Kitty Corp Meow Mix Forums

Help & Tutorials => General Tutorials => Topic started by: Ebola16 on August 03, 2016, 12:31:21 AM



Title: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 03, 2016, 12:31:21 AM
This thread contains information that requires a thorough understanding of how Brawlex works. If you are new to Brawlex, start with the information in the first post of the Brawlex thread (http://forums.kc-mm.com/index.php?topic=65113.0 (http://forums.kc-mm.com/index.php?topic=65113.0)).

The idea of this thread is to add information that was not covered in the Brawlex thread's first post. This important information can get lost among the questions. I've started by adding my own information but others are welcome to add their findings too. Please don't post requests for a tutorial here. Please limit posts to new (well tested) information or questions/clarifications about the information that has been posted on this thread. Ctrl+F will be your friend here!

Also, PmEx (Project M + Brawlex) has some different specifications than Brawlex although they share many similarities. Please look here for PmEx information: http://forums.kc-mm.com/index.php?topic=74722.0 (http://forums.kc-mm.com/index.php?topic=74722.0)

4GB (or larger) virtual SD for Dolphin usage (http://forums.kc-mm.com/index.php?topic=74757.0)

15 Costumes per moveset (BX Clone Engine v2.0.0.0 Stable only, see BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) if you are using that):
I managed to get 15 costumes working for every character!

Note: * is a wildcard character and refers to the Internal Name of a character assigned in Fighter##.dat

Brawlex supports Fit*00-11, Fit*Dark, and Fit*Spy for a total of 14 costumes per moveset. It also supports Fit*Fake but somehow the path for that file became corrupted (except for Bowser). It turns out that Brawlex was looking for the wrong file in the corrupted path so the solution only requires some creative renaming.

To use the corrupted Fit*Fake path you'll need to rename the Fit*.pcs you want to add to FitKirbyFighter65Ex.pac, where Fighter65Ex is the Internal Name assigned to Fighter65.dat (use Fighter65Ex if Fighter65.dat does not exist). The extension change is also important, Brawlex wants to load a .pcs named .pac.

Place your properly named FitKirbyFighter65Ex.pac in ...\pf\fighter\*\Fit*Fakekirby

Transforming characters (Pokemon Trainer, Samus/ZSS, Zelda/Sheik, Wario/Wario-Man) require an additional step. Although the game initially loads Fit*Fake from a corrupted pathway (except Bowser), if a character transforms it will load Fit*Fake from the proper pathway. Transforming characters should have files in both the corrupted and expected locations to utilize Fit*Fake.

An example, if the Internal Name of my Fighter65.dat is "Vaati" and I want to use the corrupted Fit*Fake pathway for the Zelda moveset, I would rename FitZelda00.pcs to FitKirbyVaati.pac and place it in ...pf\fighter\zelda\FitZeldaFakekirby
Since Zelda is a transforming character, I would also place FitZeldaFake.pcs and FitZeldaFake.pac in ...\pf\fighter\zelda and repeat the process for Sheik.

Use costume ID 0D to call the Fit*Fake slot in CSSSlot##.dat. Don't forget that some characters will require Fit*Entry## files to be used! I highly recommend looking at Dolphin logs to see what happens if you have a freeze.

Tested with multiple characters on both Dolphin and a real Wii. No regressions found so far!


20 Costume slots per moveset MenSelchrFaceA_TopN__0.pat0 (adapt the rest of Brawlex's config files to this layout) Note, we can't use all 20 of these slots yet though:
I'm was a little hesitant to answer Nebulon's question because I know someone will eventually try the "20 CSPs for all Brawlex characters" setup and waste hours improperly renaming files.

For my peace of mind, I'm going to post my working MenSelchrFaceA_TopN__0.pat0. It can be used in troubleshooting or a base for setting up Brawlex.

If you download this file, do note that you can deviate from what I chose. You will also end up renaming/editing A TON (POSSIBLY THOUSANDS) of files depending on how many characters you have.
[url]http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0[/url] ([url]http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0[/url])


50 Costume Code Implementation Guide (http://forums.kc-mm.com/index.php?topic=80226.0) (incompatible with BrawlEx Clone Engine v2.0.0.0 Extended Edition)

AIScriptPad 2.0.1 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=216956) (current version at the time of writing this), which can be used for AI teleporting recovery for custom movesets based on non-teleporting characters (http://forums.kc-mm.com/index.php?topic=81003.0)

Alternate Stage/.rel Loader (vBrawl compatible) (http://forums.kc-mm.com/index.php?topic=20291.0) (ASRL, virtually unlimited stages with almost any module file)
A few notes for anyone who tries to use ASRL with Brawlex:
1. The layout of the custom SSS code that accompanies the new ASRL is slightly messed up but well documented. You can use your old custom SSS code and just replace the new STGCUSTOM26-28 if you want too. Switching the association of STGCUSTOM26-28's stage cosmetics with their replaced stage is easier than making whole new stage cosmetics (and PAT0 entries...).
2. Big Blue is missing from the ASRL setup but it works fine if you add it. (Unlike Castle Siege and Lylat Cruise)
3. The DATA section of "ASRL - Stages" and "ASRL - Modules" codes are identical (except Flat Zone 2, which uses 0x47570E50 for "ASRL - Stages" and 0x47570E52 for "ASRL - Modules" (credit to secretchaos1)). The ASL tool edits the "ASRL - Stages" code so you can just copy over the changes for the "ASRL - Modules" code, with the exception of Flat Zone 2.
4. The old Custom Sound Engine is incompatible with the new ASRL. The new Custom sound engine must be used. Keep in mind that it loads files from a different location and has slightly different acceptable filename ranges.
5. The Tracklist Modifier code is compatible with STGCUSTOM26-28 too (don't forget about the byte count!)


Best resolution images in BX CSS Expansion v2.0.0.x's cs_tex###.brres:
Quote from: Ebola16
cs_tex###.brres's size limit is 250 KB. Since we now can use up to 15 costumes for each moveset, we can exceed this size limit.
To prevent this, at 128*160 pixel CSP's, you can have one of the following:
12 CI8 encoded images @248-250KB
11 CI8 and 2 CMPR encoded images @248-250KB
10 CI8 and 4 CMPR encoded images @248-250KB
9 CI8 and 6 CMPR encoded images @247-250KB
Also, this link is useful for creating shared pallets to reduce texture sizes if applicable: Shared CSP data - near CI8 quality, sub-CMPR size (https://smashboards.com/threads/shared-csp-data-near-ci8-quality-sub-cmpr-size.434310/)

BrawlEx AI Final Smash usage glitch:
Quote
Brawlex clone AI players tend to immediately use their Final Smash when possible.


BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) [JOJI] notes:
Thanks for posting Lillith! I previously used the unstable BX CSS Expansion v2.0.0.x anyway so this is perfect for me! I can confirm the character select screen (CSS) portion of BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) works with both a real Wii and Dolphin. In my current setup shown below, I am able to use 101 CSS slots!

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

2. There are 2 versions of bx_fighter.rel included in the download on JOJI's website. One is for using special characters (ex. Warioman) and the other does not use them. I haven't tested the special character version but it seems to modify some of the incomplete slots for characters not included in the final roster. This can cause problems if you've already repurposed those slots with elevated config files. The non-special character version had no problem with my elevated config files.

3. Now that a large number of movesets can be used in Brawl, there isn't much room for character names announced by the announcer. I've already replaced all of the Wiimote SFX and some unused sounds for 100 announcer names. I foresaw running out of space so I decided to remove them. I did this by redirecting or replacing the announcer names, "The Winner Is..", and team color names with blank audio files. I plan on seeing if the SoundBank Expansion System v1.4 works with announcer names in the future.

4. The "Ready to fight" bar is definitely in the way now so you may want to check out How to move the "Ready to Fight" bar offscreen ([url]http://forums.kc-mm.com/index.php?topic=72548.msg1320985#msg1320985[/url])

5. If you plan on using the Fake slot for characters, the corrupted path bug is still around but the path has changed:

* Bowser - for some reason Bowser is unaffected by this bug. The Fake slot works as expected.

* Mr. Game and Watch - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\Gamewatch\FitGameWatchfightereeex\FitFighterEEEx.pacfighteredex
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

* All other characters - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\*\Fit*Fakefighteredex
Replace * with the character's name.
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

Images (The sideways names are an experiment unrelated to Brawlex. I wanted to include names without obscuring images. I simply changed sc.selcharacter.pac -> MiscData[30] -> 3DModels -> MenSelchrCname4_TopN -> Bones -> MenSelchrCname4_TopN -> nameNEn's rotation to (0,0,-90) and translation to (8.5,2,-0.3)).

Max potential slots adapted to my setup:
([url]https://i.imgur.com/Mf2ZlVG.png[/url])

Current setup (101 moveset slots exceeds the previous max of 100 moveset slots!):
([url]https://i.imgur.com/kecI1hh.png[/url])

I'm liking what I see so far and this is going to be my new default setup!

I believe that All star VS Beta 10.01d [wiiztec] won't work with BrawlEx Clone Engine v2.0.0.0 Extended Edition  :'(


Brawlex .rel conflict glitch:
Try to avoid having a player select an original brawl character for one match and then select a clone based on that character for the next match as this can cause instability (backing out of the CSS after every match can avoid this problem but the crash is infrequent enough for me that I don't think it's worth it). Probably the cause of SSBB Alloc Buffer failed (https://bugs.dolphin-emu.org/issues/8864). Some of the codes on JOJI's website may help with this problem.


CSS Expansion, homerun, multiman Wifi fix:
Another update for CSS Expansion stuff; Same process as before, just replace the sora_menu_sel_char or miscData[13] in common3 with this and you will be able to use homerun contest and multiman brawl with CSS Expansion in Wiimmfii

Vanilla ([url]https://www.dropbox.com/s/0ghlkq74fv4u05x/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0[/url])
PMEx ([url]https://www.dropbox.com/s/zs4ox8wtq3bit9x/MiscData%5B13%5D%20%28PM%20Ex%29.rel?dl=0[/url])


Custom Franchise Icons (http://forums.kc-mm.com/index.php?topic=76657.0/)

ds22's Code Showcase (https://smashboards.com/threads/ds22s-code-showcase.428060/)

"Elevated config" definition:
I believe Elevated config refers to setting "0x0C Edit Flags" in the config files to 0x01. This allows the game to read "Not set unless specified in Edit Flags" values. I use them for making Brawlex Boss slots usable. They also seem to be necessary for transforming Brawlex characters, though I have not set one up myself. Although pikazz has: [url]http://forums.kc-mm.com/index.php?topic=66478.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66478.0[/url])


GLITCH Brawlex Record ID:
I noticed a problem with the way BrawlEx handles single player records (Break the Targets, Multiman, etc.) It's character specific, and I can't seem to find a work around.

The issue is that playing as certain characters saves their records over other characters. For instance, King Dedede's records save as Pokemon Trainer, and Wolf saves as Toon Link. Others, like Mario and Link, save perfectly fine.

I've experimented a lot and found out that it has to be the BrawlEx Common2.pac file. I tried to set up the configs for characters to redirect the save slot, but it didn't have an effect. No codes are impacting this either. I've tried to look through Common2 but I wasn't able to determine what was causing this issue.

I contact Ebola16 about this, and he came to the same conclusion as me, that it must be either Common2 (specifically the sora_melee.rel) or the main BrawlEx .rel file (bx_fighter.rel).


GLITCH Kirby Spy costume crashes
Using Kirby's Spy costume slot outside of Clear brawl can cause crashes relating to the copy ability, even if it is replaced with another model. Dark and Fake costumes do not have this problem.

After a few matches (2-4) in a row where Spy costume Kirby copies an ability, there is a high chance that Brawl will freeze when trying to start the next match with Kirby. Dolphin logs indicate the crash occurs shortly after beginning to create Kirby's fighter instance.


How to move the "Ready to Fight" bar offscreen (http://forums.kc-mm.com/index.php?topic=72548.msg1320985#msg1320985)

JOJI's SSBB HACK website (Japanese language, English translation is WIP) (http://ssbbhack.web.fc2.com/)
Some example codes:
BrawlEx Clone Engine v2.0.0.0 Extended Edition allows for 242 moveset slots and their associated cosmetic data! See this ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1376008#msg1376008[/url]) for an example.

The SoundBank Expansion System and Hitbox Sound Effect Change System got bug fixes!

And BrawlEx Clone Engine Final Smash Music Fix (RSBE.Ver) actually works with the SoundBank Expansion System enabled!

I'm fairly confident that SoundBank Expansion System (RSBE.Ver) [JOJI] depends on smashbros_sound.brsar to be at a certain offset on Brawl's ISO.  The code won't work for people who recompile their ISO with WIT from an extracted filesystem.


[Legacy TE] Always use PACs instead of PCS files [DukeItOut]: Brawlex's corrupted Fake costume path workaround
[Legacy TE] Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000

saves a lot of space and works around Brawlex's corrupted Fake costume path bug. Fit*Fake.pac loads as expected with this code.


Official font for CSP Names (http://forums.kc-mm.com/index.php?topic=68481.0)

Pyotrluzhin's Lab (https://smashboards.com/threads/pyotrluzhins-lab.434012/)

Tracklist Modifier
The Tracklist Modifier v1.0 code causes Brawlex mods to freeze if a player backs out to the start screen and then pushes start again due to "Can't Alloc Heap Buffer." Use Song Forcer Codes (https://smashboards.com/threads/alt-stage-song-forcer-code-guide.415556/) or Tracklist Modifer [standardtoaster] (https://smashboards.com/threads/tracklist-modifier-code-for-pm3-6-and-pm-brawlex.438986/) instead.


Wiimms ISO Tools (http://wit.wiimm.de/) (WIT) modified ISO file size limit
WIT has the ability to increase the size of an .iso. There is a limitation to this however. As explaind by Wiimms on gbatemp:

"There is at least one limit:
The H3 checksum area is limited (always constant 0x18000 (=98304) bytes). So it can hold 4915 checksums. This limits a partition to 9.,5 GiB.
I never tested, if a larger H3 is possible.

details (I wrote it in german): https://wiiki.wii-homebrew.com/Wii-Image#Verschl.C3.BCsselung_und_Pr.C3.BCfsummen (https://wiiki.wii-homebrew.com/Wii-Image#Verschl.C3.BCsselung_und_Pr.C3.BCfsummen) "


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Lawliet on August 09, 2016, 08:06:04 PM
15-20 costumes...now this is some revolutionary stuff. Bravo!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 10, 2016, 04:42:09 PM
Thanks! Though we are able to use 15 costumes now, utilizing costume slots 16-20 will require more work. The 15th costume used the last available slot in CSSSlot##.dat. The common3's sora_menu_sel_char.rel will need to be rewritten to read a larger CSSSlot##.dat but that is currently beyond my abilities.

And for some reason my quotes were missing backslashes. I fixed this.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on August 10, 2016, 08:58:18 PM
did someone ever figure out something for multiple giga bowsers?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 10, 2016, 10:21:24 PM
I currently run two Giga Bowsers. The spy costume loads FitGKoopaSpy.pac and FitGKoopaSpy.pcs. The rest load FitGKoopa00.pac and FitGKoopa00.pcs (even with multiple final smash files enabled in the fighter config for Bowser).

Post Merge: August 10, 2016, 10:37:17 PM
I also took a look at Giga Bowser's fighter config file. None of the costume flags are set. It may be possible to enable them and rewrite Bowser's final smash to function similar to Zelda/Sheik's transform for a set time period before transforming back.

I believe Elevated config refers to setting "0x0C Edit Flags" in the config files to 0x01. This allows the game to read "Not set unless specified in Edit Flags" values. I use them for making Brawlex Boss slots usable. They also seem to be necessary for transforming Brawlex characters, though I have not set one up myself. Although pikazz has: [url]http://forums.kc-mm.com/index.php?topic=66478.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66478.0[/url])

This is probably a good starting point if you're interested but I only have a basic understanding of making edits in PSA.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on August 11, 2016, 08:08:18 PM
hmm
if its too much of a deal than i do recall someone rigging giga over bowser
that would prbly work best
cant remember if there is a bowswr clone module though


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 11, 2016, 10:20:32 PM
hmm
if its too much of a deal than i do recall someone rigging giga over bowser
that would prbly work best
cant remember if there is a bowswr clone module though
I believe there is an ExModule for Bowser but I haven't used it. I use the Giga Bowser over Bowser import. Gotta save room for Giga Caterpie and Giga Winged Dragon of Ra!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Sirkura on August 15, 2016, 05:08:17 PM
I currently run two Giga Bowsers. The spy costume loads FitGKoopaSpy.pac and FitGKoopaSpy.pcs. The rest load FitGKoopa00.pac and FitGKoopa00.pcs (even with multiple final smash files enabled in the fighter config for Bowser).

Post Merge: August 10, 2016, 10:37:17 PM
I also took a look at Giga Bowser's fighter config file. None of the costume flags are set. It may be possible to enable them and rewrite Bowser's final smash to function similar to Zelda/Sheik's transform for a set time period before transforming back.
This is probably a good starting point if you're interested but I only have a basic understanding of making edits in PSA.

Actually there is a flag that allows you to use multiple final smashes for the ORIGINAL characters.  i don't think anyone got it to work on Ex Clones yet tho. try looking at the PM DIY thread in general. pretty sure we have multiple giga.pacs


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 17, 2016, 06:04:35 PM
Actually there is a flag that allows you to use multiple final smashes for the ORIGINAL characters.  i don't think anyone got it to work on Ex Clones yet tho. try looking at the PM DIY thread in general. pretty sure we have multiple giga.pacs
Already tried it. Though you can load multiple final smash files, all of those files will point to the original Giga Bowser costume.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 24, 2016, 12:31:47 AM
Finally, virtually unlimited stages with almost any module file: Alternate Stage/.rel Loader (vBrawl compatible) (http://forums.kc-mm.com/index.php?topic=20291.0)
Thanks for sharing secretchaos1!

A few notes for anyone who tries to use ASRL with Brawlex:
1. The layout of the custom SSS code that accompanies the new ASRL is slightly messed up but well documented. You can use your old custom SSS code and just replace the new STGCUSTOM26-28 if you want too. Switching the association of STGCUSTOM26-28's stage cosmetics with their replaced stage is easier than making whole new stage cosmetics (and PAT0 entries...).
2. Big Blue is missing from the ASRL setup but it works fine if you add it. (Unlike Castle Siege and Lylat Cruise)
3. The DATA section of "ASRL - Stages" and "ASRL - Modules" codes are identical. The ASL tool edits the "ASRL - Stages" code so you can just copy over the changes for the "ASRL - Modules" code.
4. The old Custom Sound Engine is incompatible with the new ASRL. The new Custom sound engine must be used. Keep in mind that it loads files from a different location and has slightly different acceptable filename ranges.
5. The Tracklist Modifier code is compatible with STGCUSTOM26-28 too (don't forget about the byte count!)


Here's the now outdated Alternate File Loader for stages setup: [OBSOLETE] Alternate File Loader Stages and Brawlex (http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on August 26, 2016, 05:43:47 PM
Finally, virtually unlimited stages with almost any module file: Alternate Stage/.rel Loader (vBrawl compatible) ([url]http://forums.kc-mm.com/index.php?topic=20291.0[/url])
Thanks for sharing secretchaos1!

Here's the now outdated Alternate File Loader for stages setup: [OBSOLETE] Alternate File Loader Stages and Brawlex ([url]http://forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806[/url])


so does this fill up the screen with stages or is it the hold y for alternate stage


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 26, 2016, 06:43:44 PM
so does this fill up the screen with stages or is it the hold y for alternate stage
I'm not quite sure what you're asking. The old AFL can use one button activator to load a series of alternate stages (no alt .rel support though).

The ASRL can have multiple button activators load multiple alternate stages with multiple alternate .rels. The limit (likely) becomes the amount of space you have available.

Some weird quirks of the ASRL though:
Castle Siege and Lylat Cruise will cause the current button activator to be locked in when selecting a stage. This persists until the game is restarted. Those stages should be replaced with something else, even if the ASRL code doesn't point to these stages. (STGCUSTOM is the normal choice).

Big Blue was left out of the ASRL code for some reason. Adding it seems to cause no problems.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on August 26, 2016, 10:33:20 PM
u answered ma question thanks


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on September 03, 2016, 08:49:54 AM
Wait with all these unlimited stages and 15 costumes and brawlex for just a 2gb sd card is there way to extend to maybe at least 4gb


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 03, 2016, 09:03:31 AM
The SDHC Extension 1.1[Reinsertion support] (http://forums.kc-mm.com/index.php?topic=65342.0) code allows SDHC cards to be used with Brawl Mods on a real Wii with Project M 3.6's launcher or USB Loader GX's Gecko codehandler. The SDHC code does not work with the Gecko OS app though.

See 4GB (or larger) virtual SD for Dolphin usage (http://forums.kc-mm.com/index.php?topic=74757.0) to create a virtual SD card of your desired size.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on September 03, 2016, 09:04:34 AM
Also how did you get the brawlex slots not to flicker and have the 6th and 7th row stretched and does the sdhc work for gecko or do I need to change my mod loader


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 03, 2016, 09:40:12 AM
I haven't looked into resolving the flicker (likely z-fighting) issue since it is really minor on my setup. It can probably be done by editing the positions and animations of MenSelchrPos_TopN in sc_selcharacter.pac -> MiscData30 to resolve the overlap. It may get complicated if you want to retain compatibility with Brawl's resizable CSS though.

The bottom two rows of the CSS have 15 slots as of BX CSS Expansion v1.0.2.0 Stable's release.

Use Project M 3.6's launcher or USB Loader GX's Gecko codehandler with the SDHC code.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on September 04, 2016, 08:07:43 PM
wont it crash more because for me brawlex starts randomly crashing the more characters i add


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 04, 2016, 09:45:27 PM
It's true that there are some errors in Brawlex that will cause crashes and they're more like to occur as more characters are added. My roster holds 100 movesets. If you exit the CSS after every match it very rarely crashes (even if you don't it can still be 30+ random 4 player matches before a crash occurs). Try to avoid having a player select an original brawl character for one match and then select a clone based on that character for the next match as this can cause instability (backing out of the CSS after every match can avoid this problem but the crash is infrequent enough for me that I don't think it's worth it).

Most errors are caused by improper setups though. The best way to determine what causes crashes is to have Dolphin emulator's log enabled while one occurs.

Post Merge: September 04, 2016, 09:51:36 PM
I should also probably add this to the original post.
Brawlex .rel conflict glitch:
Try to avoid having a player select an original brawl character for one match and then select a clone based on that character for the next match as this can cause instability (backing out of the CSS after every match can avoid this problem but the crash is infrequent enough for me that I don't think it's worth it). Possibly the cause of SSBB Alloc Buffer failed (https://bugs.dolphin-emu.org/issues/8864). Some of the codes on JOJI's website may help with this problem.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on September 05, 2016, 08:42:14 AM
K I see your point and thanks for the info hopefully this will improve my brawl playing experience

Post Merge: September 05, 2016, 06:09:34 PM
Ebola16 I tried what you said by using gecko and the SDHC code but it loaded up normal brawl is there something im doing wrong like the version of gecko or because its like on AXNextframe


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 06, 2016, 08:28:02 AM
You're welcome! Troubleshooting your setup is too off-topic for this thread. Post those kind of questions in the help board or the Brawlex thread.

Post Merge: September 06, 2016, 10:21:21 AM
I mistakenly said that the SDHC code and Gecko OS were compatible. They are not and I corrected my previous posts. Use Project M 3.6's launcher or USB Loader GX's Gecko codehandler with the SDHC code.

Post Merge: September 07, 2016, 05:29:08 PM
HyperL!nk sent me an interesting link for using shared pallets to reduce the filesize of sc_selcharacter.pac Shared CSP data - near CI8 quality, sub-CMPR size (https://smashboards.com/threads/shared-csp-data-near-ci8-quality-sub-cmpr-size.434310/)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 14, 2016, 09:50:43 AM
The ASLR code is kinda buggy with BrawlEx. Before using BrawlEx, it worked fine. After installing BrawlEx, it will load random alts fine, but any alts triggered by button combinations just cause it to load the "_a" version of the stage. This applies to all stages for me, including STGCUSTOMs, and occurs on both Dolphin and an actual Wii :/


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 14, 2016, 10:45:34 AM
I'm successfully loading *_X and *_Y alt stages using the ASRL.
Are you using the correct version of the ASRL for your setup? Brawlex and PmEx use different versions of the ASRL (Brawlex version is linked in my original post).
Are you modifying the _* letter in the ASL tool? If you didn't change it from the default values that may explain why those alt stages aren't loading. The letter can be changed in the "Edit buttons" option of the ASL tool.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 14, 2016, 12:44:12 PM
I'm successfully loading *_X and *_Y alt stages using the ASRL.
Are you using the correct version of the ASRL for your setup? Brawlex and PmEx use different versions of the ASRL (Brawlex version is linked in my original post).
Are you modifying the _* letter in the ASL tool? If you didn't change it from the default values that may explain why those alt stages aren't loading. The letter can be changed in the "Edit buttons" option of the ASL tool.

I'm using the recently released vBrawl version of ASRL that was included in the classic expansion pack with my own modset. I copied the code itself, both the data for stages and rels, and the footer. I replaced the data in that pack with the data I had previously been using with the standard ASL code.

I didn't use the ASL tool, as I prefer to do just about everything by hand. I know for a fact it was changed from the default value of "_A" to other letters, because it was working with the standard ASL code, as well as with the new ASRL code before I added BrawlEx.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 14, 2016, 02:54:35 PM
You can try my setup although it's not the default one. See if you can get these codes to work and compare them to yours. I used EYoshi's Maxed Out SSS as my custom SSS base. Castle Siege has been replaced by STGCUSTOM26 and Lylat Cruise has been replaced by STGCUSTOM27 since the original stages interfere with the Brawlex ASRL.
Every stage (except flat zone 2) has:
Y button activator for *_Y
X button activator for *_X
Z button activator for *_Z (I haven't added any *_Z files yet so this one is untested)

Also, alt .rels are enabled on every button activator. STGCUSTOM## require alt .rels even if the alt .rel is the same as the base stage.
Enable Random Expansion Stages v1.1 [Phantom Wings]:
* C26B7A6C 00000005
* 3860001F 2C120000
* 41820008 3860000A
* 7C101800 41800008
* 38000001 7C800379
* 60000000 00000000

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

EYoshi's Maxed Out SSS (Ebola16 Castle Siege-STGCUSTOM26 + Lylat-STGCUSTOM27)
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 500F114F
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A4
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F6515
* 660F0000 00000000

Stage Roster Expansion System v2.0: [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

ASRL v1.42 (vBRAWL EDIT) [PyotrLuzhin, Dantarion, Almas, wiiztec, Magus]
* C23FA360 00000030
* 91620000 90E20004
* 91820008 90620010
* 91220014 3C602F70
* 60637269 80E10020
* 7C033800 4082013C
* 3C602F73 6063745F
* 80E1003F 7C033800
* 41820024 3C602F53
* 60635447 80E10044
* 7C033800 40820114
* 39800ACE 80E10048
* 48000008 80E10043
* 3D60DFDF 616BDFDF
* 7CE75838 3D60805A
* 616B7CB4 2C0C0ACE
* 40820008 396BFFFC
* 816B0000 806B0000
* 892B0004 880B0005
* 2C030DED 418200CC
* 7C033800 41820014
* 396B0008 1D290008
* 7D6B4814 4BFFFFD8
* 2C090000 4182005C
* 396B0008 A0EB0000
* 3C608058 606358B8
* A0630002 3D408059
* 894A82F8 2C0A0001
* 40820018 3D408059
* A14A82FA 2C0A0000
* 41820010 48000014
* 7CE71839 4082000C
* 3929FFFF 4BFFFFB4
* 3D408059 B16A82FA
* 886B0003 48000024
* 2C000000 4182004C
* 3C608058 606358BC
* 80630000 7D2303D6
* 7D2049D6 7C691810
* 38E05F41 7CE71A14
* B0E6FFFC 3C602E72
* 6063656C 2C0C0ACE
* 4082000C 3C602E50
* 60634143 9066FFFE
* 38A5FFFE 38C60002
* 81620000 80E20004
* 81820008 80620010
* 81220014 38000000
* 60000000 00000000
* C294AC30 00000002
* 98030044 3D808059
* 980C82F8 00000000
* C2105FE8 00000002
* 806DBDB0 3D808059
* 926C82F8 00000000

ASRL - Stages
* 46000010 00000000
* 44000000 005A7CB0
* 662000B9 00000000
* 43555354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 42415454 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46494E41 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4C50 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414E53 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D415249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4B415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4E4B 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4A554E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50495241 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E4F5246 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F525048 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43524159 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 48414C42 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 53544144 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54454E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 465A4552 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414445 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50414C55 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46414D49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E455750 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 56494C4C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D455441 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 47524545 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50494354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 504C414E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 434F4E46 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585348 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458594F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584741 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584F4E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584752 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585053 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585243 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458434F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585A45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4C4449 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 484F4D45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45444954 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4845414C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4E4C49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54415247 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43484152 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4943450E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 00000DED FADEDEAD
* E0000000 80008000

ASRL - Modules
* 46000010 00000000
* 44000000 005A7CB4
* 662000B9 00000000
* 43555354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 42415454 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46494E41 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4C50 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414E53 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D415249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4B415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4E4B 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4A554E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50495241 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E4F5246 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F525048 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43524159 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 48414C42 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 53544144 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54454E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 465A4552 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414445 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50414C55 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46414D49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E455750 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 56494C4C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D455441 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 47524545 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50494354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 504C414E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 434F4E46 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585348 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458594F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584741 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584F4E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584752 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585053 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585243 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458434F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585A45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4C4449 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 484F4D45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45444954 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4845414C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4E4C49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54415247 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43484152 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4943450E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 00000DED FADEDEAD
* E0000000 80008000

ASRL - Footer
* C20B9E98 00000004
* 93C20000 3FC08058
* 63DE58B8 907E0000
* 83C20000 907E0008
* 60000000 00000000
* C26B41D0 00000004
* 90620000 3C608058
* 606358BC 90030000
* 80620000 90030250
* 60000000 00000000

Custom Sound Engine v3.0 [Dantarion, PyotrLuzhin]
* 041C72DC 38600002
* C21C805C 00000004
* 3C60801C 606380A8
* 7C6803A6 3C60901A
* 60633000 4E800020
* 60000000 00000000
* C21C7C38 00000006
* 93E20014 57FFE13E
* 2C1F0FFF 40800018
* 2C1F0400 40810010
* 3C60901A 60633000
* 48000008 38600000
* 83E20014 00000000
* C21C73D8 00000008
* 93C20014 57DEE13E
* 2C1E0FFF 40800024
* 2C1E0400 4081001C
* 83C20014 3C60901A
* 60633000 93C30000
* 93C30004 4800000C
* 38600000 83C20014
* 60000000 00000000
* 4A000000 90000000
* 161A3008 00000028
* 00000006 01000000
* 000C834C 50400200
* 01020000 000C8340
* 00000000 00000000
* 00000000 00000000
* 161A2FC8 0000000D
* 000CDE3C 01000000
* 7374726D 2F000000
* 161A2FDD 00000008
* 2E627273 746D0000
* 161A2F90 00000016
* 2F736F75 6E642F73
* 74726D2F 3030302E
* 62727374 6D000000
* C21C7D00 00000012
* 3FC0901A 63DE2FD4
* 93220000 38600000
* 3B200001 7F8218AE
* 739C00F0 579CE13E
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 3B390001
* 7F8218AE 739C000F
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 38630001
* 3B390001 2C030004
* 4082FFB4 3BDEFFFC
* 801EFFF8 901D0000
* 801EFFFC 901D0004
* 93DD0008 38600001
* 38000000 901D000C
* 60000000 00000000
* C21C6CE8 00000007
* 3CC08000 60C63140
* A0C60000 2C060025
* 4182001C 3CC0901A
* 60C62FE3 7C043000
* 4082000C 3F60901A
* 637B2F90 819D0000
* 60000000 00000000


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 15, 2016, 09:03:13 PM
You can try my setup although it's not the default one. See if you can get these codes to work and compare them to yours. I used EYoshi's Maxed Out SSS as my custom SSS base. Castle Siege has been replaced by STGCUSTOM26 and Lylat Cruise has been replaced by STGCUSTOM27 since the original stages interfere with the Brawlex ASRL.
Every stage (except flat zone 2) has:
Y button activator for *_Y
X button activator for *_X
Z button activator for *_Z (I haven't added any *_Z files yet so this one is untested)

Also, alt .rels are enabled on every button activator. STGCUSTOM## require alt .rels even if the alt .rel is the same as the base stage.
Enable Random Expansion Stages v1.1 [Phantom Wings]:
* C26B7A6C 00000005
* 3860001F 2C120000
* 41820008 3860000A
* 7C101800 41800008
* 38000001 7C800379
* 60000000 00000000

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

EYoshi's Maxed Out SSS (Ebola16 Castle Siege-STGCUSTOM26 + Lylat-STGCUSTOM27)
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 500F114F
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A4
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F6515
* 660F0000 00000000

Stage Roster Expansion System v2.0: [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

ASRL v1.42 (vBRAWL EDIT) [PyotrLuzhin, Dantarion, Almas, wiiztec, Magus]
* C23FA360 00000030
* 91620000 90E20004
* 91820008 90620010
* 91220014 3C602F70
* 60637269 80E10020
* 7C033800 4082013C
* 3C602F73 6063745F
* 80E1003F 7C033800
* 41820024 3C602F53
* 60635447 80E10044
* 7C033800 40820114
* 39800ACE 80E10048
* 48000008 80E10043
* 3D60DFDF 616BDFDF
* 7CE75838 3D60805A
* 616B7CB4 2C0C0ACE
* 40820008 396BFFFC
* 816B0000 806B0000
* 892B0004 880B0005
* 2C030DED 418200CC
* 7C033800 41820014
* 396B0008 1D290008
* 7D6B4814 4BFFFFD8
* 2C090000 4182005C
* 396B0008 A0EB0000
* 3C608058 606358B8
* A0630002 3D408059
* 894A82F8 2C0A0001
* 40820018 3D408059
* A14A82FA 2C0A0000
* 41820010 48000014
* 7CE71839 4082000C
* 3929FFFF 4BFFFFB4
* 3D408059 B16A82FA
* 886B0003 48000024
* 2C000000 4182004C
* 3C608058 606358BC
* 80630000 7D2303D6
* 7D2049D6 7C691810
* 38E05F41 7CE71A14
* B0E6FFFC 3C602E72
* 6063656C 2C0C0ACE
* 4082000C 3C602E50
* 60634143 9066FFFE
* 38A5FFFE 38C60002
* 81620000 80E20004
* 81820008 80620010
* 81220014 38000000
* 60000000 00000000
* C294AC30 00000002
* 98030044 3D808059
* 980C82F8 00000000
* C2105FE8 00000002
* 806DBDB0 3D808059
* 926C82F8 00000000

ASRL - Stages
* 46000010 00000000
* 44000000 005A7CB0
* 662000B9 00000000
* 43555354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 42415454 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46494E41 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4C50 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414E53 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D415249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4B415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4E4B 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4A554E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50495241 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E4F5246 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F525048 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43524159 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 48414C42 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 53544144 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54454E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 465A4552 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414445 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50414C55 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46414D49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E455750 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 56494C4C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D455441 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 47524545 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50494354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 504C414E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 434F4E46 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585348 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458594F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584741 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584F4E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584752 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585053 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585243 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458434F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585A45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4C4449 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 484F4D45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45444954 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4845414C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4E4C49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54415247 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43484152 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4943450E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 00000DED FADEDEAD
* E0000000 80008000

ASRL - Modules
* 46000010 00000000
* 44000000 005A7CB4
* 662000B9 00000000
* 43555354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 42415454 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46494E41 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4C50 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414E53 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D415249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4B415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 444F4E4B 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4A554E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50495241 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E4F5246 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F525048 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43524159 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 48414C42 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 53544144 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54454E47 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 465A4552 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D414445 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45415254 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50414C55 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 46414D49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4E455750 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 56494C4C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4D455441 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 47524545 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 50494354 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 504C414E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 434F4E46 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585348 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458594F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584741 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584F4E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584752 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585053 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585243 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4458434F 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44585A45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4C4449 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 484F4D45 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 45444954 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4845414C 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4F4E4C49 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 54415247 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 43484152 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 4943450E 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 44584249 03000000
* 08000018 00000000
* 04000017 00000000
* 80100019 00000000
* 00000DED FADEDEAD
* E0000000 80008000

ASRL - Footer
* C20B9E98 00000004
* 93C20000 3FC08058
* 63DE58B8 907E0000
* 83C20000 907E0008
* 60000000 00000000
* C26B41D0 00000004
* 90620000 3C608058
* 606358BC 90030000
* 80620000 90030250
* 60000000 00000000

Custom Sound Engine v3.0 [Dantarion, PyotrLuzhin]
* 041C72DC 38600002
* C21C805C 00000004
* 3C60801C 606380A8
* 7C6803A6 3C60901A
* 60633000 4E800020
* 60000000 00000000
* C21C7C38 00000006
* 93E20014 57FFE13E
* 2C1F0FFF 40800018
* 2C1F0400 40810010
* 3C60901A 60633000
* 48000008 38600000
* 83E20014 00000000
* C21C73D8 00000008
* 93C20014 57DEE13E
* 2C1E0FFF 40800024
* 2C1E0400 4081001C
* 83C20014 3C60901A
* 60633000 93C30000
* 93C30004 4800000C
* 38600000 83C20014
* 60000000 00000000
* 4A000000 90000000
* 161A3008 00000028
* 00000006 01000000
* 000C834C 50400200
* 01020000 000C8340
* 00000000 00000000
* 00000000 00000000
* 161A2FC8 0000000D
* 000CDE3C 01000000
* 7374726D 2F000000
* 161A2FDD 00000008
* 2E627273 746D0000
* 161A2F90 00000016
* 2F736F75 6E642F73
* 74726D2F 3030302E
* 62727374 6D000000
* C21C7D00 00000012
* 3FC0901A 63DE2FD4
* 93220000 38600000
* 3B200001 7F8218AE
* 739C00F0 579CE13E
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 3B390001
* 7F8218AE 739C000F
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 38630001
* 3B390001 2C030004
* 4082FFB4 3BDEFFFC
* 801EFFF8 901D0000
* 801EFFFC 901D0004
* 93DD0008 38600001
* 38000000 901D000C
* 60000000 00000000
* C21C6CE8 00000007
* 3CC08000 60C63140
* A0C60000 2C060025
* 4182001C 3CC0901A
* 60C62FE3 7C043000
* 4082000C 3F60901A
* 637B2F90 819D0000
* 60000000 00000000

Alrighty, I went through your codes, and it occurred to me what the problem was.

There's a bit of info in the main ASRL code that controls whether or not the button presses are "and" or "or" functions. I changed it from "or" to "and" in my code, then when I recopied the code later, I forgot to change it to "and" again. Fixed that, and it works fine now. Thank you for your help!

On a side note, my game refuses to boot if I use the custom SFX engine thingy. The thing that lets you replace sound effects with .sawnd files? This only started with the ASLR code, and unless there's a way to replace the .brsar with codes (or if both ASRL and BrawlEx work on Riivo), I'm pretty stuck. Is there a newer version of the SFX code?

Otherwise, my build has stage expanion, BrawlEx (with CBliss effect), ASLR, and CSE (got titles working, now trying to get it to work properly in Sound Test), and I'm beyond overjoyed that everything else is playing nice so far!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 15, 2016, 09:56:56 PM
Good!

I'm having no problems with the replacement soundbank engine (RSBE) and ASRL. Is this the version you're using?
Replacement SoundBank Engine v1.20 [InternetExplorer, Dantarion]
* 80000000 80406920
* 80000001 805A7D18
* 045A7D00 805A7D18
* 8A001001 00000000
* 065A7D28 00000015
* 2F525342 452F7066
* 2F736678 2F25642E
* 7361776E 64000000
* 045A7D10 919B6600
* C21C8370 0000003C
* 9421FF80 BC610008
* 3C60805A 60637000
* 94230008 7C611B78
* 3B5A0007 3C60805A
* 60637D00 9343FFE0
* 38800000 9081000C
* 90810010 93610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 3C80805A
* 60847D18 7F45D378
* 3D80803F 618C89FC
* 7D8903A6 4E800421
* 38810020 7F63DB78
* 38A00000 38C00000
* 3D80805A 618C7900
* 7D8903A6 4E800421
* 2C030000 40820114
* 3C60805A 60637D00
* 8081FE90 9083FFD0
* 7F64DB78 3884FFFD
* 3CC05257 60C65344
* 38840004 81240000
* 7C093000 4082FFF4
* 7C9B2050 9083FFC0
* 3D2090E6 61290F10
* 81290000 7D244B78
* 7C862378 38C60008
* 80A4002C 7C842A14
* 38840008 3CE0805A
* 60E77D00 8167FFE0
* 38840008 80A40000
* 7CA53214 80E50000
* 7C075800 4082FFEC
* 7D244B78 80C50024
* 7CA43214 38A50008
* 80E50000 38A50008
* 7F63DB78 38630009
* 80C50000 7CC43214
* 38E7FFFF 81430000
* 91460008 81430004
* 91460014 81430008
* 91460018 3863000C
* 38A50008 2C070000
* 4181FFD0 3C60805A
* 60637D00 8083FFD0
* 80A3FFC0 7C852050
* 7F66DB78 7CE62A14
* 89070000 99060000
* 38C60001 38E70001
* 3884FFFF 2C040000
* 4181FFE8 38600000
* 2C030000 3CA0805A
* 60A57D00 9065FFF0
* 3C20805A 60217000
* 80210008 B8610008
* 38210080 7D8903A6
* 4182000C 4E800421
* 48000008 7CE33B78
* 60000000 00000000
* C21C8658 00000007
* 3E00805A 62107D00
* 8230FFF0 2C110000
* 40820010 7CE33B78
* 3B200000 41820014
* 4E800421 3A400001
* 9250FFF0 60000000
* 60000000 00000000

If you have the right version of the code and the problem still persists try making sure that the ASRL is indeed the problem source by only having ASRL-related and RSBE codes in the .gct.

And if that doesn't work Dolphin logs are the best option for finding out what's going on with your setup.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 16, 2016, 10:00:51 AM
Good!

I'm having no problems with the replacement soundbank engine (RSBE) and ASRL. Is this the version you're using?
Replacement SoundBank Engine v1.20 [InternetExplorer, Dantarion]
* 80000000 80406920
* 80000001 805A7D18
* 045A7D00 805A7D18
* 8A001001 00000000
* 065A7D28 00000015
* 2F525342 452F7066
* 2F736678 2F25642E
* 7361776E 64000000
* 045A7D10 919B6600
* C21C8370 0000003C
* 9421FF80 BC610008
* 3C60805A 60637000
* 94230008 7C611B78
* 3B5A0007 3C60805A
* 60637D00 9343FFE0
* 38800000 9081000C
* 90810010 93610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 3C80805A
* 60847D18 7F45D378
* 3D80803F 618C89FC
* 7D8903A6 4E800421
* 38810020 7F63DB78
* 38A00000 38C00000
* 3D80805A 618C7900
* 7D8903A6 4E800421
* 2C030000 40820114
* 3C60805A 60637D00
* 8081FE90 9083FFD0
* 7F64DB78 3884FFFD
* 3CC05257 60C65344
* 38840004 81240000
* 7C093000 4082FFF4
* 7C9B2050 9083FFC0
* 3D2090E6 61290F10
* 81290000 7D244B78
* 7C862378 38C60008
* 80A4002C 7C842A14
* 38840008 3CE0805A
* 60E77D00 8167FFE0
* 38840008 80A40000
* 7CA53214 80E50000
* 7C075800 4082FFEC
* 7D244B78 80C50024
* 7CA43214 38A50008
* 80E50000 38A50008
* 7F63DB78 38630009
* 80C50000 7CC43214
* 38E7FFFF 81430000
* 91460008 81430004
* 91460014 81430008
* 91460018 3863000C
* 38A50008 2C070000
* 4181FFD0 3C60805A
* 60637D00 8083FFD0
* 80A3FFC0 7C852050
* 7F66DB78 7CE62A14
* 89070000 99060000
* 38C60001 38E70001
* 3884FFFF 2C040000
* 4181FFE8 38600000
* 2C030000 3CA0805A
* 60A57D00 9065FFF0
* 3C20805A 60217000
* 80210008 B8610008
* 38210080 7D8903A6
* 4182000C 4E800421
* 48000008 7CE33B78
* 60000000 00000000
* C21C8658 00000007
* 3E00805A 62107D00
* 8230FFF0 2C110000
* 40820010 7CE33B78
* 3B200000 41820014
* 4E800421 3A400001
* 9250FFF0 60000000
* 60000000 00000000

If you have the right version of the code and the problem still persists try making sure that the ASRL is indeed the problem source by only having ASRL-related and RSBE codes in the .gct.

And if that doesn't work Dolphin debug logs are the best option for finding out what's going on with your setup.

These are the exact same code, according to Hex'd. I'll test it with only this and the ASLR code, but at the moment, my game crashes if both are active. Removing either from the .gct causes it to boot normally. Even more bizarre is that it works perfectly on Dolphin. Absolutely no problems there. The EXACT same .gct copy-pasted crashes my Wii and is fine on Dolphin :/

EDIT: I got it to boot by turning everything off except the ASRL, custom SFX code, File Patch, and SDHC extension. Now to troubleshoot, I guess.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 16, 2016, 10:25:37 AM
Yeah that problem may be annoying to identify but Dolphin logs are probably the easiest route to go.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 16, 2016, 10:35:36 AM
I got it! It appears that I was using an older version of the stage expansion code. The code I had included everything from your version, and then some. The version you have doesn't crash, but it does freak out my SSS a lot. I'll figure it out.

And yeah, those Dolphin logs have been quite a godsend.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on September 17, 2016, 11:22:58 AM
Just out of curiosity would the game be even able to handle 105 characters like would it fit on the screen also hows the 105 characters going


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 18, 2016, 08:38:21 PM
Just out of curiosity would the game be even able to handle 105 characters like would it fit on the screen also hows the 105 characters going
Theoretically the CSS portion of getting 105 characters working with Brawlex is already completed and linked in this thread's original post. The five additional slots have been added to the bottom right corner of the selection icons.

The problem is that there is no documentation on the code behind the Brawlex CSS Expansion. If someone could give me the older CSS expansion v1.0.1.0 or v1.0.0.0 that would help me analyze how the code works. I haven't looked into 105 characters since completing the CSS portion though.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 27, 2016, 11:13:34 AM
Through your help and a lot of troubleshooting, I managed to get everything working flawlessly. Got BrawlEx, Stage Expansion, ASLR, and CSE all in one mod, and it's awesome. I added a clone under the slot "3F", and it worked flawlessly.

And now I've found a very bizarre problem. I cannot add any clone with a CSS slot above 3F, which is crazy, because it also cannot be below 3F (as part of the way the engine works, I believe). All CSS Slots above 3F just loop around, with 41 being Mario, 43 being Link, etc.

Would you be able to point me in the right direction once more? Dolphin hasn't been much help, and this occurs on both a Wii and Dolphin.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 27, 2016, 02:42:36 PM
This thread isn't for general Brawlex troubleshooting. If you want though, set up slot 40 to the best of your ability then compress and send me your SD card contents via personal message.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on September 27, 2016, 03:07:52 PM
This thread isn't for general Brawlex troubleshooting. If you want though, set up slot 40 to the best of your ability then compress and send me your SD card contents via personal message.

Ah, sincerest apologies.

I appreciate your offer. I've thought up a few more ideas after a short nap, but if none of those work, I'll likely send you something. You have in general been a big help to me, though, so thank you very much for your efforts!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: CraptainFalcon on September 30, 2016, 05:01:32 PM
Wait, isn't the CSE  v3.0 a PM code? I don't understand where I would put my custom Victory theme songs if the file location of this code changes. And also, I can remove the stages and alts from the ASRL setup right? within the code itself?

I just wanna clear up my confusion


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 30, 2016, 07:03:50 PM
Although CSE v3.0 may have been designed for Project M, it works with Brawlex too. It loads sounds from ...\private\wii\app\RSBE\pf\sound\strm which makes more sense than the old location. As far as I can tell though the only reason to switch to CSE v3.0 is to avoid ASRL conflicts with Brawlex.

You can add/remove alts for stages and their button activators by editing the ASRL code components. The most user-friendly way to edit the ASRL is to use the ASL tool (although manual editing can sometimes be faster).


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: CraptainFalcon on September 30, 2016, 07:37:49 PM
AHHHH that makes sense now. So then, I would also need to make .rels for every alt stage and expanded stage right?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 30, 2016, 09:56:56 PM
If you are using alt custom stages, you'll need a .rel for the base stage and every alt. Additionally, every custom stage must have the same number of alts (since they only have one entry in the ASRL code).

Alt regular stages don't need alt .rels if the alt stage uses the same .rel as the base stage.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: CraptainFalcon on September 30, 2016, 10:46:23 PM
Ok I got it to work properly. Now I have one last question. Can I use the Custom SSS Code with this to add and/or remove the extra custom stages that came with the ASRL pack? There a lot of stages that I don't need and I honestly don't know how to remove the extra stages and icons lol


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 30, 2016, 11:49:14 PM
Yes I slightly modified an old custom sss code as explained a few posts ago. I think this tutorial told me how to do it. https://smashboards.com/threads/stage-select-screen-tutorial-and-screenshots-outdated.241911/


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on October 01, 2016, 11:47:35 AM
Has there been any updates on brawlex 105 slots


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on October 01, 2016, 11:53:26 AM
No


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: CraptainFalcon on October 01, 2016, 05:57:36 PM
Ok, I used Eternal Yoshi's Maxed out CSS and modified it to my liking but when I put it in the game it crashed at the SSS. It's supposed to work with the Stage Roster expansion system right?

EDIT: Nvm, I got it to work. I added in a line of code that wasn't supposed to be there


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on October 21, 2016, 01:48:55 PM
Updated the original post with Ghoti's Record ID glitch finding:
New bug discovered:

I noticed a problem with the way BrawlEx handles single player records (Break the Targets, Multiman, etc.) It's character specific, and I can't seem to find a work around.

The issue is that playing as certain characters saves their records over other characters. For instance, King Dedede's records save as Pokemon Trainer, and Wolf saves as Toon Link. Others, like Mario and Link, save perfectly fine.

I've experimented a lot and found out that it has to be the BrawlEx Common2.pac file. I tried to set up the configs for characters to redirect the save slot, but it didn't have an effect. No codes are impacting this either. I've tried to look through Common2 but I wasn't able to determine what was causing this issue.

 I contact Ebola16 about this, and he came to the same conclusion as me, that it must be either Common2 (specifically the sora_melee.rel) or the main BrawlEx .rel file (bx_fighter.rel).


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ghoti on October 22, 2016, 08:55:51 PM
Updated the original post with Ghoti's Record ID glitch finding:

I edited my post on the BrawlEx thread with more details. It looks like a really simple fix, so I hope someone would either be willing to do so or point me to the function I need to modify!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on October 27, 2016, 02:05:28 PM
I knew I was forgetting something. A lot of these codes are for PmEx but there is very useful code related information here: Pyotrluzhin's Lab (https://smashboards.com/threads/pyotrluzhins-lab.434012/)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on October 30, 2016, 01:51:49 AM
GLITCH Kirby Spy costume crashes
Using Kirby's Spy costume slot outside of Clear brawl can cause crashes relating to the copy ability, even if it is replaced with another model. Dark and Fake costumes do not have this problem.

After a few matches (2-4) in a row where Spy costume Kirby copies an ability, there is a high chance that Brawl will freeze when trying to start the next match with Kirby. Dolphin logs indicate the crash occurs shortly after beginning to create Kirby's fighter instance.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 01, 2016, 01:55:31 AM
I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite.
The value for Flat Zone 2's ASCII identifier is 0x47570E50 in "ASRL - Stages" and 0x47570E52 in "ASRL - Modules"
To my knowledge, this is the only stage that has different ASCII identifiers for the same stage within the ASRL.


Original post has been updated.

Post Merge: December 02, 2016, 09:00:52 PM
Outdated Brawl WIT-modified file size limit? (Needs more testing)
WIT (http://wit.wiimm.de/) has the ability to increase the size of an .iso. There may be a limit to this however.  My primary .iso is at 7.59GB and has no problems. I tried integrating my fighter folder into the .iso which increased the filesize to 9.12GB.
After increasing the .iso to 9.12 GB, Dolphin fails to open boot.pac.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 10, 2016, 12:23:54 AM
The next Brawlbox update will allow batch .pcs <-> .pac conversion. This is useful for experimenting with space saving methods.
https://github.com/libertyernie/brawltools/issues/92


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 27, 2016, 12:25:34 AM
Outdated More WIT Research:

Brawl WIT-modified file size limit? (Needs more testing)
WIT (http://wit.wiimm.de/) has the ability to increase the size of an .iso. There may be a limit to this however somewhere between 9,548,640 and 9,603,872 KB (I'm on Windows so 1KB=1024 Bytes). Once the limit is passed, Dolphin fails to open common*.pac or boot.pac for unknown reasons.

Additionally, the limit of a .wbfs file compiled by WIT (for USB loading) appears to be lower than that. WIT will fail to compile the .wbfs and complain about the WBFS limit. It'd be helpful if the WBFS limit was defined somewhere...

Practical application: Every character will need a .pac and .pcs file for P:M All-star mode as they are now treated as transforming characters. At 100 movesets with almost 15 costumes each, having the .pac and .pcs files for every costume isn't feasible without SDHC support (which Dolphin lacks). I was hoping to transfer my entire fighter folder to my .iso but it appears to be too large (custom music also takes up a lot of .iso space and my dummy files have been deleted).


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on December 28, 2016, 08:10:48 PM
wouldn't it be easier to go with something like what mr bean did to riivo?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 31, 2016, 12:13:31 AM
wouldn't it be easier to go with something like what mr bean did to riivo?
It's been awhile since I looked at riivo but has anyone successfully loaded Brawlex using it? I'd like to look into it in the future but it seems like a lot of testing still needs to be done.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on December 31, 2016, 04:34:33 PM
yes
I heard its been done somewhere
but the thing about riivo is that it requires the physical game
mr bean did some edits to the code tha u can actually make an iso out of his riivo build plus the game


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 31, 2016, 11:51:31 PM
Alright, riivo would be useful for dealing with menu .pac limits but the .iso size limit is still going to be an issue for a filled Brawlex setup (even with dummy files removed).


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on February 07, 2017, 11:46:03 PM
An update on the 105 CSS slot 105 moveset CSS (still requires more research to work though):

My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HyperHandCRazy on April 10, 2017, 11:31:52 AM
Has anything new been found out or done with 105 slots recently?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: CraptainFalcon on May 04, 2017, 10:36:57 AM
Has anyone tried using the Shared CSP Data method on Stock Icons yet? Would it work or do stock icons have to be CI4 all the time?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on May 07, 2017, 08:32:24 AM
Has anything new been found out or done with 105 slots recently?
No

Has anyone tried using the Shared CSP Data method on Stock Icons yet? Would it work or do stock icons have to be CI4 all the time?
I haven't tried using this method myself but I know LXP does this. You can look in their sc_selcharacter.pac to see what they did.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on June 01, 2017, 04:31:40 PM
Wiimms ISO Tools (http://wit.wiimm.de/) (WIT) modified ISO file size limit
WIT has the ability to increase the size of an .iso. There is a limitation to this however. As explaind by Wiimms on gbatemp:

"There is at least one limit:
The H3 checksum area is limited (always constant 0x18000 (=98304) bytes). So it can hold 4915 checksums. This limits a partition to 9.,5 GiB.
I never tested, if a larger H3 is possible.

details (I wrote it in german): https://wiiki.wii-homebrew.com/Wii-Image#Verschl.C3.BCsselung_und_Pr.C3.BCfsummen (https://wiiki.wii-homebrew.com/Wii-Image#Verschl.C3.BCsselung_und_Pr.C3.BCfsummen) "

Practical application: Every character will need a .pac and .pcs file for P:M All-star mode as they are now treated as transforming characters. At 100 movesets with almost 15 costumes each, having the .pac and .pcs files for every costume isn't feasible without SDHC support (which Dolphin lacks). I was hoping to transfer my entire fighter folder to my .iso but it appears to be too large (custom music also takes up a lot of .iso space and my dummy files have been deleted).

The discussion of this occurred here: https://gbatemp.net/threads/wwt-wit-wiimms-wbfs-iso-tools.182236/page-91#post-7360939 (https://gbatemp.net/threads/wwt-wit-wiimms-wbfs-iso-tools.182236/page-91#post-7360939)

On a different note, the batch conversion brawlbox plugins that the Brawlbox developers and I worked on will soon be available, although if you're impatient the plugins can be found on the Brawltools GitHub page:
Batch Convert (LZ77 compression to ExtendedLZ77)
Batch Convert (pac to pcs)
Batch Convert (pcs to pac)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 06, 2017, 08:03:46 PM
Dolphin Emulator has finally gained SDHC compatibility! https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/ (https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/)

Don't forget to use the SDHC Extension 1.1 (http://forums.kc-mm.com/index.php?topic=65342.0) code when using SDHC.

This will be essential for modifications that require more space later on in Dolphin.
Dolphin emulator will begin throwing read errors if the virtual SD card contains more than ~1.95 GB of data (https://bugs.dolphin-emu.org/issues/8823) is history!

The Batch convert (pcs to pac) (https://github.com/libertyernie/brawltools/issues/92) plugin will be useful for people who removed .pac files to save space for Dolphin. These .pac files are used for transforming characters, classic mode, Project M's All-Star mode, etc.

Post Merge: August 06, 2017, 09:00:30 PM
Also, 4GB (or larger) virtual SD for Dolphin usage (http://forums.kc-mm.com/index.php?topic=74757.0) can be useful now!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Don Jon Bravo on August 11, 2017, 05:44:57 PM
yes need a hd character selection screen


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on September 08, 2017, 05:03:16 AM
JOJI's website (Japanese language, English translation is coming soon) is a treasure trove of Brawlex relevant codes. Especially the engines that have tutorials mentioned below. Thanks to Lillith for making me realize the site is still being updated with new content.

I'll link Google Translate's words of wisdom here. The website seems to redirect to the main page if you attempt to open links in a new tab which is weird.

Main page: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2F

SSBB Codes [RSBE]: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fcodersbe.html&anno=2

Soundbank Expansion tutorial: https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fsoundbankexpansion.html

Hitbox Sound Effect Change System tutorial: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Fhitboxsoundeffectchangesystem.html

Effect.pac Expansion Tutorial: https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fssbbhack.web.fc2.com%2Feffectpacexpansion.html


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on November 11, 2017, 10:39:05 AM
I haven't tested this personally yet since I don't use Wifi.
Wow it's been a while..

Well, anyways on to the point of this post. It's recently come to my attention that the CSS expansion wouldn't work on Wifi. (crash upon making a room). KingJigglyPuff came to me about this some time ago and i finally was able to get to it and fix the issue.

If anybody is interested, the only file you need to replace is MiscData[13] in common3.pac (in newer BBox versions it's named sora_menu_sel_char). Replace that with the one here to fix the wifi issues (https://www.dropbox.com/s/74nfjiyekpvzjg5/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0) (PMEx version (https://www.dropbox.com/s/rna3zbbz3blbq8y/MiscData%5B13%5D%20%28PMEx%29.rel?dl=0))


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: KingJigglypuff on November 11, 2017, 12:49:48 PM
I've personally tested it prior to Sammi's posting, and I can confirm it works.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on November 11, 2017, 04:31:05 PM
I've personally tested it prior to Sammi's posting, and I can confirm it works.
Good enough for me, thanks!


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on January 12, 2018, 11:44:06 AM
Updated to latest Sammi Husky fix:

CSS Expansion, homerun, multiman Wifi fix:
Another update for CSS Expansion stuff; Same process as before, just replace the sora_menu_sel_char or miscData[13] in common3 with this and you will be able to use homerun contest and multiman brawl with CSS Expansion in Wiimmfii

Vanilla (https://www.dropbox.com/s/0ghlkq74fv4u05x/MiscData%5B13%5D%20%28vanilla%29.rel?dl=0)
PMEx (https://www.dropbox.com/s/zs4ox8wtq3bit9x/MiscData%5B13%5D%20%28PM%20Ex%29.rel?dl=0)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on February 08, 2018, 02:23:38 AM
Soon this code will be used frequently with Brawlex so I should add this here:

I'm fairly confident that SoundBank Expansion System (RSBE.Ver) [JOJI] depends on smashbros_sound.brsar to be at a certain offset on Brawl's ISO. The code won't work for people who recompile their ISO with WIT from an extracted filesystem or use working around Brawlex's Final Smash Music glitch ([url]http://forums.kc-mm.com/index.php?topic=65113.msg1358699#msg1358699[/url]).


Post Merge: February 08, 2018, 04:37:47 PM
Soon this code will be used frequently with Brawlex so I should add this here:

Speaking of JOJI's code, there's a bit of a game-breaking flaw with it. If you use an Expansion SFX ID for a Fighter's Blast Zone KO cries, the game will crash upon being Kirbycided/Dededecided.

Codes (no KC-MM nor SmashBoards profile) has came up with a fix for said issue, but due to JOJI's policy on wanting permission to distribute codes, Codes has sent him a PM with the fix. Though so far, there's been no reply from JOJI.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on March 21, 2018, 11:36:36 PM
Not exactly new news but this is worth adding to the original post:

The Tracklist Modifier v1.0 code causes Brawlex mods to freeze if a player backs out to the start screen and then pushes start again due to "Can't Alloc Heap Buffer." Use Song Forcer Codes (https://smashboards.com/threads/alt-stage-song-forcer-code-guide.415556/) or Tracklist Modifer [standardtoaster] (https://smashboards.com/threads/tracklist-modifier-code-for-pm3-6-and-pm-brawlex.438986/) instead.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on January 15, 2019, 04:33:19 AM
JOJI has been busy! Their website (http://ssbbhack.web.fc2.com/) has some very useful codes! They ask that their codes not be posted on other websites.

Some example codes:
BrawlEx Clone Engine v2.0.0.0 Extended Edition allows for 242 moveset slots and their associated cosmetic data! See this (http://forums.kc-mm.com/index.php?topic=65113.msg1376008#msg1376008) for an example.

The SoundBank Expansion System and Hitbox Sound Effect Change System got bug fixes!

And BrawlEx Clone Engine Final Smash Music Fix (RSBE.Ver) actually works with the SoundBank Expansion System enabled!

This means "105 moveset CSS (still requires more research to work though)" is obsolete:
Minor Brawlex improvement!
([url]http://i.imgur.com/Odmh1HK.png[/url])
My pack is not publicly released since there would be too many people to credit and it contains experimental features

Brawlex can now hold up to 105 slots in the CSS! (Previously 100)
New Limitation if this is used:
Using this modification without unlocking all characters in Brawl will likely cause a crash.

Unfortunately CSSRoster.dat seems hardcoded to only accept 100 slots. Brawlex ignored the added slots after adding them via a hex editor. Well at least this covers the CSS portion of getting to 105 slots. Here are the files (use the two included files to replace the ones in sc_selcharacter.pac -> MiscData30): [url]http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar[/url] ([url]http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar[/url])

My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in ResourcesCommon3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.



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

Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210797[/url]) which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: [url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url] ([url]http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/[/url])

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

Some important things I want to emphasize:
1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable) ([url]http://forums.kc-mm.com/index.php?topic=77009.msg1361929#new[/url]), or use Riivolution.
2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

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

Note: Probably incompatible with SoundBank Expansion System (RSBE.Ver) [JOJI]


Post Merge: January 15, 2019, 04:57:25 AM
Duplicating my BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) [JOJI] notes here:
Thanks for posting Lillith! I previously used the unstable BX CSS Expansion v2.0.0.x anyway so this is perfect for me! I can confirm the character select screen (CSS) portion of BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) works with both a real Wii and Dolphin. In my current setup shown below, I am able to use 101 CSS slots!

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

2. There are 2 versions of bx_fighter.rel included in the download on JOJI's website. One is for using special characters (ex. Warioman) and the other does not use them. I haven't tested the special character version but it seems to modify some of the incomplete slots for characters not included in the final roster. This can cause problems if you've already repurposed those slots with elevated config files. The non-special character version had no problem with my elevated config files.

3. Now that a large number of movesets can be used in Brawl, there isn't much room for character names announced by the announcer. I've already replaced all of the Wiimote SFX and some unused sounds for 100 announcer names. I foresaw running out of space so I decided to remove them. I did this by redirecting or replacing the announcer names, "The Winner Is..", and team color names with blank audio files. I plan on seeing if the SoundBank Expansion System v1.4 works with announcer names in the future.

4. The "Ready to fight" bar is definitely in the way now so you may want to check out How to move the "Ready to Fight" bar offscreen ([url]http://forums.kc-mm.com/index.php?topic=72548.msg1320985#msg1320985[/url])

5. If you plan on using the Fake slot for characters, the corrupted path bug is still around but the path has changed:

* Bowser - for some reason Bowser is unaffected by this bug. The Fake slot works as expected.

* Mr. Game and Watch - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\Gamewatch\FitGameWatchfightereeex\FitFighterEEEx.pacfighteredex
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

* All other characters - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\*\Fit*Fakefighteredex
Replace * with the character's name.
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

Images (The sideways names are an experiment unrelated to Brawlex. I wanted to include names without obscuring images. I simply changed sc.selcharacter.pac -> MiscData[30] -> 3DModels -> MenSelchrCname4_TopN -> Bones -> MenSelchrCname4_TopN -> nameNEn's rotation to (0,0,-90) and translation to (8.5,2,-0.3)).

Max potential slots adapted to my setup:
([url]https://i.imgur.com/Mf2ZlVG.png[/url])

Current setup (101 moveset slots exceeds the previous max of 100 moveset slots!):
([url]https://i.imgur.com/kecI1hh.png[/url])

I'm liking what I see so far and this is going to be my new default setup!


Post Merge: January 15, 2019, 05:02:08 AM
And I keep losing this so added to OP: Official font for CSP Names (http://forums.kc-mm.com/index.php?topic=68481.0)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on January 23, 2019, 04:06:52 PM
BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) is based on BX CSS Expansion v2.0.0.x. It's worth repeating this limitation in the original post:

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

Post Merge: January 23, 2019, 04:18:37 PM
...and typo in BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver)'s fake slot alt paths. Fixed, sorry.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: HaloFanODST on February 09, 2019, 09:35:23 PM
It's impressive how this clone engine has advanced since it was first released.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on February 22, 2019, 12:16:57 PM
I believe that All star VS Beta 10.01d [wiiztec] won't work with BrawlEx Clone Engine v2.0.0.0 Extended Edition  :'(

Post Merge: February 23, 2019, 03:05:05 AM
[Legacy TE] Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000

saves a lot of space and works around Brawlex's corrupted Fake costume path bug. Fit*Fake.pac loads as expected with this code.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on March 04, 2019, 08:42:01 AM
50 Costume Code Implementation Guide (http://forums.kc-mm.com/index.php?topic=80226.0) is a neat modification that complements Brawlex but unfortunately is incompatible with BrawlEx Clone Engine v2.0.0.0 Extended Edition.

Also, this is obvious but it should be documented:
BrawlEx AI Final Smash usage glitch:
Quote
Brawlex clone AI players tend to immediately use their Final Smash when possible.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: KingJigglypuff on March 04, 2019, 04:35:22 PM
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.

Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Tyshy on May 07, 2019, 10:58:40 PM
my roster keeps coming up blank am I missing something?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on May 08, 2019, 11:10:38 PM
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.

Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.

It's incompatible in its current form and editing bx_fighter.rel is not trivial. Regardless, I look forward to those new advancements!

my roster keeps coming up blank am I missing something?

What variation of Brawlex are you using? Have you successfully loaded a roster before using Brawlex? If so, what change did you make before this problem first occurred?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Steam/SSBB Guy on May 09, 2019, 04:40:02 PM
I'm glad to see that there's still people working on improvements to BrawlEx despite Sm4sh Wii U and Ultimate being out for quite a while now. Even though Brawl is an older entry, it still has untapped potential.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: DUMMY on May 10, 2019, 01:15:14 AM
I'm glad to see that there's still people working on improvements to BrawlEx despite Sm4sh Wii U and Ultimate being out for quite a while now. Even though Brawl is an older entry, it still has untapped potential.
Yeah, Brawl is the most modifiable entry in the series. I've seen that Sm4sh has a few custom movesets and plenty of model imports. But I haven't seen any custom animations. Ultimate seems to be about as modifiable as Sm4sh, albeit with less mods as it hasn't been out as long. Melee seems to be very inaccessible with just some animations swaps and custom movesets. It has very little model imports. I've never seen any mods of 64, but I'm sure it'd probably be in the same place as Melee.  


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: KingJigglypuff on May 10, 2019, 06:57:21 AM
It's incompatible in its current form and editing bx_fighter.rel is not trivial.
Yeah, my statement on that is heavily outdated. Kitsu tried implementing 50 CC for v2, but failed because of file size restrictions. So unless the memory allocation for bx_fighter can be increased, then 50 CC will never be compatible with JOJI's BrawlEx v2.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on December 19, 2019, 09:28:02 PM
It's been a while since I posted here but it's worth mentioning AIScriptPad in the OP since some movesets have recovery issues and Brawlex builds tend to include a lot of movesets:

AIScriptPad 2.0.1 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=216956) (current version at the time of writing this), which can be used for AI teleporting recovery for custom movesets based on non-teleporting characters (http://forums.kc-mm.com/index.php?topic=81003.0)


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Anonymous42456 on August 01, 2020, 09:29:33 PM
I need help with a small thing. I cloned Zelda using the 'ft_zelda alone BX v1.1' .rel, but her down B (transform) causes her to freeze in place. I'd like to remove her transform ability all together if possible. How do I do that?


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on August 02, 2020, 08:24:30 PM
I need help with a small thing. I cloned Zelda using the 'ft_zelda alone BX v1.1' .rel, but her down B (transform) causes her to freeze in place. I'd like to remove her transform ability all together if possible. How do I do that?


The Zelda-based moveset down-B attack is attempting to transform but the character likely hasn't been configured to transform, causing a freeze. You can edit the moveset of the character to replace the down-B-related code with something that doesn't involve transformation. Copying a non-transforming down-B attack from a different Zelda-based moveset can give you ideas. PSA Compressor v0.39 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=219075) is a good tool for editing movesets. There are people who have worked with moveset editing more than I have so further questions are better directed to the "Attack and Animation" board or Discord.


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: Ebola16 on April 18, 2021, 02:40:00 AM
Although not directly related to Brawlex, custom franchise icons are often used with it so I should update my findings here.

I think I found a way to quickly get decent looking custom franchise icons for the results screen, even for complex shapes. This method uses Brawlbox, 3ds Max and Photoshop / Illustrator to convert an image to vectors. I will also assume you have basic understanding on how to use the mentioned programs. It's fairly simple once you get the hang of it. I think the example shown below took 10 minutes to make. This method is a compromise between making optimized vectors and the simplicity of images.

([url]https://i.imgur.com/B1RUxtl.png[/url])

In Brawlbox (this part only needs to be done once to obtain reference files):
1. Export a stock franchise icon model from STGRESULT.pac as .dae to use as a reference.
2. Export the material, shader, and color sequence (CLR) of that stock franchise icon.

In Adobe Photoshop (Skip this section if you have a .svg file and Adobe Illustrator):
1. Import your new franchise icon image (easiest with a mono-color franchise icon on a mono-color or transparent background).
2. Select the relevant parts of the franchise icon to identify it from the background. One method is to use the quick selection tool. Refine edges if needed.
3. Right-click selection -> Make work path -> set the tolerance to 1.0 (adjust if needed) -> OK
4. File -> Export -> Paths to Illustrator -> Save the resultant .ai file

If you have Adobe Illustrator and a .svg file:
1. Open your .svg
2. Save as a .ai file.
3. Set the version to Illustrator 8. This is the latest version compatible with 3ds Max, as far as I can tell.

In 3ds Max:
1. Import the reference .dae
2. Import the .ai file. It will become an editable spline.
3. Rotate and move the spline so it overlaps the reference and is centered on all axes.
4. Scale the spline to match the size of the reference. May need to be larger, see asterisk at the end.
5. Add a "Turn to poly" modifier to the spline and limit the polygon size to 3 for triangulated polygons.
6. (Optional) Add a "ProOptimizer" modifier to reduce the number of vertices if needed. Keep in mind that this can oversimplify the shape of your franchise icon if overdone.
7. Use the compact material editor to apply the material of the reference to the new franchise icon.
8. Add a "Skin" modifier that includes all bones. Weigh all vertices completely to "mark4".
9. Select your new finished franchise icon and export the selection as .dae

In Brawlbox:
1. Use the existing MDLO and CLR filename structure to import/replace your created .dae. If adding a franchise icon rather than replacing one, import the CLR file and give it the same name.
2. Replace the material and shader of the imported .dae with the reference material and shader.
3. Set the imported .dae object's Draw Pass to XLU, Draw Priority to 251, and uncheck "Doesn't matter" for Draw Priority.
4. Save and test in game.

*If your icon is too small, I manually scaled mine to the proper size. If you need to rescale, unfortunately you must delete the skin modifer, rescale, then return to step 8 of the 3ds Max portion. The resultant file can be used as the new reference in the future for properly sizing the franchise icon.

Examples: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285[/url])


Title: Re: Brawlex Advancements (Supplement to the Brawlex thread's original post)
Post by: apollos on August 19, 2021, 05:35:43 AM
Hi thank's for sharing it's very nice.