After I edit something in 3DS Max 2010 AIS just creates a log file.... Title: Re: Mewtwo2000's Tools - NEW ASL TOOL Post by: Ricky (Br3) on September 09, 2011, 09:48:50 AM Hey mewtwo, think you could make a tool that exports Mdlo's from a bress as DAE? After I edit something in 3DS Max 2010 AIS just creates a log file.... :srs: You should try to learn how to use the stuff you got properly before requesting such things. Title: Re: Mewtwo2000's Tools - NEW MSHADOW TOOL Post by: Mewtwo2000 on September 27, 2011, 05:38:59 PM MShadow Tool
Edit where your shadows in stages go without the need of moving a model with animations. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22703 Title: Re: Mewtwo2000's Tools - NEW MSHADOW TOOL Post by: Ricky (Br3) on September 27, 2011, 11:39:13 PM Wow. This is amazing!
Neat program, Mewtwo! Title: Re: Mewtwo2000's Tools - MShadow Tool Updated (10/14/11) Post by: Mewtwo2000 on October 13, 2011, 04:53:29 PM MShadow Tool updated
Go here to know more: http://forums.kc-mm.com/index.php?topic=6320.msg711010#msg711010 Title: Re: Mewtwo2000's Tools - New Material Tool for OBJ imports (10/16/11) Post by: Mewtwo2000 on October 16, 2011, 01:36:43 PM New tool, you can change the flag5, flag6 and type values in any material in a model.
Also, you can enable shades in obj imports with it. (http://img843.imageshack.us/img843/6154/materialtool.png) Title: Re: Mewtwo2000's Tools - New Material Tool for OBJ imports (10/16/11) Post by: SmashClash on October 16, 2011, 01:39:22 PM New tool, you can change the flag5, flag6 and type values in any material in a model. Also, you can enable shades in obj imports with it. ([url]http://img843.imageshack.us/img843/6154/materialtool.png[/url]) Awesome. Much faster to do those things now! =D Title: Re: Mewtwo2000's Tools - New Material Tool for OBJ imports (10/16/11) Post by: DSX8 on October 16, 2011, 01:44:46 PM New tool, you can change the flag5, flag6 and type values in any material in a model. Also, you can enable shades in obj imports with it. ([url]http://img843.imageshack.us/img843/6154/materialtool.png[/url]) :af2: *waits for it to be released* Title: Re: Mewtwo2000's Tools - New Material Tool for OBJ imports (10/16/11) Post by: ForOhFor Error on October 16, 2011, 04:08:41 PM :D
Thank you so much. Though it'll eliminate one of the disadvantages of shoddy imports, It'll help models made from scratch shine. Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on October 18, 2011, 06:25:40 AM Yeah, but I wasn't going to keep for myself the fact that imports can be shaded ^^U
Anyway, I'm starting to get used to imports, they can be interesting. They will probably end up killing the brawl hacking, but before that happens, it will reach a peak O.o Oh, new tool. Just yet another MDL0 Porter, able to fix every mdl0 inside a file. (http://img840.imageshack.us/img840/4234/mdl0port.png) Easy to use. You can change the target file by double-clicking the name. Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Tabuu Forte Akugun on October 18, 2011, 06:51:15 AM Is this for imports from other games to hex/make them usable in-game, or an alternative to using Tabuu?
Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on October 18, 2011, 07:35:53 AM Just for imports and such. Same as fortwaffle's trio of programs, or the hex editing tutorial in SWF.
Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Naruto200Man on October 18, 2011, 08:24:12 AM Is it possible that you could make it rename any character bones that are imported to brawl-esque style?
IE: LShoulder, LShoulder J etc? Renaming characters bones takes forever man =-= Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Angelglory on October 18, 2011, 02:38:29 PM Is the MDL0 porter only compatible with BrawlBox 0.64d?
I've got version 11 models that I converted, but since 0.64d can't save things right, I can't do anything with them. And if opened in 0.63d, they show up, but again nothing can be saved without errors and it says the version of the model is 256. Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on October 18, 2011, 02:47:11 PM Is the MDL0 porter only compatible with BrawlBox 0.64d? I've got version 11 models that I converted, but since 0.64d can't save things right, I can't do anything with them. And if opened in 0.63d, they show up, but again nothing can be saved without errors and it says the version of the model is 256. Send me one of those v11 models and I'll check it. The program is supposed to just make what RTB's tutorial says. Deleting and inserting data to make the file compatible with brawl. Brawlbox 0.64 is supposed to read any version of MDL0, while 0.63 is supposed to read v9. If v255 is read, then the algorithm is not good for those models, or that version of models. So, if I look closely the model, I may find out the problem and make the program to move things differently for v11. Do Fortwaffles's tools work for your v11 models anyway? Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: DSX8 on October 18, 2011, 04:30:03 PM Send me one of those v11 models and I'll check it. to save the hassle... V11 mdl0's does work in 0.63d modset, but most V11 models dont show properly when made as a V9.. for what reason? not even sureThe program is supposed to just make what RTB's tutorial says. Deleting and inserting data to make the file compatible with brawl. Brawlbox 0.64 is supposed to read any version of MDL0, while 0.63 is supposed to read v9. If v255 is read, then the algorithm is not good for those models, or that version of models. So, if I look closely the model, I may find out the problem and make the program to move things differently for v11. Do Fortwaffles's tools work for your v11 models anyway? Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on October 19, 2011, 05:22:02 AM Is the MDL0 porter only compatible with BrawlBox 0.64d? I've got version 11 models that I converted, but since 0.64d can't save things right, I can't do anything with them. And if opened in 0.63d, they show up, but again nothing can be saved without errors and it says the version of the model is 256. I've looked to the case, and well... It looks like older brawlbox instances are showing the version wrongly. It shows 256 as you said, but so does with any other brawl model. So, the problem isn't with the model or the tool, but the display in old brawlbox. About saving, I've had no issues to save... Well, I had, but that's something that happens with brawlbox. If you create a new model and delete it, you will probably be able to save and such. What's sure is that the cat you sent me showed perfectly in brawlbox 0.63d modset 4.2, can be saved, and everything looks fine. More feedbacks about v11 or any other MDL0 version with this program are appreciated =) Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: BlueBrain on November 02, 2011, 02:23:58 PM one question, would it be possible to revert this?
for example: i port zack (from zack and wiki) to brawl mdl0, i export his boneset, make an import over his boneset, now i have another character to work as zack, but he's in brawl mdl0, now i wanna get it bac into zack and wiki, is this possible? Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on November 02, 2011, 02:31:14 PM one question, would it be possible to revert this? for example: i port zack (from zack and wiki) to brawl mdl0, i export his boneset, make an import over his boneset, now i have another character to work as zack, but he's in brawl mdl0, now i wanna get it bac into zack and wiki, is this possible? I guess the new brawlbox was supposed to allow this. My program, itself, cannot do it. It just reads the format, and if not v9, applies the algorithm RTB posted to make it compatible with brawl. It may be revertible, but you would need to invert the steps in that tutorial in a hex editor. In the end, the changes from one version to another are mostly where things are located. So, it would be possible to do in the case that brawlbox 0.65 can't save it as a working v11. Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: BlueBrain on November 02, 2011, 02:47:56 PM ok, any possibility someone makes an app to convert brawl mdl0s to Z and W mdl0s??? ^.^
Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: Mewtwo2000 on November 02, 2011, 02:50:00 PM I guess brawlbox will be able to do that in days. If doesn't happen, I'll try to revert the process in the program.
Title: Re: Mewtwo2000's Tools - New MDL0 porter (new alternative to Fortwaffles) (10/18/11) Post by: BlueBrain on November 02, 2011, 07:35:15 PM nice!
than we can not only import to brawl, but to other games too! Title: Re: Mewtwo2000's Tools - Material Tool now helps you fix your DAE imports (11/03/11) Post by: Mewtwo2000 on November 03, 2011, 04:20:11 PM Material Tool updated.
(http://img838.imageshack.us/img838/7434/materialtool2.png) It automatically changes some things in imported values, which should help to fix more quickly the issues caused by having a bad shader, or a too bright color set. Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Mewtwo2000 on November 10, 2011, 09:07:19 PM New stage roster expansion tool
(http://i.imgur.com/Izel9.png) http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23654 Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Enigmatic on November 10, 2011, 09:42:36 PM AWESOME! Finally, something to make it less of a pain in the ass.
I did just have a glitch though. Tried to open it for the first time, said rsbe01 found, I said look for another name, but decided just to close it and try to drag and drop my gct. It wouldn't let me close it though. It kept popping back up regardless of what i clicked. I had to go into task manager and end the process. Also could you explain the deal with having 4 different stage drop-downs? Which does each do? I assume they are for rel to use, icon, tracklist, and... not sure what else, but that's just my guess. Anyway I will try it out for real this weekend. Thanks. Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Mewtwo2000 on November 11, 2011, 05:47:17 AM AWESOME! Finally, something to make it less of a pain in the ass. I did just have a glitch though. Tried to open it for the first time, said rsbe01 found, I said look for another name, but decided just to close it and try to drag and drop my gct. It wouldn't let me close it though. It kept popping back up regardless of what i clicked. I had to go into task manager and end the process. Also could you explain the deal with having 4 different stage drop-downs? Which does each do? I assume they are for rel to use, icon, tracklist, and... not sure what else, but that's just my guess. Anyway I will try it out for real this weekend. Thanks. I've fixed that and other glitches in the program, I suppose I released it too late in the night (over 5am, I should sleep more...). Now you should be able to switch flawlessly between gct files. Also, added the option of changing the used gct file while using the program already, just by doubleclicking on the name of the file on the top. Also, by trying the outdated program in the university a few minutes ago, I've had some strange error by opening a gct file of mine, used in my STGCUSTOM PACK 2. I've investigated a little, and it seems like that code was wrong. I forgot to include the last icon/stage in the counter for that part, and the program just tried to open something beyond its possibilities because of this. I've added a error handler for this, so if you open a gct file with errors in that part, the program warns you. Once warned, you can keep using the program normally, and edit the problematic parts, if any. About the 4 different drop-downs, maybe one of them wasn't necessary, but it's interesting to see it all. I'll explain quickly. There are 2 parts in the code. One of them manages which stages will be possibly loaded, and which icons will they be using. That's the part of the left. The top one is just the stages loaded, while the bottom one is the icon used for the stage. They will move together so you always see which icon is used for a stage. In most cases, they will say the same. But, when you reach the custom stages (the added ones), then you won't find a custom x icon, but a number of icon. Those numbers are the used ones in the common5.pac file, in the system folder. So, you can manage which of them are you gonna use for your stage. There's an edit button for this. When you click the edit button, a new window is open, and you can change both loaded stage and loaded icon for a certain slot. You can repeat them, there's no problem with that. I mean, you can load the same stage from 2 different icons. That has not much sense, but it's possible to do. The other part of the code manages which of those stage/icon pairs are loaded for each of the 2 pages in the game, the brawl and melee ones. The top one is brawl, and the other is melee. If you watch the list, you will see stage names. If I wanted to be exact, I should have included both stage and icon in the list, but as I'm supposing nobody is using a stage twice, I'm only listing the stage name. Well, those stages used per page can be changed, added and removed. Don't add too many, as there's some limit of stages per page, I guess 39. Maybe I should have placed a limit in the program so you can't have more than 39 stages per page, but I've not done it. I suppose people will just be intelligent and won't try to force the code. To add or remove, you have to select one of the stages, check one of the boxes with the proper option, and click either 'to brawl' or 'to melee'. The stage counter will automatically change to reflect the number of stages per page you have now. Using those buttons without checking the options below just changes the stage/icon used in that slot in the page. If the adding option is selected, the added stage will come from the selected item in the left drop-downs too. I guess that's it. I think that nothing else is needed to run the program and manage to easily edit the roster. With this, you can even change the order of your stages, and not necessarily add more. Also, unlike the ASL Tool, this program can write the code into your gct if it's not found in it. Please, keep always a copy of your previous gct, just in case. Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Allav866 on November 11, 2011, 10:21:53 AM I feel like this information could potentially be useful, but I haven't tried it yet.
By switching Icon ID's between a Custom stage and a regular Brawl stage, you can work around those pesky origin icons that are linked to other stages. For example, if I wanted to make Rainbow Cruise have its classic Melee Mushroom Icon, but not let Delfino Plaza be effected, switch its Icon ID with STGCUSTOM01, and edit common5 accordingly, then put a Mario stage on STGCUSTOM01, like Mewtwo2000's Peach's Courtyard/Castle. Sorry if I didn't make much sense, I can be bad at explaining things sometimes. *EDIT* Tested, and it works! :af: *EDIT 2* Alternatively, you can set a certain regular stage to match the Icon ID of one of the last expansion slots, then remove that stage from the roster. Will test this when I can. Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Lord_of_D: on November 11, 2011, 11:19:47 AM im not brave enough for mess-up with your edit stuff, but looks good :)
Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: yadayada on November 11, 2011, 12:40:47 PM Great tool as always, Mewtwo. I see myself using this in the future ;).
Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Enigmatic on November 11, 2011, 07:39:08 PM Awesome, thanks for the explanation. I would like to see an update in the future to choose what tracklist to use, but otherwise fantastic.
Title: Re: Mewtwo2000's Tools - New stage roster tool (expand your sss) (11/11/11) Post by: Mewtwo2000 on November 12, 2011, 05:50:24 PM Re-download and your wishes will come true xD
Title: Re: Mewtwo2000's Tools - New stage roster tool (Now with Tracklist edit) (11/12/11) Post by: Allav866 on November 12, 2011, 07:53:49 PM I want to remove some stages from the Brawl Page (STGCUSTOM 1E-25), but don't know how. Also, if I do remove those stages, can I still assign their icon ID to a different stage?
Title: Re: Mewtwo2000's Tools - New stage roster tool (Now with Tracklist edit) (11/12/11) Post by: Mewtwo2000 on November 13, 2011, 01:50:49 PM To remove stages, just select them in the lists on the right side, select the 'remove' option and click 'to brawl'. You'll notice it says there's a stage less in the brawl section.
You can assign any icon to any stage at any moment. Title: Re: Mewtwo2000's Tools - New stage roster tool (Now with Tracklist edit) (11/12/11) Post by: BriefCasey795 on November 16, 2011, 08:09:57 PM Wait this works wit Stage expansio 2.0 right? also, i already have stages on there. Do i have to use a music code? because i want some stages just to have custom music. Also, I'm trying to use Oshtoboy's Dependant Song loader for expansion stages, but i don't know how to use 'em...
Title: Re: Mewtwo2000's Tools - New stage roster tool (Now with Tracklist edit) (11/12/11) Post by: Mewtwo2000 on November 16, 2011, 08:15:23 PM It works for both the old and the newer codes, cause what we edit with the program is the SSS modifier, which is the same in both cases.
You don't need to use the tracklist code, but I guess it was recommended to use it while using the code you talking about, cause you can control how many custom songs can you use in the stage this way. Anyway, I've never tested it. Title: Re: Mewtwo2000's Tools - New stage roster tool (Now with Tracklist edit) (11/12/11) Post by: Mewtwo2000 on December 01, 2011, 11:12:58 AM I've updated my Material Tool
(http://img828.imageshack.us/img828/3936/materialtool3.png) Changes: - The OBJ fix option gets unused unless you are extrictly using a recently obj-imported model - The Color option can now be disabled, or enabled. Before, it only changed the color once, and didn't change it again unless you loaded again the file. - You can choose the color to be used. It's in hex, and will affect every color in the model. - The DAE fix now will write over the shader related to the current material, not the first shader as before. - Added flag7 as editable. Flag7 changes which fog affects a model. Changing this in a row for multi-material models is sure interesting. - The DAE fix option will write a 'character shader' if type is 1, and a 'stage shader' if type is 3. If the value in the 'type' box isn't 1 or 3, it will work the way it was working until now. I know almost nobody uses this tool. But, well, I share it, can be interesting in some cases. I personally use it alot. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23278 Title: Re: Mewtwo2000's Tools - Material Tool updated (12/01/11) Post by: ForOhFor Error on December 01, 2011, 12:57:20 PM What does it fix for character imports, exactly?
Title: Re: Mewtwo2000's Tools - Material Tool updated (12/01/11) Post by: Mewtwo2000 on December 01, 2011, 02:37:18 PM For characters? Right now, I guess nothing. I mean, with the previous brawlbox, the shader wasn't fine. Material Tool rewrote that shader to fit the one extracted from a brawl character.
When the newer version came, I compared the shader generated by default, and it's exactly the same as the one generated by Material tool for characters. So, nothing. Still, you can normalize the colors if you didn't do it in 3ds max, or just change the flags in all the materials in the model at the same time. The interesting options in the tool right now is just the fact that you can edit a row of materials instead of needing to edit/import them one by one. Also, there's a hidden option I use to enable transparencies easily. If you double click on the material name, it will ask you some password. After entering the correct one, you will get into a menu that only I really understand. There are some editable values there to change the way the light affects the model, or the ability to be transparent or translucent. Anyway, it's nothing that you can't do with brawlbox by just importing a new material or shader. Still, if somebody was interested, that person would get the password by PM. I forgot, by the way, 2 of the small improvements in the program. - You can apply the colors just by hitting enter where the color code is, no need to 'fix dae', which modifies materials and shaders. - You can write the name of the file to open without the extension. Not a big thing, but it's more comfy this way xD Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on December 07, 2011, 10:34:23 AM I've updated the Stage Roster Expansion Tool with a new feature in the tracklist part
Now you can add/change/remove instances of Oshtoby's Stage(and Track) Dependant Song Loader for each stage. While the tracklist part is only for the STGCUSTOMs, you can manage Oshtoby's codes for any stage by just double-clicking on the stage name once in the menu. Try it out yourselves if interested, and if got any questions, just ask here. For those who don't know it, Oshtoby's code forces a song to be loaded when a stage loads a certain song. It can also force a single song to be loaded independently of the song being loaded by the stage at that moment. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: BriefCasey795 on December 08, 2011, 05:13:12 PM Cool. I already knew how to use them before you had this update. But do Riivolution users have to edit their xml for this? I had to edit mine or else they wouldn't work.
Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on December 12, 2011, 06:11:19 AM It depends on the songs you're using. If you're using Dantarion's CSE code to use extra songs, you'll need to include those files in your xml.
For already existing songs, it works as the code always does, so if it didn't need any xml edit before, using Stage Expansion Tool will not change this fact. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Naruto200Man on January 13, 2012, 09:14:55 AM Hey M200: I know you're busy and all with exams, but could I trouble you to make a "X character has X character's sound bank" code? I would like one so that fox has zelda's soundbank.
Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Xiggah on January 20, 2012, 02:17:05 AM That stage/song loader sounds pretty useful. I didn't know we had song redirecting codes: I'm guessing that it couldn't be tampered with to have a stage with 4 songs be able to play from 5 separate songs, or to replace the music as it's being played in the My Music preview in Brawl, right?
Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on January 20, 2012, 08:54:56 AM Hey M200: I know you're busy and all with exams, but could I trouble you to make a "X character has X character's sound bank" code? I would like one so that fox has zelda's soundbank. No, sorry, I don't know about coding gct files. And I guess I would need some memory addresses I can't get by myself. That stage/song loader sounds pretty useful. I didn't know we had song redirecting codes: I'm guessing that it couldn't be tampered with to have a stage with 4 songs be able to play from 5 separate songs, or to replace the music as it's being played in the My Music preview in Brawl, right? You can use a 5-songs playlist on the 4-song stage, and map 5 different songs from the game into each of the 5 slots in the playlist. Messing with the My Music menu when using these codes is not recommended. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on February 22, 2012, 08:26:31 AM New update for the stage expansion tool
Changes are: - Full refreshing when switching between .gct files (not doing so before caused glitches) - When you try to add a stage and the selected item is the last one in the list, the new stage is put as the last one, unlike before. - Doubleclicking on the count of brawl/melee stages allows you to imput a lower number and delete stages quickly from the list. - Some automatic list updates that weren't there before. - Major changes in the Oshtoby Song Loader part. You can choose stage and song from lists. - While the song and stage lists are there now, the old method still is possible. You can enter the song code manually and hit enter. You can select stage by doubleclicking on the top part. - A single click on 'current code' switches between showing the song code or the song title. I guess that's all. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23654 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23654) Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Eternal Yoshi on February 22, 2012, 08:55:19 PM Can I make a suggestion for an addition?
Can you add an extra option to the Material tool that changes all Materials to Cull_None? MGS2 models aren't supposed to cull and when they get imported into BB, they need to have it disabled for all materials or a lot of the mode will be invisible. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: DSX8 on February 22, 2012, 09:04:18 PM Can I make a suggestion for an addition? u do kno u can fix that in BB, right? lolCan you add an extra option to the Material tool that changes all Materials to Cull_None? MGS2 models aren't supposed to cull and when they get imported into BB, they need to have it disabled for all materials or a lot of the mode will be invisible. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on February 23, 2012, 01:23:36 AM u do kno u can fix that in BB, right? lol He means doing so all in a row. Can I make a suggestion for an addition? Can you add an extra option to the Material tool that changes all Materials to Cull_None? MGS2 models aren't supposed to cull and when they get imported into BB, they need to have it disabled for all materials or a lot of the mode will be invisible. It's something you already can do. The problem is the name of the flags in the tool, they're like in older brawlbox versions. This means that the 'cull' option is known as 'type' in material tool. Just make type=0 for all the materials with the current tool, and you'll get cull-none for all materials in brawlbox. If you click on the name of the property, a new box will tell you the name of that property in some new brawlbox (not the newer one). I guess it was 0.65, not sure. Clicking on 'type' shows you it's the cull mode. Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on March 12, 2012, 04:45:29 AM The other day I updated the ASL Tool. It's now compatible with PAL files, as long as they include the file patch code 3.5.1 for PAL
Changes are: - Ability to select the file to open - Ability to add the ASL code to your gct if it's not found - It detects if the found code is the original (NTSC) one or the PAL port - If file patch code 3.5.1 PAL is detected, adding the ASL code will add the PAL version to the gct. - Fixes related to refreshing I guess that's all O.o http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21742 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21742) Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: giygue on March 21, 2012, 10:44:09 PM I have no Idea what wrong, but it crashes everytime i try to open it.
http://img864.imageshack.us/img864/6823/erroruk.png (http://img864.imageshack.us/img864/6823/erroruk.png) please help soon... Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on March 22, 2012, 05:19:35 AM Look like it's trying to fill the comboboxes with no items or something...
Send me your gct and I'll fix it Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: giygue on March 22, 2012, 07:24:18 AM http://www.mediafire.com/?m9kwvi5sz97b4w5 (http://www.mediafire.com/?m9kwvi5sz97b4w5)
there ya go Title: Re: Mewtwo2000's - Stage Expansion Tool updated with Oshtoby's song loader(12/07/11) Post by: Mewtwo2000 on March 22, 2012, 01:32:26 PM Try it now, it should work fine
http://www.mediafire.com/?b8wpbnobbe9ahu5 (http://www.mediafire.com/?b8wpbnobbe9ahu5) Anyway, I've had no trouble with the file, there was just no stage expansion code in it yet. Title: Re: Mewtwo2000's - Making a new tool for GCT users (03/25/12) Post by: Mewtwo2000 on March 25, 2012, 11:59:22 AM Hi. I started working on a new tool the other day. The idea is being able to check the codes you have in your gct easily, and being able to split the file in multiple gct files with a single code in them (so you can fuse them with GCT Fusionizer) or simply removing the ones you're not interested in anymore.
Of course, to name the codes, the program must know them somehow, and I've used the codes in my own gct and google to find the current codes the program handles. It would be cool if some of you could share your gct files with me so I can check the most frequently used ones and include compatibility with them. This is how it looks right now: (http://i.imgur.com/R19kp.png) Title: Re: Mewtwo2000's - Making a new tool for GCT users (03/25/12) Post by: Enigmatic on April 07, 2012, 02:05:37 AM It would be cool if some of you could share your gct files with me so I can check the most frequently used ones and include compatibility with them. I use the newest Brawl Minus build (2.X) and the stage roster expansion code. Title: Re: Mewtwo2000's - GCT Analyzer is out (25/4/2012) Post by: Mewtwo2000 on April 25, 2012, 07:36:46 AM I've released the GCT Analyzer tool.
This is how it looks: (http://img52.imageshack.us/img52/9424/gctanalyze2.png) If somebody wants to use it and doesn't find out how, I'll post some kind of tutorial. I guess it's not needed though. For code identify requests, just PM me the codes you think the program should find, and doesn't. Thanks. Title: Re: Mewtwo2000's - GCT Analyzer is out (25/4/2012) Post by: BlueBrain on April 25, 2012, 10:42:37 AM does this also work for adding specific codes?
cuz that would be usefull, so we dont have to search all the codes available, for example, do u have the code so samus doesnt transform after her final smash? cuz i really want that one badly Title: Re: Mewtwo2000's - GCT Analyzer is out (25/4/2012) Post by: Gamma Ridley on April 25, 2012, 12:51:24 PM do u have the code so samus doesnt transform after her final smash? cuz i really want that one badly Prevents ZSS from turning into Samus, and vice versa. Title: Re: Mewtwo2000's - GCT Analyzer is out (25/4/2012) Post by: Mewtwo2000 on April 25, 2012, 03:56:52 PM To add that code to your gct, you would need to compile it alone, and import it with GCT Analyzer (or fuse them with GCT Fusionizer, which is the same)
The idea is working with gct's that have a single code inside, split longer codes in smaller ones, and fuse small codes into bigger ones. Title: Re: Mewtwo2000's - GCT Analyzer is out (25/4/2012) Post by: BlueBrain on April 26, 2012, 10:24:59 AM The idea is working with gct's that have a single code inside, split longer codes in smaller ones, and fuse small codes into bigger ones. wut wut? how would merged codes still work??? Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: Mewtwo2000 on May 07, 2012, 08:30:18 AM wut wut? how would merged codes still work??? Erm... codes are placed one after other inside the same gct file. The more you add, the more codes you have working at the same time... O.o By the way, I've updated GCT Analyzer. Now it's better. You can write the new codes to add and include them into the GCT. This way, you don't need codes to be specifically in gct format. (http://i.imgur.com/Q1BDN.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26011) You can replace the selected code, or just add a new code to the list, by just selecting the 'add' checkbox that already worked for the import mode. Download (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26011) Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: libertyernie on May 10, 2012, 08:16:57 PM Very impressive. I'll be keeping this one for sure.
What programming language is this written in? If it's one that has a built-in file open dialog, you should add one in case rsbe01.gct isn't found. Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: Mewtwo2000 on May 11, 2012, 01:27:55 AM Visual Basic. I've never used the file open dialog, I'm sure it has to be easy, but I've not really felt the need of using it yet. This way I'm making sure the file is read from the same folder where the program is, and I don't guess it's really necessary to look for the file to open, cause copy-pasting is quick.
Anyway, I'll look into it for future programs, or just leaving the possibility of looking for the file to open, without the need of knowing the exact file name, which is the case at this moment. Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: Segtendo on May 27, 2012, 08:48:01 PM *subscribes
Yo Mewtwo. Lovin' the GCT Analyzer. I was wondering. Could you make it recognize this code (http://www.smashboards.com/showpost.php?p=13021400&postcount=18)? Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: Mewtwo2000 on May 28, 2012, 02:49:17 AM Sure, no problem. I'll include it later.
Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (07/May/2012) Post by: Mewtwo2000 on June 21, 2012, 12:54:14 PM GCT Analyzer updated with ".brstm File Volume" code compatibility
Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (21/June/2012) Post by: xenocard on July 22, 2012, 07:52:37 AM Thank you for Posting all your work in one place you have helped me a great deal.
how hard is it to replace the Corneria ship with my own ship model? i saw one replaced it with star trek ship. i know how to replace textures, but not the model or how far i can edit a stage. i could not figure this out. i have a Millennium Falcon ship model that would like to have hoovering around me in Final destination, but for now i just want to replace the corneria ship to learn the process. the end project will be replacing the lylat cruise and the whole scene with ships from starwars and make it look like the death star destroy mission. (models taken from Rouge squadron 2,3 and some pc games) Edit: figured it out, but still can i import models from my 3ds max projects? or do i have to use only wii game models? Title: Re: Mewtwo2000's - GCT Analyzer UPDATED (21/June/2012) Post by: Mewtwo2000 on July 22, 2012, 09:34:05 AM You can use your own models from 3dsmax. You only need to export them as .dae with the proper version of max/collada plugins.
Brawlbox will be able to read the .dae files and will convert them into .mdl0s Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mewtwo2000 on August 01, 2012, 11:49:34 AM Hi. I've updated the gct analyzer tool again. It now works better in terms of recognizing written codes, and the database includes some new codes that weren't in before.
Again, if you test the tool and tells you that there are some unknown codes, please report them and will make the tool more compatible. Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mastaklo on August 02, 2012, 08:39:37 AM i have some codes for you
wario has no crawl 04B0B6F4 00000000 wario no entry data 00AD8045 00000000 wario no result data 00AD807D 00000000 wario has lucarios soundbank 4A000000 80AD89E0 14000054 0000001F E0000000 80008000 rob has marths jab 04B0B9E8 00000002 rob has marths soundbank 4A000000 80AD89E0 1400008C 00000013 E0000000 80008000 olimar has ikes soundbank 4A000000 80AD89E0 14000064 00000020 E0000000 80008000 peach has no entry data 00AD803c 00000000 and i have a code that i dont remember what they are for but maybe someone else knows them unknown 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000000 10000000 0000002E 100003C5 00010000 E0000000 80008000 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000001 10000000 0000002F 100003C5 00010000 E0000000 80008000 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000002 10000000 00000030 100003C5 00010000 E0000000 80008000 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000003 10000000 00000031 100003C5 00010000 E0000000 80008000 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000004 10000000 0000002C 100003C5 00010000 E0000000 80008000 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000005 10000000 0000002D 100003C5 00010000 E0000000 80008000 86000000 00000004 86000001 0000005C 62000000 00000000 also i noticed this code in the programm Donkey Kong has Mewtwo's IC-Constant C2858928 00000003 2C040001 40820008 3880002F 1C040038 60000000 00000000 mewtwo has to be replaced with sonic it the code that donkey has sonics ic-constant Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mewtwo2000 on August 02, 2012, 02:58:36 PM I guess that unknown may be 'Character/Costume Replacement', I'll check it.
I thought I added that wario no crawl one, maybe I deleted it by mistake. I'll check all of them to get them properly included, thanks a lot for getting me to them, and for the sonic fixing thing too :D Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mastaklo on August 03, 2012, 06:32:40 AM I guess that unknown may be 'Character/Costume Replacement', I'll check it. I thought I added that wario no crawl one, maybe I deleted it by mistake. I'll check all of them to get them properly included, thanks a lot for getting me to them, and for the sonic fixing thing too :D no problem bro and i think you are right about the unknown code i remember that i have the alloys giga and warioman over zss would be cool if you can figure it out cause i want to clean up my gct a bit to have more space for new codes Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Segtendo on August 03, 2012, 08:34:08 AM Mewtwo, you should find a way so that people can easily add unknown codes.
Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mewtwo2000 on August 03, 2012, 02:06:31 PM One way would be using some additional .txt file in which entered codes are registered, and used afterwards by the tool as an alternate database. Anyway, that would keep the tool incomplete, my idea is that the tool alone is capable to recognize most codes, and that's why I want to update its internal database with any code used by people around here. Codes aren't infinite, and the possibility of getting all of them inside the tool exists.
Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: namq on August 04, 2012, 08:52:18 AM I can help with that; Code: -Yoshi has 0 Crawl- I'm not sure if Squirtle has a crawl or not, and its code, Ivysaur's, ZSS's and Sheik's I've only just whipped up now and haven't tested. Add those code Thany made :-) Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mastaklo on August 04, 2012, 10:36:41 AM add this please
Character/Costume Replacement 80000000 90180B48 80000001 90180BF8 60000003 00000000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000000 10000000 0000002E 100003C5 00010000 E0000000 80008000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000001 10000000 0000002F 100003C5 00010000 E0000000 80008000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000002 10000000 00000030 100003C5 00010000 E0000000 80008000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000003 10000000 00000031 100003C5 00010000 E0000000 80008000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000004 10000000 0000002C 100003C5 00000000 E0000000 80008000 4A001000 00000000 38000002 00FF0400 4A001001 00000000 38000004 FF000005 10000000 0000002D 100003C5 00000000 E0000000 80008000 86000000 00000004 86000001 0000005C 62000000 00000000 Title: Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) Post by: Mewtwo2000 on August 07, 2012, 01:34:09 PM I guess I've included all of the last suggested ones. Correct me if I'm mistaken.
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mastaklo on August 08, 2012, 10:26:12 AM thanks for the update man
but i still got one more unknown code Unknown code 80693D50 38800004 06693D6C 00000008 38000000 3880000F i searched a bit and the only thing that i found was that the code are the first three lines of this code CSS fixes for Samus/ZSS and Zelda/Shiek 80693D50 38800004 06693D6C 00000008 38000000 3880000F 046900E8 60000000 04697F58 60000000 04697EEC 60000000 dont know if its a problem with the programm or it is a different code Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mewtwo2000 on August 08, 2012, 03:58:14 PM Paste here the codes detected after and before that unknown code. Maybe it's a detection problem with another of the codes.
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mastaklo on August 09, 2012, 09:23:03 AM Regular Zelda Icon (CSS)
046900E8 60000000 Unknown Code 80693D50 38800004 06693D6C 00000008 38000000 3880000F Regular Zelda Icon (CSS) 046900E8 60000000 dont know why i have the regular zelda icon code two times Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mewtwo2000 on August 13, 2012, 07:41:05 AM It should be fixed now.
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mastaklo on August 13, 2012, 09:18:34 AM thank you so much now i dont have any unknow codes anymore
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: BlueBrain on August 13, 2012, 11:48:20 AM there are 6 unknown codes in the brawl- codeset...
i dont have the file anymore since it wouldnt work for me for some reason, so that's all the info i can give ya xD Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: ??_? on August 21, 2012, 10:21:58 PM Awesome, I've always wanted an age/sex/location tool xD
Seriously though, nice work here Mewtwo2000, you're a man of many talents. I'll try to get those brawl- codes Here: You should add the analyzer to OP :P Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Segtendo on September 10, 2012, 01:29:23 PM Mewtwo. May I suggest a new program or a function in your GCT Analyzer?
http://www.smashboards.com/showthread.php?t=326024 (http://www.smashboards.com/showthread.php?t=326024) Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: BlueBrain on September 25, 2012, 08:53:28 AM gct analyzer isnt in the OP?
where can i get it? Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mewtwo2000 on September 30, 2012, 01:06:43 PM For the moment, I'll add the analyzer to the OP.
I'll get into adding those codes when I get time to ^^U Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: BlueBrain on October 23, 2012, 10:50:24 AM dude, material tool can't be closed if there's no model in it's directory xD
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Kaaoeyi on January 10, 2013, 01:58:30 PM How does this work for STGCustom stages? Like if you only wanted to have a few of them have the ASL code, do you have to make every custom stage have an _A & _B at the end of their filenames? Cause that would be troublesome..
Title: Re: Mewtwo2000's - GCT Analyzer updated again (07/Aug/2012) Post by: Mewtwo2000 on January 10, 2013, 02:35:21 PM dude, material tool can't be closed if there's no model in it's directory xD ^^U How does this work for STGCustom stages? Like if you only wanted to have a few of them have the ASL code, do you have to make every custom stage have an _A & _B at the end of their filenames? Cause that would be troublesome.. Yeah, that's how it works, and it is troublesome indeed. Specially cause as they don't exist in the iso, and if one of the files is missing (for example, you have no STGCUSTOM09_B.pac), the game will freeze when trying to load it cause there's no stage in the disc. Anyway, a bat file could easily rename all your stgcustoms so they're all split in _A and _B versions, so you only need to replace the _B ones with new stages. Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: Mewtwo2000 on April 03, 2013, 09:32:57 PM I've updated my Material Tool with some useful features. I've made a video to try to show them. The quality isn't good, at least the texts should help to understand.
It's a little long, so if you want to watch it, do it with time. [Program] - Material Tool for SSBB and MKWii (http://www.youtube.com/watch?v=WbjUmXma8Pc#) Picture: (http://img94.imageshack.us/img94/7868/newmaterialtool1.png) Here's the vault entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23278 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23278) History: Material Tool was born shortly before the first dae imports were possible. The first minimalistic version had the ability to modify a few values in the materials just like in the old Brawlbox, only that it was possible to make the same edit to every material at the same time. It also was capable to make obj-imports to be affected by lighting, cause they were flat colored and there as no possibility to vertex color. (http://img843.imageshack.us/img843/6154/materialtool.png) Time after that, I improved the program, made it capable of editing one more value that I related to the type of material at that time, and made an option to convert the first shader in the model between a stage shader or a character shader. The said value changed from 1 to 3 consequently for the materials, without knowing that it really was the number of stages used in the shader. Didn't know that part, but it certainly worked. I also made it show the current material name and index. (http://img838.imageshack.us/img838/7434/materialtool2.png) The last update gave the tool the capability to change the value for all the color nodes. At that time some imports came too bright due to having white instead of grey in the colors, and I found this useful. I also made the hidden menu, which allowed me to switch between the different modes of lighting in an easy way. It also allowed me to control the transparency modes and the multiplier value in each shader separately. As it was hidden, I didn't make it user-friendly, cause I did know how to use it, and the few people that knew about the menu were told how it worked by me. (http://img828.imageshack.us/img828/3936/materialtool3.png) (http://img256.imageshack.us/img256/6662/materialtool4.png) Newer versions of Brawlbox came, and the color option in the tool was obsolete. But the changes possible in the hidden menu were still time-saving, as well as everything that had to be made to all the materials. But I needed something capable of editing a selection of materials, not just all of them. So I started editing the tool I had not touched since then, and made it capable to select in a list what to edit. I updated the names of the editable values according to Brawlbox 0.67b, and included all the values I use to edit when making stages or characters, including the ones that are for each texture. After all this was done, I thought of the possibility of importing a material and apply it to all the selected ones, and did so. And after that, I worked on the idea of importing all the materials found in another model, one after another, into the selected ones. This way, if the source model was an old version of the same model, this means having the same number of materials and in the same position, I could make changes in max more easily. If I import some model, I give it all the material properties one by one, including the texture renaming and stuff, and then I see that I've forgot some edit in 3DSMax, I have to re-import and re-work all the textures one by one. With the new feature in Material Tool, I can forget about that, cause I only need the materials to have the proper number of textures each, and the model to have the proper shaders in it. The program even detects which shader are using the materials in the source model, and if there are enough, the current materials change automatically the used shader to fit the original configuration. And that's what I show in the video. In the video, I get one of my stages, and simulate a change in max by just exporting it as .dae. In the example, the models only have a few materials, and would not take much to do manually. But there are other models that sure have more materials, and the tool would save time on those. After giving the re-imported models the needed shaders and texture nodes, I just use Material Tool to import the materials from the original model. After doing so, the stage works just like before, only that I've not manually edited or imported any of the materials, but made the program to do it automatically for me. The hex string in the extra menu are nearly the same as before, that will probably be the part people won't know how to use. The first 2 of them are just the area in Brawlbox with the name 'LightingChannel'. The 'next' button makes the program to load a default value for all that area, loading up to 3. To apply the change, the enter key has to be used in the editable box itself. The values can be manually edited, but you have to know what you're doing. The box in grey shows the current value in the material. The other 2 show some area including values related to transparency and other stuff. The next button switches between 3 sets again, one of them for no transparency, the next of them for normal transparency, and the last of them for blended transparency. For the small text box with the C0X8 value, only the 3rd number is important. It changes the ColorScale value in the first stage of the current shader. Not really meant to be used, but it was there in the last version and I left it there. (http://img819.imageshack.us/img819/6560/newmaterialtool.png) (http://img708.imageshack.us/img708/5798/newmaterialtool2.png) So this is it, if you use the tool and find it useful, it will be allright. If nobody besides me uses it, it will be fine too, cause I'm going to use it myself and that's already something. Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: BlueBrain on April 04, 2013, 08:33:36 AM that seems really usefull... :srs:
Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: DJ Lowgey on April 04, 2013, 12:27:18 PM does that program fix the normals of an object automatical?
Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: DarkPikachu on April 04, 2013, 02:50:45 PM ...
interesting :/ I can't watch the video though to know exactly what this thing does... though it looks sophisticated enough to handle materials better than brbx :) (including exported data) Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: Mewtwo2000 on April 04, 2013, 03:26:13 PM does that program fix the normals of an object automatical? No, not at all. It's for editing materials, it doesn't change the normals in any way. A program that resetted the normals would not save much time anyway. But this can help restoring the materials when a model has gone through 3dsmax to fix the normals. Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: ??_? on April 04, 2013, 05:31:49 PM coooool! <3 you
Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: DJ Lowgey on April 05, 2013, 08:02:27 AM could you create a fast little program that fix the normals by one click?
you teched me the 3ds max way and it works but a little program would be cool :) Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: TravixMan Productions on April 05, 2013, 08:11:11 AM could you create a fast little program that fix the normals by one click? ^This. I am having trouble with normals, especially since there's a lot of them and sometimes I don't know which is which, or if they are bright or not. It mostly looks the same, but it's not.you teched me the 3ds max way and it works but a little program would be cool :) Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: BlueBrain on April 08, 2013, 07:52:52 AM is it possible to use this tool to enable transparency?
also, is it possible to use this tool to make spec maps work? Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: DJ Lowgey on April 08, 2013, 03:12:13 PM is it possible to use this tool to enable transparency? also, is it possible to use this tool to make spec maps work? i always read the word "spec map" but i don´t know what it is. could you explain me what spec maps are? Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: Mewtwo2000 on April 08, 2013, 03:44:27 PM i always read the word "spec map" but i don´t know what it is. could you explain me what spec maps are? A spec map would be a special material/texture that defines the shininess of some parts in a model. You can define, for example, that the inside of your ear will never be as shiny as your nose, for example. It's like drawing the shadows in a model, but not as a standard texture. A shadow in a standard texture still gets the same lighting, while the darker parts in a spec map would be affected differently. is it possible to use this tool to enable transparency? also, is it possible to use this tool to make spec maps work? Yeah, you can enable transparency, there's 2 flags for that in the main window, and there's one of the large hex string in the extra window that has to do with that too. All of the values have the same names as in brawlbox 0.67b. About spec maps, I'm not sure, I don't know the exact values to be changed to enable spec maps in Brawlbox right now. You can switch the MapMode property to EnvSpec like in brawlbox, but if something like the HasTextureMatrix in brawlbox is needed, then it can't be done in Material Tool, cause that's something beyond a simple material edit. could you create a fast little program that fix the normals by one click? you teched me the 3ds max way and it works but a little program would be cool :) ^This. I am having trouble with normals, especially since there's a lot of them and sometimes I don't know which is which, or if they are bright or not. It mostly looks the same, but it's not. No, I can't. That wouldn't be fixing, but resetting (sometimes, fixing isn't the same as resetting, cause further edits are needed after resetting), but I can't do that. I couldn't do it even with single-binded models, and the rigged models are much more complex than those. Only an expert like BJ96 could do that. Title: Re: Mewtwo2000's - Material Tool [Big Update] (04/Apr/2013) Post by: DJ Lowgey on April 09, 2013, 07:05:09 AM A spec map would be a special material/texture that defines the shininess of some parts in a model. You can define, for example, that the inside of your ear will never be as shiny as your nose, for example. It's like drawing the shadows in a model, but not as a standard texture. A shadow in a standard texture still gets the same lighting, while the darker parts in a spec map would be affected differently. Yeah, you can enable transparency, there's 2 flags for that in the main window, and there's one of the large hex string in the extra window that has to do with that too. All of the values have the same names as in brawlbox 0.67b. About spec maps, I'm not sure, I don't know the exact values to be changed to enable spec maps in Brawlbox right now. You can switch the MapMode property to EnvSpec like in brawlbox, but if something like the HasTextureMatrix in brawlbox is needed, then it can't be done in Material Tool, cause that's something beyond a simple material edit. No, I can't. That wouldn't be fixing, but resetting (sometimes, fixing isn't the same as resetting, cause further edits are needed after resetting), but I can't do that. I couldn't do it even with single-binded models, and the rigged models are much more complex than those. Only an expert like BJ96 could do that. oh ok thanks for information dude. now i know what spec maps are and it sounds very interesting. your explain was realy understandable and for the normals program its ok I can use the super easy 3ds max way you teached me :) Title: Re: Mewtwo2000's - Small Material Tool update and new tool coming (12/May/2013) Post by: Mewtwo2000 on June 13, 2013, 07:38:32 PM Copying some post of mine (http://forums.kc-mm.com/index.php?topic=59782.msg1143069#msg1143069) from the cBliss thread to not lose it:
I've made my own code with what I've learned from cBliss, and I'm sharing it for those who want the original css to be kept and extended, as well as adapted for ProjectM. So these 3 would be the codes to use with the original css files: Code: Characters have 10 Costumes [All Chars +] [Mewtwo2000, ASF1nk] This is all very easy. I've made 2 gct files that are just these codes, only that the second one makes default marth to be used in blue team, default squirtle to be used in blue team, and default charizard to be used in red team. It's just to keep the same thing projectm 2.5b offers. GCT - Original CSS (http://www.mediafire.com/download/t7ag5wckfxhczr8/Custom_CSS_Slot_Expansion.gct) GCT - ProjectM (http://www.mediafire.com/download/eipufh68q2baa79/Custom_CSS_Slot_Expansion_PM.gct) The usage is simple, get my GCT Fusionizer (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040) tool, rename the file you download from these 2 to 'code.gct', place your current gct (the RSBE01.gct you're using currently, the one without cBliss in it) in the same folder as 'code.gct' and the fusionizer tool, and execute the tool. Just fusionize, and the codes in the downloaded gct will be inserted into your old one. If you're using ProjectM, you'll need a small fix to make Char/Squirt/Ivy to be expanded. Just find and replace these values in a hex editor, or in the txt if you generate it with the gctedit tool: 804553ac -> 81200fdc 804553b8 -> 81200ff4 804553c4 -> 8120100c You'll need a different set of icons/css portraits/etc to the ones provided in cBliss. The idea is just adding new images to the original files, so the unused mario01 would use the icon after the last one in the original game, mario07 would come next, and so until we reach mario09. Same to all the characters. The best way to assure there will be no freezes when using these codes is forcing the iso to have all the extra files related to expanded characters. That can be automatically done with WIT and some batch file I made to go with it. More info can be found here (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32279). Also, here's a common5.pac file prepared to go with ProjectM 2.5b and my code, so the portraits are the originals in ProjectM plus the new ones. If the original cBliss was used, it would work too, but the character costumes would not match. Common5.pac (http://www.mediafire.com/?ui0sfb77yx01o73) Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Shun_One on June 14, 2013, 12:22:39 PM Never-mind. I've got things in working order now. Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: libertyernie on June 15, 2013, 11:03:00 AM I'm still using the cBliss changed order, but I ought to update my costume manager tool to allow yours as well. Good work!
Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Sanitys_Theif on June 15, 2013, 04:48:41 PM Copying some post of mine ([url]http://forums.kc-mm.com/index.php?topic=59782.msg1143069#msg1143069[/url]) from the cBliss thread to not lose it: I've made my own code with what I've learned from cBliss, and I'm sharing it for those who want the original css to be kept and extended, as well as adapted for ProjectM. So these 3 would be the codes to use with the original css files: Code: Characters have 10 Costumes [All Chars +] [Mewtwo2000, ASF1nk] This is all very easy. I've made 2 gct files that are just these codes, only that the second one makes default marth to be used in blue team, default squirtle to be used in blue team, and default charizard to be used in red team. It's just to keep the same thing projectm 2.5b offers. GCT - Original CSS ([url]http://www.mediafire.com/download/t7ag5wckfxhczr8/Custom_CSS_Slot_Expansion.gct[/url]) GCT - ProjectM ([url]http://www.mediafire.com/download/eipufh68q2baa79/Custom_CSS_Slot_Expansion_PM.gct[/url]) The usage is simple, get my GCT Fusionizer ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040[/url]) tool, rename the file you download from these 2 to 'code.gct', place your current gct (the RSBE01.gct you're using currently, the one without cBliss in it) in the same folder as 'code.gct' and the fusionizer tool, and execute the tool. Just fusionize, and the codes in the downloaded gct will be inserted into your old one. If you're using ProjectM, you'll need a small fix to make Char/Squirt/Ivy to be expanded. Just find and replace these values in a hex editor, or in the txt if you generate it with the gctedit tool: 804553ac -> 81200fdc 804553b8 -> 81200ff4 804553c4 -> 8120100c You'll need a different set of icons/css portraits/etc to the ones provided in cBliss. The idea is just adding new images to the original files, so the unused mario01 would use the icon after the last one in the original game, mario07 would come next, and so until we reach mario09. Same to all the characters. The best way to assure there will be no freezes when using these codes is forcing the iso to have all the extra files related to expanded characters. That can be automatically done with WIT and some batch file I made to go with it. More info can be found here ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32279[/url]). Also, here's a common5.pac file prepared to go with ProjectM 2.5b and my code, so the portraits are the originals in ProjectM plus the new ones. If the original cBliss was used, it would work too, but the character costumes would not match. Common5.pac ([url]http://www.mediafire.com/?ui0sfb77yx01o73[/url]) Just wanna let you know, these codes don't work with the Riivolution setup for project m :/ Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Mewtwo2000 on June 16, 2013, 09:02:12 AM That's weird O.o
What happens with it? Does it show a black screen? The css isn't modified? Crash when trying to start a battle? Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Sanitys_Theif on June 16, 2013, 09:17:04 AM That's weird O.o What happens with it? Does it show a black screen? The css isn't modified? Crash when trying to start a battle? It gives a silent freeze after you pick a stage after I choose an extra costume, I've checked multiple times to make sure everything is named correctly, but it still gives a silent freeze, which I assume is because the Wii is trying load something that isn't there. The only way I got results was from using the cBliss Riivolution setup with your codes instead of the cBliss ones, the setup is like the gecko setup, but it still freezes pretty regularly after a match is over and tries to go to the results screen, the screen just goes black Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Mewtwo2000 on June 16, 2013, 10:17:16 AM But you've added some lines to the riivolution xml for ProjectM, haven't you?
Riivolution needs to define which files are supposed to be found in the iso to be replaced with the sd ones, as well as the files which aren't in the iso but are supposed to be loaded from the sd as added files. The cBliss riivolution xml includes the lines to make the extra slots possible, but the Projectm one doesn't. Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Sanitys_Theif on June 16, 2013, 10:41:03 AM But you've added some lines to the riivolution xml for ProjectM, haven't you? Riivolution needs to define which files are supposed to be found in the iso to be replaced with the sd ones, as well as the files which aren't in the iso but are supposed to be loaded from the sd as added files. The cBliss riivolution xml includes the lines to make the extra slots possible, but the Projectm one doesn't. I didn't see any lines in the cBliss xml that are like that, which ones are they? I'll add it into the project M one and try again, sorry I missed it, I tried hard to try and make it work but I guess I'm not as good at this as I thought I was Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Mewtwo2000 on June 16, 2013, 11:12:07 AM Unless I'm mistaken, this would be one of the lines, for example:
<folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" create="true" /> It would recursively add to the original iso estructure any file or folder inside the fighter folder, what would allow the game to load the costumes not originally in the disc. I may be wrong anyway. Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Moblin on June 16, 2013, 06:55:11 PM If you're getting silent freezes at the SSS, wait for the game to "finish loading" the custom slots. Riivolution loads slow as [censored], and if you don't let it finish, it'll freeze.
Select your characters and let the light on your Wii return to 1 flash per second (or let it stop flashing, if you haven't replaced your Menu music) and it should work. If not, you either named something wrong or your xml isn't properly edited. Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Sanitys_Theif on June 16, 2013, 10:43:00 PM Unless I'm mistaken, this would be one of the lines, for example: <folder external="/private/wii/app/RSBE/pf/fighter" disc="/fighter/" recursive="true" resize="true" create="true" /> It would recursively add to the original iso estructure any file or folder inside the fighter folder, what would allow the game to load the costumes not originally in the disc. I may be wrong anyway. The problem is, project M loads the textures from a different file path than that, and I'm pretty sure the resize and recursive actions are already there, why would you need a create action if the folder is already there? In this case, wouldn't the project M xml need some close editing instead of just adding a line? Sorry I'm getting confused here Post Merge: June 17, 2013, 03:16:08 PM Alright I added the create actions to the directory where character textures are loaded on the project m xml, but that still didn't work Mew2K, your codes won't load the extra costume files, the only way to make your codes work is with the cBliss setup only with your codes instead of the cBliss ones This makes me think you made your codes to read the extra costume files from a specific directory, so Riivolution changing the directory would screw that up because the code is searching for the extra costumes in a different directory, this is just a guess, but did you make the codes to search a specific directory? Post Merge: June 17, 2013, 03:29:06 PM I just tried multiple directories, still doesn't work :/ sorry Mew2K your setup just isn't compatible with the Project M Riivo setup Even using the cBliss setup, the game freezes pretty regularly after a match is over, so in all, these codes aren't worth it until someone polishes them up Post Merge: June 17, 2013, 03:29:53 PM If you're getting silent freezes at the SSS, wait for the game to "finish loading" the custom slots. Riivolution loads slow as [censored], and if you don't let it finish, it'll freeze. Select your characters and let the light on your Wii return to 1 flash per second (or let it stop flashing, if you haven't replaced your Menu music) and it should work. If not, you either named something wrong or your xml isn't properly edited. That's not the problem though, I haven't run into the problem you described even once Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Moblin on June 17, 2013, 03:48:42 PM What changes did you make to your xml? I use cBliss with Riivolution perfectly fine.
Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Sanitys_Theif on June 17, 2013, 06:23:02 PM What changes did you make to your xml? I use cBliss with Riivolution perfectly fine. None at first, didn't load Then I added the "create" action to the brawlmods/textures/fighter directory of project M, didn't load Then I used the cBliss Riivo setup with Mew2K's codes, it worked but freezes often after a match is over, doesn't make it to the results screen To make this easy, could you upload a .rar file of your Project M setup? I'll look at the differences between yours and mine and find out what is going wrong, and I'll test yours out to see if it still freezes, because then it might be my Wii Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Mewtwo2000 on June 21, 2013, 07:42:04 PM I've updated GCT Analyzer (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26011)
(http://i.imgur.com/Q1BDN.png) Just made it capable to detect some more codes, including the cBliss ones. Title: Re: Mewtwo2000's - Modified cBliss with the original costume order (14/Jun/2013) Post by: Mewtwo2000 on July 04, 2013, 09:05:11 AM I've polished the cBliss codes, including the original set and the original teams/order sets.
All of them can be found here: http://www.mediafire.com/folder/4cnt80dm764ru/CBliss (http://www.mediafire.com/folder/4cnt80dm764ru/CBliss) The Stable cBliss is just the original set with less freezes, if any. The other mod versions use a different place in memory that should be safer and should have less freezes too. One would keep the cBliss order and the other would use the Brawl one. In both cases the color teams are restored to the Brawl defaults (or Project M, if you get the PM sets). Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: Mewcario on July 04, 2013, 01:27:03 PM In both cases the color teams are restored to the Brawl defaults (or Project M, if you get the PM sets). So, if I use your stable version, I'll have to change around all my team costumes that are currently compatible with cBliss 1.5 to how Brawl originally read them (ie, FitChar01 isn't always red team)? And, because of that, the Brawl Costume Manager's cBliss setting is no longer compatible with cBliss itself? Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: DoctorFlux(Mariodk) on July 04, 2013, 01:47:04 PM I've polished the cBliss codes, including the original set and the original teams/order sets. does it work with the method i using on Dolphin for load hacks:All of them can be found here: [url]http://www.mediafire.com/folder/4cnt80dm764ru/CBliss[/url] ([url]http://www.mediafire.com/folder/4cnt80dm764ru/CBliss[/url]) The Stable cBliss is just the original set with less freezes, if any. The other mod versions use a different place in memory that should be safer and should have less freezes too. One would keep the cBliss order and the other would use the Brawl one. In both cases the color teams are restored to the Brawl defaults (or Project M, if you get the PM sets). use the gecko OS codes in a ini text file method for dolphin? Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: Thyrus on July 04, 2013, 01:56:11 PM Is this version of cBliss compatible with FilePatch 3.5.3?
Would both RSBE and RSB4 folders be affected by cBliss? Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: Mewtwo2000 on July 04, 2013, 03:06:49 PM So, if I use your stable version, I'll have to change around all my team costumes that are currently compatible with cBliss 1.5 to how Brawl originally read them (ie, FitChar01 isn't always red team)? And, because of that, the Brawl Costume Manager's cBliss setting is no longer compatible with cBliss itself? No, this doesn't apply to the 'stable cBliss' folder. That one works exactly the same as the official cBliss, only that with less freezes. Just same thing with more stability. The ones that change the color teams are the other 2. But changing the team colors doesn't mean changing the css files, you can have standard mario as red team mario with the files provided in the cBliss package. It would be the original brawl order one that would need a different set of files for the css and stuff. does it work with the method i using on Dolphin for load hacks: use the gecko OS codes in a ini text file method for dolphin? Not tested it. As I don't know the real cause for it to not work, I can't tell. Just test it and report what's the result. Is this version of cBliss compatible with FilePatch 3.5.3? Would both RSBE and RSB4 folders be affected by cBliss? I don't know how the alternate folder in filepatch 3.5.3 works when the files aren't in the disc file. I'd say you'd need all the pac/pcs files to be in both folders to make them not freeze in any case. But it all depends on how it works. I'll always recommend to use a modified brawl iso, so all the new files for the characters are already in the iso and there's no way it freezes. Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: shadowXtreme on July 04, 2013, 06:18:04 PM I use FPC 3.5.3 (with rsbe folder as default, and wiimote only) and Mewtwo fixed CBLISS, both work great together
Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: Thyrus on July 04, 2013, 07:24:50 PM I'll give it a try as soon as I get the chance then.
Thanks both of you for the answers (: Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: DarkPikachu on July 05, 2013, 09:50:14 AM REQUEST: cbliss extended:
Fit*Char*0A - Fit*Char*FF my motto: having them and not needing them is better than needing them and not having them ;) plus, I really want them XDD (like MUGEN's EVE screenpack) :P Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: Thyrus on July 05, 2013, 11:46:42 AM I use FPC 3.5.3 (with rsbe folder as default, and wiimote only) and Mewtwo fixed CBLISS, both work great together Tried it today with GCN controller, FPC 3.5.5 and Mewtwo fixed CBLISS, it worked just fine! :D Title: Re: Mewtwo2000's - Stable cBliss 1.5 (unofficial cBliss 1.6?) (04/July/2013) Post by: shadowXtreme on July 15, 2013, 10:19:42 PM I need people to test this using mewtwo CBLISS and all the Extra CHaracter Slot codes:
Start a Fight with Sheik, marth (or roy, but just use marth), snake, and charizard, In my case, the match starts flawlesly, but game freezes after the end of the match,.. Are Extra character Slot codes eating some CBLISS space in memory?? because I tried the same match WITHOUT Extra character slots codes and It worked, or it is another code conflict that is causing the freeze described in this post? EDIT: Sorry for bother you people, I found the reason of this freeze, the Extra character slot codes alone are freezing my brawl, why I say that? because I Started the match described before using only file patch code 3.5.1 and the Extra character slot codes, and when the match ended,.. Game froze,. Mewtwo CBLISS works flawlessly, at least for me,with File Patch Code 3.5.1 or 3.5.3, err.. maybe the next commentary will leave this thread a little but: Is there a way to fix Extra character slot codes?? because they are eating some space in memory that should not be eaten -_- Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Mewtwo2000 on July 22, 2013, 12:01:56 PM Released cBliss tool. It replaces the cBliss codes found inside a gct file with mine. Unlike the stable codes I released, the codes generated here use some extra space in memory to read the new costumes from, even if the normal cBliss is used. This space in memory should be safe, so it should be no problem and the stability should be the same.
It can build the codes for the standard cBliss order, it can change the teams in this set so they're the brawl originals (red mario is default mario instead of mario01), and it can keep the brawl order for the costumes, which would need a different set of portrait files. The codes are adapted to Project M in case the gct file is found to be a Project M gct, so there's nothing to edit manually in it anymore. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347) Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Okami Takahashi on July 27, 2013, 02:56:34 PM This is a neat tool; but will I still have to go through the painstaking process of making new csps and all? Dumb question I know. This whole things still confusing to me.
Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Mewtwo2000 on July 27, 2013, 03:51:28 PM The program handles and sets up the codes. The codes allow the game to load extra character costumes from either the sd card or the game disc. Now, if there's no csp's in either sd or disc, the wii will crash when trying to select a csp that's not there. Same thing if the character files aren't found.
So, the tool allows you to customize the code, but you'll always need the csp files to be prepared for this. You can get the files from the cbliss package, or if you already had your csp's, you can keep using them flawlessly, unless you want to keep the brawl order (third option in the program), in that case you'd need to re-order your portraits. Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Robjoe on July 27, 2013, 05:44:29 PM It looks like I have a bug to to report with your cBliss Tool.
Last night I was going down the character list, adjusting everyone's maximum costume amount, and when I got to Meta Knight, something strange started happening. It seems that, for all characters beneath Wario, the number of costumes refuses to properly adjust using the drop-down menu. It will subtract 4 from the number I actually enter. So for instance, if I enter 10, the program will give the character 6 costumes. Entering 9 gives them 5, 8 becomes 4, and so on. Again, this seem to occur only for the characters listed beneath Wario. Perhaps it has something to do with the fact that Wario can have a maximum of 12 costumes, while all the other characters can only go up to 10? At any rate, it's quite a handy little tool, so it'd be great if you could fix this. :) Actually, while I'm posting here, I might as well also ask: Would it be possible to let the user manually choose which characters use the default Brawl team colors and which use new team colors? For instance, if I had Link use his default color for green team (like in vanilla Brawl), but also have Ness use his new FitNess01 costume for red team? I ask because in Brawl, some characters use their default colors for teams when they really shouldn't (Ness and ROB for example would benefit from having actual "red" colors), while others have default colors that work fine for teams (try making Sonic more blue than he already is). Would you be able to implement a feature like that into your tool? If not, could you at least post a breakdown of how the "Custom CSS Expansion Slots" code is built? I could probably mess with the team colors manually if I understood how the code works. (I've looked at it myself, but it doesn't appear to be a simple list of costumes ID's like I'd hoped it would be.) Some help or explanation in that area would be greatly appreciated! Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Mewtwo2000 on July 29, 2013, 07:59:07 AM Hi. You're right, that's a glitch, something I missed. The program reads well the number of costumes, but writes them the wrong way. I'll go for it right now.
I'll also try the feature you've suggested, so you can select if the teams are cbliss or brawl character by character. I know how to do it and shouldn't be hard. Anyway, if you wanted to edit the code by yourself, this is how it works: The first line just defines the place in memory and amount of data. The data itself starts on the second line, and it all is the same. First number is team, second number is costume. 00 is red team, 03 is green team and 01 is blue team. 0C is end of list, so there will be as much costumes as pairs of numbers before you find the '0C'. Also, each character is 3 lines, except for Wario, and the order is the same as in the list on the program. So, suppose this is Mario: 00000906 01030204 08050302 00010507 0B080409 0C000000 FitMario00 is red team. Next mario in the CSS is Mario06. Mario03 goes next and he's blue team. Next are Mario04 and Mario05. Then we have Mario02 on the green team, and next are the expanded slots. Mario01 would be red team too, but as Mario00 is first, Mario00 will be the one on red team. Changing the first 00 to anything else would enable Mario01 as red team instead of Mario00. Each number is a color, being teams only 00, 01 and 03. Playing with those values, you can customize any team. I won't make the tool to be able to fully customize this for the moment, I guess it's not that important and people won't be using it. I'll do it so you can select the team for the standard color (fitxx00), and the rest will be kept by default. Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Okami Takahashi on July 29, 2013, 02:01:47 PM Is it possible to use Cbliss with the Custom Stage Expansion mod? I just tried using the Cbliss installed on Link, Fox, Game and Watch and Lucario and it froze before I could select Lucario...
Title: Re: Mewtwo2000's - New Tool (cBliss Tool) - [22/07/2013] Post by: Mewtwo2000 on July 29, 2013, 03:14:24 PM If it froze before selecting lucario and not in the stage selection screen, then it's most likely that something's wrong with the lucario files, either csp files or the actual costume files.
I've been using stage expansion and alternate stage loader from the beginning and I got no issues at all. By the way, cBliss tool is already updated with the fix and the new feature. Title: Re: Mewtwo2000's - cBliss Tool updated (edit the standard costume team) [30/07/2013] Post by: Mewtwo2000 on August 01, 2013, 06:24:13 AM cBliss Tool: New update with another small fix regarding to code updating.
GCT Analyzer: Fixed some issues with certain codes and added the Replacement SoundBank Engine code to the database, as well as the PAL cBliss codes. Title: Re: Mewtwo2000's - cBliss Tool updated (edit the standard costume team) [01/08/2013] Post by: SonicBrawler on August 05, 2013, 05:47:49 PM For your CBliss tool, is there a way to make it just so i can open it without opening a gct? I use wiiflow, which uses txt codes.
Title: Re: Mewtwo2000's - cBliss Tool updated (edit the standard costume team) [01/08/2013] Post by: Tabuu Forte Akugun on August 05, 2013, 05:51:22 PM I've tried everything with your cBliss tools, and nothing works, it still won't load the extra cBliss costumes... Did you get to checking my GCT yet?
Title: Re: Mewtwo2000's - ASL Tool gets a major update! [12/08/2013] Post by: Chaos_Knight on August 12, 2013, 11:12:53 PM So I have a problem.
(http://i.imgur.com/JLoF9dW.png) Halp? Title: Re: Mewtwo2000's - ASL Tool gets a major update! [12/08/2013] Post by: libertyernie on October 26, 2013, 12:12:38 PM That probably means you need to install a certain version of the .NET runtime. Not sure which one it's compiled for.
EDIT: Apparently it's 3.5. Windows 8 told me I needed to install it. Title: Re: Mewtwo2000's tools Post by: Mewtwo2000 on December 20, 2013, 02:03:52 AM Hi there. I've updated the cBliss Tool. There's nothing new except for compatibility with Project M 3.0. Well, I already updated the program on December 12, but after detecting and fixing some freezes with Falco, I've updated it again.
cBliss Tool was made as a tool to automatically patch the glitchy codes of Asf1nk's cBliss to a more stable version of mine. The resulting codes aren't really cBliss, but I've kept the name on the tool for people to associate it with the costume extension. While the cBliss code is short and forces every character to be ordered in the same way in the CSS (normal costume, red, green, blue, etc), my modified code is a little longer and lets you to use the original Brawl order or teams, in case you don't want to force mario to use the 01 costume for the red team, for example. cBliss Tool lets you choose the order and teams you prefer: Option 1: Keeping the code like cBliss only that stable Option 2: Everything like cBliss, but team colors are the originals (red mario is mario00 this way) Option 3: The original order in Brawl, with the new costumes ordered after them. After all the original marios, the next Mario to come is mario01. If Project M 3.0 is detected, there's no choice. It will be forced to the Project M order and teams. It's easier this way. It adds up to 10 costumes to the characters with less than that. Also, costumes like, say bowser02, are not used in this case. The alt costume for Bowser is bowser07, so I've made the extras to be 08, 09 and 10, instead of 02, 08 and 09. Same to every other character whose standard costume is used in teams. If you used the old cBliss Tool with Project M 3.0, only the original characters without alts will have been extended. If you downloaded cBliss Tool between 12/12/13 and 12/20/13, then you'll have a glitch in your gct. Downloading the current one and by pressing 'update gct' you'll fix it. Title: Re: Mewtwo2000's tools [20/12/2013] Post by: BlueBrain on December 20, 2013, 02:08:08 PM awesome.
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: GameAndWatcher on December 20, 2013, 04:59:56 PM Where can I find the extra necessary files?
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: Mewtwo2000 on December 22, 2013, 03:43:54 PM For the moment, you would need to build your own one from the projectm one or the original cbliss files.
I've updated GCT Fusionizer. This tool was created to fuse gct files. It checked if 'RSBE01.gct' or 'RSBP01.gct' were found and then looked out for 'code.gct'. If 'code.gct' wasn't found, the only option was refreshing to see if the file was found already in the directory. Once found, the contents of the 'code.gct' file were copied at the end of the 'RSBE01.gct' and 'RSBP01.gct' files if found and selected. Now I've changed it a little bit. The file to import from doesn't need to be called 'code.gct' anymore. It will look for it, but if it's not found, you'll be able to select manually a gct file from your computer. Once selected, you'll be able to insert it at the end of the RSBX01.gct files as before, but there will be a check first: if there's a part of the code that starts like the code to import, is as long as it, and ends the same way, then you'll have the option to replace that part of your gct, to remove it, or to add at the end as if nothing was found. This way you can remove codes that you suspect to be glitchy, update codes that have been slighly changed, or even remove repeated instances of a code. Imagine that the File Patch Code is twice in your file. You can try to import File Patch Code, and in case there's more than one instance, it will tell you, and you'll be able to remove the first of them. This is the vault for GCT Fusionizer. I'm sure this will be useful in some way. For example, I'm gonna make a small package to allow ASL in Project M 3.0 thanks to this small program. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040) Title: Re: Mewtwo2000's tools [20/12/2013] Post by: hochin on December 25, 2013, 02:27:54 AM Tried out the updated cBliss tool with PM3.0 though I'm still running into issues with bowser's Fit_08,09,10.pacs. Anyone else using this combination running into this, or could it possibly be something with my setup?
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: Mewtwo2000 on December 25, 2013, 08:27:34 AM Be sure you've placed the fit_08, 09 and 10 for gigabowser too.
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: hochin on December 25, 2013, 03:40:44 PM Ah yes that fixed it, thanks mewtwo, didn't realize each slot had it's own giga now :).
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: dindinmaster on January 07, 2014, 12:01:21 PM I'm having some problems with your cBliss tool for PM 3.0. I have not added any additional costumes to Link, meaning he has the 9 from PM. I have Link's box set to 9. For a reason unknown to me, when I try to select his alts for team battles, my game freezes. This does not happen for any other characters. Please help :happy:
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: Mewtwo2000 on January 07, 2014, 01:44:15 PM Looks like I missed something and when you change the number of costumes for certain characters like Link or Ness, instead of the new values in Project M, the old ones are loaded, and in the case of Link, as there's no second team, there's a crash. Characters like Ness won't crash, but the first additional costume will be wrong. Instead of loading Ness07, it loads Ness01. I'lll fix all that the sooner.
For now, if you want to fix it yet not use 10 costumes, use this (http://www.mediafire.com/download/dwjtu2e55ppewvz/LinkFix.gct) with my GCT Fusionizer (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20040) tool. Place GCT Fusionizer in your codes folder, place the linkfix.gct file there too, and open the tool. Go to apply, it should tell you that the code is already found. Click on 'replace' and the code that's wrong for Link will be fixed. Title: Re: Mewtwo2000's tools [20/12/2013] Post by: dindinmaster on January 07, 2014, 07:49:19 PM OK thanks man! I appreciate your help :af:
Title: Re: Mewtwo2000's tools [20/12/2013] Post by: Mewtwo2000 on January 08, 2014, 06:28:21 AM Well, I've updated it again. It handles a little better the different ammounts of costumes, including that of leaving link with just 9.
It now doesn't let you go a lower number than 9 for him, and doesn't lower at all Falco, Fox or Mario costumes because of teams. All that in PM3.0 mode, normal mode lets them be lowered as every other character. Unchecking Roy or Mewtwo will turn them into their standard number in Project M 3.0, and the number of costumes for a character won't be editable unless the character is checked in the list. Same link as always, the vault doesn't say it's updated, but that's because the folder is always the same. Is the program inside what's changed. Title: Re: Mewtwo2000's tools [20/12/2013] Post by: Mewtwo2000 on January 11, 2014, 03:20:19 PM Re-updated cBliss tool for compatibility with Project M 3.01. There's a small change in the roster in 3.01, which is Mewtwo and Roy red and green costumes being swapped. That's done for a reason, it fixes a small color issue with Lucario and Marth. So, the CSPs in 3.01 are switched, and the costume expansion codes created by cBliss Tool when 3.01 is detected will be too. The custom CSPs you may be using already would need that swap too.
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: dindinmaster on January 14, 2014, 12:02:41 PM Back with more dumb questions, this time about your ASL tool. I'm using PM 3.01 and whenever I try to load an alternate stage, it loads the default stage. Perhaps it isn't yet compatible with 3.01? On the chance that's not the case, I'll try and be as specific as I can. I'm trying to make it so that if you don't hold down anything, it loads the default stage (for example STGFINAL.pac). However, if you hold down Z it takes you to STGFINAL_A.pac and holding down Y takes you to STGFINAL_B.pac. I've got it so that next to button combinations, it says 2 and next to randoms, it says 0. Also, I'm unclear on when EXACTLY you press and hold down the button. Sorry for being dumb and hopefully you can help!
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on January 14, 2014, 06:39:21 PM Project M 3.0x isn't compatible with ASL because of the custom folder it uses. For some reason, the ASL code doesn't work, no matter if you place the stages in projectm/pf/stage/melee or private/wii/app/rsbe/pf/stage/melee. Anyway, there's a way to fix this, if you're interested.
I explain it here: http://smashboards.com/threads/asl-on-pm-3-0.344543/ (http://smashboards.com/threads/asl-on-pm-3-0.344543/) Basically, thanks to my newly updated GCT Fusionizer, you can remove or replace some parts of the codeset, which are what make Project M to load from the Project M folder. After modifying the gct, and moving the projectm folder to the old path (the post includes a batch file to automatically do this in windows), you can use the ASL tool as always with Project M. Try it and tell me if you get it working. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Oreodesu on January 24, 2014, 04:26:08 PM So exactly what do all the pcs and pac files have to be named in order for the game not to freeze?
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on January 24, 2014, 04:54:59 PM It depends on the character. If it's Bowser, for example, the files would be:
Normal Brawl: FitKoopa00.pac, FitKoopa01.pac, FitKoopa02.pac, FitKoopa03.pac, FitKoopa04.pac, FitKoopa05.pac, FitKoopa06.pac, FitKoopa07.pac, FitKoopa08.pac, FitKoopa09.pac Project M: FitKoopa00.pac, FitKoopa01.pac, FitKoopa03.pac, FitKoopa04.pac, FitKoopa05.pac, FitKoopa06.pac, FitKoopa07.pac, FitKoopa08.pac, FitKoopa09.pac, FitKoopa10.pac Do the same with all characters and not only with pac files, but with pcs files too. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on January 31, 2014, 12:57:48 PM A small twist to cBliss Tool:
(http://i.imgur.com/ASUhujD.png) My current codes use the memory in a way that every character can be up to 11 costumes except for Wario. It's because of CSP limits that every character except for Wario is limited to 10 costumes by the program to be like in the original cBliss code. Well, it happens that there's some characters (Ganondorf, Rob, Toon Link, Wolf and Sonic) that don't have those CSP limits. I'm sure there's people who already know about this. Well, considering this all, I've made cBliss Tool able to add 1 more costume (for a total of 11) to those characters, no matter if in Project M mode or not. Rob, Toon Link and Sonic would use fitxxx11 as the new costume in Project M 3.0x mode. Out of the Project M mode, these would use fitxxx10. Ganon and Wolf will use fitxxx10 no matter what's the mode. If you use them, don't forget to add the needed cosmetics and character files to prevent the game from freezing. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347) Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mochtroid127 on February 01, 2014, 12:04:42 AM :O ...I...Um... YES!
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: HowDoISpaceJam on February 01, 2014, 05:12:52 AM Well, it happens that there's some characters (Ganondorf, Rob, Toon Link, Wolf and Sonic) that don't have those CSP limits. I'm sure there's people who already know about this. Haha, typical that those happen to be some of the characters that I'd struggle to find 10 alts I like and not one of the ones I find it hard to only pick 10. Great news though! Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Syeo on February 03, 2014, 12:24:40 PM Well, considering this all, I've made cBliss Tool able to add 1 more costume (for a total of 11) to those characters, no matter if in Project M mode or not. Rob, Toon Link and Sonic would use fitxxx11 as the new costume in Project M 3.0x mode. Since I always had problems adding codes to Brawl and make them work, it's such a relief to use your tools. But now I'm pretty much confused, now that you said cBliss actually works for Project M 3.0x. I added everything cBliss needs (Brawl Costume Manager proves it), but it doesn't work and I was told Project M uses something else to load characters and it's not compatible, so I almost gave up combining Project M with cBliss. Is there something else I need to change additionally to make it work? In the official cBliss thread, there is an explanation but it seems like it's just for 2.5b. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mochtroid127 on February 03, 2014, 12:33:19 PM Since I always had problems adding codes to Brawl and make them work, it's such a relief to use your tools. But now I'm pretty much confused, now that you said cBliss actually works for Project M 3.0x. I added everything cBliss needs (Brawl Costume Manager proves it), but it doesn't work and I was told Project M uses something else to load characters and it's not compatible, so I almost gave up combining Project M with cBliss. Is there something else I need to change additionally to make it work? In the official cBliss thread, there is an explanation but it seems like it's just for 2.5b. It is tedious. I did the same thing where I struggled for days and briefly gave up on it, but once you get it working, the payoff is so worth it. I got mine working with the newest Project M Stage Expansion a couple of days ago. Took some serious work to get it, but now I have 78 stages along with 10 costumes for all 41 characters. (aside from Wario obviously with 12, and now Toon Link, Wolf, and Ganon with 11) Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on February 03, 2014, 12:46:36 PM Since I always had problems adding codes to Brawl and make them work, it's such a relief to use your tools. But now I'm pretty much confused, now that you said cBliss actually works for Project M 3.0x. I added everything cBliss needs (Brawl Costume Manager proves it), but it doesn't work and I was told Project M uses something else to load characters and it's not compatible, so I almost gave up combining Project M with cBliss. Is there something else I need to change additionally to make it work? In the official cBliss thread, there is an explanation but it seems like it's just for 2.5b. What do you mean by 'it doesn't work'? Costumes aren't added? Do you get a black screen when booting the game? The latest version of cBliss Tool just adds the codes needed to expand all the characters in Project M 3.02, including Mewtwo and Roy. The regular cBliss doesn't work well, but my tool knows what to change in the Project M codeset in order to combine the Project M alts with extra character costumes. You only need to 'add codes' once, and use all the extra menu and character files to get no freezes. If you add them to the iso already, you'll never have to worry about freezes when using extra costumes. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Syeo on February 03, 2014, 12:57:56 PM What do you mean by 'it doesn't work'? Costumes aren't added? Do you get a black screen when booting the game? Thank you for replying this fast! Well, when using Brawl Costume Manager, I can see that everything is where it should be, it's all available. When starting Project M, I can choose every costume for every character, but when I choose a stage, the game freezes. The console doesn't make an annoying sound, it just stops and I can turn off the console without problems. Yep, I used your cBliss tool, it really is awesome. Just clicking on "add codes" and it's ready to go. Now I got a Stage Expansion package for Project M and added everything, too, but it still keeps freezing. I don't believe it's not because of your code, I guess it's due to the Project M code for loading characters (or whatever is loading the characters). :D Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on February 03, 2014, 01:26:48 PM I guess it may be the most usual mistake with my cBliss Tool when used on Project M. I've made it avoid the lost costume in characters that have the standard costume as a team color, so the fitxxx10 costume is needed for some characters. Those would be Bowser, Luigi, Sonic, Rob, Ness, Lucario... Don't remember now more, but well, just those who have the original costume in one of the team colors. I don't guess the Brawl Costume Manager program knows of this yet. So, try adding the fitxxx10 for these characters.
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Syeo on February 03, 2014, 01:57:20 PM Okay, I added the Fitxxx10 files for Bowser, Diddy, Dedede, Link, Lucario, Luigi, Mario, Ness, ROB, Sonic, Toon Link and Yoshi.
Now it doesn't freeze when picking a stage, but it freezes shortly before the character appears. Maybe it's due to the costume or the battle portrait, so I'll have a look at it. So far, it seems to work! EDIT: Yep, stupid me. Now that I'm using another SD card I forgot to add the old battle portrait files! I'll test it now. EDIT2: Sooo, I just tested Sonic and Luigi, they work fine now, but the order of the costumes is pretty much messed up. For example, when playing the second costume of Sonic, it loads the 6th one. ^^ I also added the Fitxxx10 files for Bowser, but he still doesn't work. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on February 03, 2014, 02:35:59 PM You forgot the costume for Giga Bowser.
About the order of costumes, it should be the Project M order now, so the original cBliss costume files will be in the wrong order. All the extra costumes will come after the original ones in their original order. Open your common5 and the ProjectM one and be sure to re-order the CSPs, they will match after that. Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Syeo on February 03, 2014, 04:27:46 PM I guess it's not possible to choose the character order with your cBliss tool, right? ^^
Back then without using cBliss, I used a list on my computer to know which character is which file, cBliss saved me from having that pain in the *** since you can call them 01-09 in a proper order. It's a bit complicated to reorder them, because I don't know the order of the original colors (okay, google helps). Sadly, the newest Brawl Costume Manager isn't capable of showing Project M order (01, 03, 04, 05) for 10 slots (for exampe 01, 03, 04, 05, 02, 06, 07, 08, 09, 10). When choosing cBliss order, it's the same as usual and messed up. When picking Project M mappings, I don't know what the additional characters will be like, because the cosmetics are turned off and can't be edited. Now I just activated Project M mappings, looked which character is shown up and replaced the cosmetics, the cBliss slots are still messed up. Maybe I'll just wait until a new version of that editor is coming out. Well then, at least cBliss works now, thanks for your help! You'll be part of the reason why I'll play Brawl even when the new Smash is coming out! Always new awesome stuff! Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Mewtwo2000 on February 03, 2014, 04:41:27 PM I'm pretty sure somebody did release the files to go with a cBlissed ProjectM 3.0, I guess it was in smashboards. Anyway, I'm putting things together to provide my own ones in case somebody needs them. I'd post them one of these days.
Title: Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] Post by: Syeo on February 05, 2014, 04:01:26 PM Now I renamed every pac & pcs file so I can keep the order of the cBliss.
I just wrote down the list of the pac files that follows the original order. Like Mario: 00, 01, 02, 03, 04, 05, 06, 07, 08, 09 renamed into 00, 06, 03, 02, 05, 04, 07 (is the skipped 01), 08, 09, 10 and kept the 01 so there won't be an error. Since 07 is the 01, 07 turned into 08, 08 into 09, 09 into 10. This way, I can still keep the cBliss order and everything works perfectly, it just takes some time to rename the files, especially the ones like Mario, who need an extra file. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on February 13, 2014, 05:27:36 AM Hey there. I've made another tool, this one is called CSS Tool (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36176).
(http://i.imgur.com/ugJn7Kj.gif) It just allows to easily edit the Custom CSS V3 code. There's a list with your current characters in case you're using the code. If you're not using it, it lets you add the code to your codeset. There's a way to edit the Custom Random V1 code too, one has to double-click on the 'random' on the bottom left. The list shown will be the list for the random instead. Also, if one double-clicks on 'Custom Random' after that, the random list will be just the Custom CSS list without the 'none' and 'random' items. I've not made them to be always synched because there may be people who doesn't want some of the characters to appear on random. I'll make a video of this tool soon. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Sammi Husky on February 13, 2014, 11:16:02 AM Oh man, this is gonna be tons useful. Nice work indeed!
Post Merge: February 14, 2014, 12:34:56 PM slight suggestion for the CSS code editor, is it possible to have a textbox where we can specify the ID to add Manually? since brawlEx needs to add new ID's that aren't there normally. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on February 15, 2014, 08:58:29 AM I was about to do that, but instead, I made that small number on top of the list. If you change it to 255, the list will show every possible ID in the list instead of the normal short list. Try it, it's as much useful as a manual ID imput :P
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Ricky (Br3) on February 15, 2014, 09:51:37 AM This is amazing Mewtwo, it will save time for those who don't want to bother learning how the code works in order to edit it. :D
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: BraveDragonWolf on February 23, 2014, 08:28:32 PM I'm having some trouble with the STPM Tool.
I followed the directions but it keeps giving me an error when I open it. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on February 23, 2014, 08:36:30 PM What kind of error do you get?
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: BraveDragonWolf on February 24, 2014, 03:25:28 PM What kind of error do you get? It tells me "MiscData[10] not found". Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on February 24, 2014, 04:50:00 PM Well, that means that the STPM file you're supposed to extract from the stage and rename to 'miscdata[10] isn't in the folder where STPM Tool is.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: BraveDragonWolf on February 25, 2014, 10:55:09 AM Well, that means that the STPM file you're supposed to extract from the stage and rename to 'miscdata[10] isn't in the folder where STPM Tool is. Didn't know you had to rename it. Thanks for the help. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on February 25, 2014, 01:35:38 PM It's because when I made the tool, the STPM wasn't called STPM in Brawlbox, but miscdata[10], so I made the program to look for that file. Some day I'll update the tool and will make it look for both possibilities.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Armored dragon on March 03, 2014, 06:17:04 PM Do you know when your going to make a video on your CSS tool? I'm trying to add a character without replacing one but it's not working.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Doq on March 18, 2014, 10:12:16 PM cBliss Tool. Since the recent discovery and implementation of a few chars to have 11 costumes, it got me thinking: Could these same characters (plus Wario) theoretically be expanded to 20 costumes? or is that out of the question?
[ Somewhat based off of the same thought, if that is possible, couldn't Sonic have essentially unlimited costumes? ] Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on March 19, 2014, 09:26:02 AM Do you know when your going to make a video on your CSS tool? I'm trying to add a character without replacing one but it's not working. Mmm... I'll try to make it today. cBliss Tool. Since the recent discovery and implementation of a few chars to have 11 costumes, it got me thinking: Could these same characters (plus Wario) theoretically be expanded to 20 costumes? or is that out of the question? [ Somewhat based off of the same thought, if that is possible, couldn't Sonic have essentially unlimited costumes? ] No, there's a limitation there. There's a flag value that, unless I'm mistaken, allows up to 16 different costumes only, cause each bit enables/disables one of them. Those can be from fitxxx00 to fitxxx11 (12 in total) plus special versions of the character, like the 'emerald' and 'fake' versions. I've not tried what loads what, but codes higher than '0F' will probably load a previous costume because of the flags thing. I'll try out what happens when using other values, but I don't think it's gonna work at all. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Armored dragon on March 25, 2014, 05:58:53 PM when I try to use cbliss with the 12 stage expansion template, Instead of giving ganondorf a extra costume slot, when I go too far in the costumes with peach, it crashes. keep in mind I didn't do anything to peach when I was giving one extra costume slot to ganondorf. I also have used in the stage roster expansion tool. I'll try some other things to see if I can get it to work, but if someone knows how to fix it, please tell me.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on March 25, 2014, 08:41:00 PM Send me your gct for me to see what's going on.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Armored dragon on March 25, 2014, 08:48:41 PM so far I found a way to fix it. something about what I did in the stage roster expansion tool seems to have interfered. from the looks of it, the Cbliss tool didn't change ganondorf, but gave extra slots to other characters and when I tried to see it, it crashed due it not finding something to load.
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Power Marshall on April 12, 2014, 02:09:20 PM ASL + 41(ish) stages = A LOT of Stages! This is a great work you've done with the tool. I'm really glad something like this is possible! It really is remarkable.
...I really dislike bothering people, though.. ..as for me, I have NOT been able to figure this out quite yet. And it is indeed weird. When I select a stage, it ALWAYS loads the _A.pac file. NO MATTER what lol. I don't know why. For instance, I have two Battlefield textures in my PF Folder titled "BATTLEFIELD_A and BATTLEFIELD_B" and I have the button combination L for _A.pac and R for _B.pac. I hold L, _A loads. I hold R, _A.pac still loads. I don't hold anything.. _A.pac STILL LOADS xD So weird! Check it out Code: Alternate Stage Loader v1.1 Now I've tried Mewtwo2000's 4xBattlefield code and his files too. When I select Battlefield, it only loads the afternoon(or was it sunset.... sunrise?) version. No matter what combination I pull, always one of the stages load. Any help? My stages are in PF/Stage/MELEE/ as BATTLEFIELD_A.pac BATTLEFIELD_B.pac Thanks! EDIT: Also, if it helps in any way, I'm using the SDHC Extension code 1.1 by Bero, which makes stage loading a bit lengthier. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on April 12, 2014, 06:38:01 PM This is the way I load ASL stages, and always works:
I'm using a Gamecube controller. The combos are A, A+R, A+L or A+R+L. I just press and hold A for the just A combination. For the others, I press and hold either L, R or both, and then press and hold A while still holding the other(s). I always get the stage I want. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Power Marshall on April 13, 2014, 05:21:25 AM Still doesn't work. :/ I even tried your GCT along with your battlefields and it only loaded one (_A), maybe it's not compatible with the SDHC code?
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on April 13, 2014, 07:49:00 AM It is, cause I also use it from a 8gb SDHC :/
Try editing the code and make the A one to never be used and test. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Power Marshall on April 13, 2014, 02:45:40 PM I set it so that A wouldn't get loaded no matter what in the code, and instead E would (E isn't in my folder). It still loaded _A even though there was no button input or random to select A. I deleted A in my folder, but now it only loads the original, no matter what. :/
Here's what I'm thinking: -Does it matter WHERE I place the codes? (EX. Should it be before the patch code?) -My Melee folder is titled "MELEE" -Should the ASL and the ASL data code be separate? Or should it be one whole code? -How's my files look? Is there any problem there: (http://i.imgur.com/h5TQfd5.png?1) Again, sorry to be bothering you for the second time :/ Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on April 13, 2014, 03:02:01 PM I set it so that A wouldn't get loaded no matter what in the code, and instead E would (E isn't in my folder). It still loaded _A even though there was no button input or random to select A. I deleted A in my folder, but now it only loads the original, no matter what. :/ Here's what I'm thinking: -Does it matter WHERE I place the codes? (EX. Should it be before the patch code?) -My Melee folder is titled "MELEE" -Should the ASL and the ASL data code be separate? Or should it be one whole code? -How's my files look? Is there any problem there: ([url]http://i.imgur.com/h5TQfd5.png?1[/url]) Again, sorry to be bothering you for the second time :/ - It shouldn't matter - MELEE is as okay as melee. If _A gets loaded, the folder isn't the problem - They're supposed to be independent, so it shouldn't matter if they're together or separate. They usually go one next to the other one because you usually add them to a gct at the same time. - They look all right Post me the gct you're currently trying to make work, and I'll take a look to it in my game as soon as I can. Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Power Marshall on April 13, 2014, 03:52:34 PM Thanks so much. Here: https://www.dropbox.com/s/0ubfi7vvahkz34u/RSBE01.gct (https://www.dropbox.com/s/0ubfi7vvahkz34u/RSBE01.gct)
Title: Re: Mewtwo2000's tools - CSS Tool [13/02/2014] Post by: Mewtwo2000 on April 20, 2014, 04:48:17 PM Thanks so much. Here: [url]https://www.dropbox.com/s/0ubfi7vvahkz34u/RSBE01.gct[/url] ([url]https://www.dropbox.com/s/0ubfi7vvahkz34u/RSBE01.gct[/url]) Just tested your code in my game, with the 4 battlefields (morning, day, sunset and night) and I got the one I wanted for every combination. Holding A in the Gamecube controller selected STGBATTLEFIELD_E, holding R+A loaded STGBATTLEFIELD_B, L+A was STGBATTLEFIELD_C and R+L+A loaded STGBATTLEFIELD_D. So, the gct file is fine. Maybe you need to change the hooktype of your loader or something. I'm using the AXNextFrame hooktype with USB Loader CFG. On a side note, I've updated the cBliss Tool. Not much new, I've added a list showing the costumes being loaded for a character, so you know in which order they're going to be loaded when choosing in the CSS. I've also made possible for Ganondorf to have 12 costumes. When Ganon has 12, Wario automatically gets deselected in the list. That's normal, and has to do with how I've been storing the costume codes. Wario being deselected isn't a big deal, cause he's always had 12 costumes and there's nothing that cBliss Tool expanded for him. (http://i.imgur.com/vurCCb1.png) I'm trying to implement costume order switching in the near future. For now, this is it. Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Power Marshall on April 21, 2014, 11:06:04 AM Okay, quick question. Does ASL work with BrawlEx Clone Engine?
Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Mewtwo2000 on April 21, 2014, 11:33:54 AM I don't know if it does cause I've never used BrawlEx myself. :-\
Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Power Marshall on April 21, 2014, 12:00:11 PM I don't know if it does cause I've never used BrawlEx myself. :-\ Oh.. a lot of people have said that it isn't compatible with BrawlEx. If so, then that's why mine wasn't working..Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: shadowXtreme on April 21, 2014, 12:01:16 PM Okay, quick question. Does ASL work with BrawlEx Clone Engine? it does not work.. :( Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Not Kratos on April 21, 2014, 08:35:42 PM I'm having a it of an issue with the block tool, though I'm not sure I'm using it correctly. Basically, I edited a model with it, then imported it into a stage. In BrawlBox, it looks like this:
http://imgur.com/ybuqrJg (http://imgur.com/ybuqrJg) In game however, the model is incredibly distorted, and looks like this: http://imgur.com/V61hy6o (http://imgur.com/V61hy6o) Am I using the tool wrong? Does it only edit specific .mdl0 files? Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Doq on April 22, 2014, 09:53:48 PM BrawlEx and the Alternate Stage Loader don't work because iirc they both use the same memory space, and since Ex is a file (files), it gets loaded AFTER ASL, causing ASL to not work. Period.
Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: Mewtwo2000 on April 23, 2014, 05:36:34 AM I'm having a it of an issue with the block tool, though I'm not sure I'm using it correctly. Basically, I edited a model with it, then imported it into a stage. In BrawlBox, it looks like this: [url]http://imgur.com/ybuqrJg[/url] ([url]http://imgur.com/ybuqrJg[/url]) In game however, the model is incredibly distorted, and looks like this: [url]http://imgur.com/V61hy6o[/url] ([url]http://imgur.com/V61hy6o[/url]) Am I using the tool wrong? Does it only edit specific .mdl0 files? From the picture I can't see it well. However, there's no way to use the tool in a wrong way, and it's supposed to work on every single-bind model with vertices on float format. After applying a change, the bone gets neutral properties (scale to 1, rotations and translations to 0), but if there's an animation for the bones, one have to remove them from the CHR0. Maybe that's what's going on here. Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: DarkPikachu on April 25, 2014, 08:00:58 AM any chance of a visual editor with image display for the UV editor??
you can do this with just a canvas alone ;) and by following the facepoints to get the link-up and draw lines. :) heck I've built a 3D viewer using a slow Tkinter canvas, so I can verify it's simple. ;3 the only tricky part is input event registration. :P Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: ZX_BraveSol_ZX on August 13, 2014, 05:31:14 PM This keeps happening to me whenever i try to use the cbliss tool (http://i.imgur.com/VZFC25R.png)
Title: Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] Post by: PK-Thunder on August 21, 2014, 10:27:00 AM how do I use the cBliss tool to expand only 2 or 3 characters?
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