A warning, you're not allowed to use that one image of Palutena in your progress gallery. It is blatantly ripped from the official website and deceiving as to how your actual hack appears in-game.
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Show posts MenuQuote from: KWVance on September 28, 2014, 06:17:37 PM
srry :I i dont mean to belittle your project. Its just cuz I showed the megaman hack to a friend, and all he had to say was,
"megaman's sticky bomb normally goes offscreen if he misses in the demo"
"magaman's dog helps him high jump in the demo"
"megaman can throw his blade in 8 different directions in the demo"
"other megamen help megaman in his supersmash in the demo"
im like OMG ULL NEVER BE HAPPY Like if u have to work on characters on it wait for it to come out before working on the movesets, making the swipes when they attack. i noticed the motion trail was a little more rainbow like. or trying to get both ds and wii stages in.
i love ur idea. nevermind what i said i was just mad at my friend for a little while when i wrote that. lol but i didnt come here because i was mad at my friend i wasnt like AH IM MAD IM GOING TO KCMM TO VENT! sorry
Quote from: Umbalite on September 24, 2014, 06:51:58 PM
I have a rosalina PSA that is really similar to her SSB4 moveset, if anyone's interested. It works perfect with my rosalina wii u recolors.
Post Merge: September 24, 2014, 06:53:17 PM
It also includes a Luma, but the Luma doesn't move lol..
Quote from: Wooflezz on August 31, 2014, 10:00:30 PMOh, ok. I thought you meant something like file size limit.
Just don't write with caps you can get warned. Any of the files can be corrupted, or perhaps did you named them correctly?
Quote from: moydow on August 31, 2014, 10:04:59 PMOkay, I'll do that, except with ID 61 instead of ID 5C.
I don't usually use BrawlBox for editing ExModules, but it's a pretty similar process. Open ft_darklink.rel, and click on the top of the tree. In the "ARC Entry" section to the right, under "Relocatable Module", set Module ID to 160 (BrawlBox seems to use decimal for module IDs). Open section 8 with the memory viewer, and on the first line, change 00 00 00 02 to 00 00 00 5C.
Quote from: moydow on August 31, 2014, 08:18:47 PM
Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.
Quote from: Wooflezz on August 31, 2014, 09:15:43 PM
Careful with those Caps, When it freezes can you see Link's In-Game Battle Portrait and name? If not then means you need to add the BP's
Quote from: moydow on August 31, 2014, 02:33:32 PM
I just tried putting a Link clone in slot 61 manually (didn't change any cosmetics), and it worked, so it's not a problem with slot 61. Are you using the clone tool? Maybe just try adding the BrawlEx config files manually, and using the fighter config tool for Fighter61.dat, and see if that works.
Quote from: moydow on August 31, 2014, 01:06:21 AM
Sounds like the module to me - did you change the IDs in the module itself (like I said above)?
Quote from: Bgeo25 on August 30, 2014, 11:39:54 PM
Hi. Does your module have the correct slot ID in its hex code? Clone slot IDs start at 3F, and then go 40, 41, etc.
Quote from: Anarchy Panty (Br3) on August 28, 2014, 02:27:32 AM
In fact it is pretty possible. I've shown here another custom BrawlEx CSS a while ago.
Disregard them Randoms and Marios, lol. I needed to test the layout with enough icons.
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