Sammi, where is the item data for sudden death stored in stages? I wanted to change it so the stage would spawn active Pokemon instead of bombs.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Sammi Husky on September 18, 2014, 05:44:26 PMThe dream for having Saffron City spawn Pokemon out the door is becoming more real by the second. 8)
yea that. The files all have null placeholders for the other 4 tables, but are still included in the files rather then just removing them. To me, that means they are significant in some way. SSE stages make use of all the tables, but it seems that all normal stages (at least the ones i've checked) only use 1 table.
Quote from: ShinF on September 18, 2014, 05:51:08 AMI feel like that would cause more headaches than it would be worth. It would be much simpler to just change the cssslot configs to use Miscdata 100 or something for the few characters you want it for rather than change the CSSSlot configs for every character.
Just came to see if there have been any updates since I was last around, but while I'm here:
I've been thinking about this. We can reassign character cosmetic slots via Cosmetic Config, right? The same way we assign Clones their own cosmetic slots. What if we did that for each default character?
Like, Mario is slot 00, but instead of giving DK the normal 01, we give him cosmetic 02. That way, Mario has room for 12 slots without conflicting with DK. Of course, moving DK to 02 means we'd need to move Link to 03, Samus to 04 and so on. We'd increment each characters' cosmetic slots by 1. To take the idea further, though, what if we could increment by two so that every character can have 12 costumes? IE assign Mario 00, DK to 02, Link to 04, Samus to 06, and so on. The only thing is, I'm not sure if there's a limit to the number of cosmetic slot IDs in the game...
Eh, just something I've been thinking about and thought I'd mention it.
Quote from: Brstmguy on August 16, 2014, 01:57:11 AM
Brawlex is currently not compatible with common5 that's why sc_character and sc_selmap are separate files in various packs.
Quote from: Alejandro MiddleCorn on August 16, 2014, 07:12:37 PMWhat are you two talking about? Common5 CSS works just fine with BrawlEx. I use it without any problems in my build, not to mention that Brawl Minus uses common5.pac with their build as well.
Beyond's XML forces you to use common5 to have a hacked CSS.
common5 CSS is not supported by BrawlEx ATM.
Quote from: r_stronghammer on August 08, 2014, 11:49:06 PMI don't think there is any chance of bricking your Wii/WiiU. The worst that will happen is a crash.
Does anyone know if the "Unstable Build" can brick wiis? Or does in only work on dolphin...
P.S. Is playing on a WiiU Risky? It's what I've been doing so far.
EDIT: Do the Zelda/Rob/Whozzit EXModules/RELs work on earlier versions of brawlex?
Quote from: Sirkura on July 25, 2014, 06:37:50 AMI believe the code just tells the game to look for the bx_fighter.rel which in turn loads the configs. But I may be mistaken. I don't feel like loading up Dolphin to see what loads what to check.
also just out of curiosity, does the 3.5.1b FPC tell the game to look for the extra BeX files? i was thinking about it and realised the game shouldn't even be able to read them unless there is code telling he game to. just kinda curious about how it works.
Quote from: Sammi Husky on July 23, 2014, 10:55:14 PMHell yeah! Nice one Sammi. With all of these nice features, I might have to start making some stages I have been thinking of.
Sweet. This is something i personally have been wanting for a while now, so here it is. Now, the collisions will be rendered and color coded depending on their type. This will help ease how much you have to guess or keep track of when designing levels, leaving more to the creative spirit rather then "was that a wall or a ceiling? dang better check *click*"
Original: Floors
Green: Walls
Red: Ceilings
white: No typeSorry but you are not allowed to view spoiler contents.
Quote from: Alejandro MiddleCorn on June 17, 2014, 05:27:25 AMHaving the custom CSS code on while you are using the CSSRoster.DAT will cause a blank CSS.
The Custom CSS code doesn't affect Zelda.
The Giga and Company code loads Mario instead of a clone.
Quote from: TehCupcakes on June 17, 2014, 02:49:11 AM
Any ideas what could cause a blank roster besides a missing CSSRoster.dat? I have that file in the right location and it lists all the characters I have, so I know that's not it. I'm trying to add a custom character to Brawl DX using BrawlEx. I followed the CSS expansion instructions, then added all the config files for another character in their folders, and portraits in sc_selcharacter.pac. Yet when I load up, I get a blank roster; no error or crash, just empty.
I tried backing up and deleting to files to troubleshoot what might be the problem, and I found that deleting common3.pac restores my roster... But it defaults to Brawl DX's list, so no custom character that I added. :/ Any ideas?
Quote from: Dylanator1 on May 26, 2014, 06:52:51 AMsc_title.pac is for the opening.
Sigh.Sorry but you are not allowed to view spoiler contents.
Quote from: PhantomWings on May 11, 2014, 09:14:06 PMI'm curious how the Project M team pulled off Kirby hats for Mewtwo and Roy now.
I only briefly touched on it when making the fix to prevent Kirby from copying ExCharacters, but this is what I know:
When Kirby copies a character, the character's Fighter Id is sent to a function located in ft_kirby.rel at roughly m60[1] 0xD420. At this particular point, the code checks if the id is either Kirby's id (which he can't copy), the alloys' ids (which he can't copy either), or an ExCharacter's id (added by BrawlEx). If the id is valid, it sets it into one of Kirby's soWorkManageModule variables (i.e. one of the PSA variables). From there, only if the previous check was valid, another code located around m60[1] +0x1D618 will read that id and use it to lookup into a table of ft<Character>Transactor objects located in BSS memory at m60[6] +0xD20. These objects are declared inside sora_melee and seem to be responsible for creating the copied articles that Kirby uses. When Kirby copies one of the Forbidden 7, the ft<Character>Transactor entry inside the table is null - which is what causes the game to crash.
Besides that, I don't know too much else. Specifically, I don't the exactly which point is responsible for deciding which action Kirby's Neutral-B will do. If I were to suggest a place for you to start though, it would be in either of the two functions I mentioned above.
Page created in 0.050 seconds with 11 queries.