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Messages - PyotrLuzhin

#1
Quote from: HypnotizeScourge on June 16, 2016, 04:55:46 AM
So we'd have to keep the new soundbanks we make in the .brsar, instead of extracting them as .sawnds? I guess that also means injecting pre-existing .sawnds too if we wanna keep whichever sfx mods we all have in use.
Exactly. I may make SuperSawndz compatible with this code in the future, but for now, just stick with putting the BRSAR on the SD in the /sound folder
#2
Here it is, folks. I've finally finished SD Card BRSAR loading. 4.5's coming soon ;)

NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS

Brawl Version:
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PM Version:

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#3
Help / Re: ASRL code help
May 10, 2016, 04:03:23 PM
Quote from: libertyernie on May 10, 2016, 12:06:05 AM
Thanks! I didn't realize that that's what the button did.
I copied a chunk of code from the .pacs section to the .rels section of the code, and it works great now.
tbh the tool could use better documentation. Glad to hear that you got it working properly!
#4
Help / Re: ASRL code help
May 09, 2016, 06:11:47 PM
Quote from: libertyernie on May 09, 2016, 02:35:33 AM
I've set up a vBrawl version of the ASRL code and I'm having a problem using an alternate .rel file.
I have an Omega Onett stage that I believe uses a st_palutena.rel file. I put that as st_dxonett_L.rel, but Brawl freezes when I load the stage by holding the L button.
Here's a ZIP file - anyone see a problem?
well, it's kind of hard to make a stage load an alternate module when you didn't tell the tool to give it an alternate module lol.

use this version of the ASRL tool: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21742

and click "Stage ->" to display the list of modules. After doing that myself, i managed to get onett to work perfectly: http://www81.zippyshare.com/v/jP67ph35/file.html
#5
Quote from: ALM5252 on April 15, 2016, 10:20:29 AM
I added the unfinished Project M characters.

This is my build atm. (video is outdated though)
https://www.youtube.com/watch?v=ksyXg3XCPUc

------

I'd also like to thank the Team that managed to get BrawlEX working with Project M. Amazingly, I "mastered" the process of BrawlEX pretty quickly (not that its too hard already). I remember a few months back or even a year or two when BrawlEX just came out I didn't know how to use it at all. lol

So a personal thanks to everyone that managed to get it to work with Project M! :)
while I don't agree with the leaked content in your build, I'm glad that you finally learned how to add cosmetics.
#6
Quote from: Cyprus on April 10, 2016, 10:52:50 PM
Alright, so I just now got around to updating to v4 of this project and now the roster's not even there? I just replaced all my files to the new update's files and now the roster's gone.

you need to replace the .gct, bx_fighter.rel, common2.pac, and common3.pac
#7
in the next release of the template, I'll add a text codeset for all those asking for one.
#8
Quote from: SemiPsycho on March 24, 2016, 03:38:59 PM
About that sound problem I was having earlier, it seems to be occurring with several characters. It happened to me again with Luigi and Waluigi, but Waluigi is over Pit, so now I'm just confused.
what is the sound problem again, exactly?
#9
Quote from: EnKaYea on March 24, 2016, 05:13:21 AM
Hey Sikura, or anyone really. Can you tell me the CSSlot IDs for Mewtwo and Roy? It would be even better if there was a list of some sort available with all of there IDs. I know I struggled even looking for their fighter IDs. Unfortunately its not that obvious opening it in a hex editor.
i'm 85% sure that Roy and Mewtwo are CSSlot2D and CSSSlot2E, respectively. Their IDs are unaligned, just as they are in PM's clone engine.
#10
Quote from: Cyprus on March 08, 2016, 01:01:03 AM
Oh hey! A couple things, if you don't mind. First off, you all are doing great, keep up the great work! Secondly, are you possibly getting this compatible with Retro/N64 mode? Thirdly, are you working on getting this for module so more character variety can be open or is that the BrawlEx team's job?
Lastly, I love to contribute, is there anything I could possibly do to help?
When N64 mode is released, it will have fully compatibility with BrawlEX.

Additionally, the victory theme issue will be fixed in the next official version.

As for the question about modules, these are the characters that don't even have beta versions as of right now:

*Yoshi
*Ice Climbers
*Wario
*G+W
*Pokemon Trainer Pokemon
*Kirby

Of those characters, the only ones I ever expect to do are the first three in that list: Yoshi, Iceclimbers and Wario. Kirby would be hell to do given how many character-specific commands he has throughout the game. G+W has a ridiculous number of articles, and the PT pokemon would not be fun to patch. So, I don't think that those three will ever have EXModules. The only one that I could see happening would be G+W of these particularly problematic characters.

Yoshi and Wario are feasible, and those are the first two I plan to do after I release the fixed beta modules. Fox has been finished, and DK just needs to have a minor bug fixed. The Ice Climbers could be done, but they may require gecko codes to work properly (the same goes for G+W)
#11
I didn't know people were still using riivolution, but man, this is pretty cool. Nice work!
#12
Quote from: Tyadran on February 21, 2016, 10:18:39 PM
Can we expect a more thorough explanation of how to add characters anytime soon? I spent an entire night trying to port over Pichu and Young Link from Project M+, and no matter how many resources I checked, absolutely could not get them to stop showing up as the crashing 'random' on the CSS.

Got a tad frustrated with it, so I'll have to wait until someone with a clue can explain to me more how to make this work.

:srs:
you'll need to use the gecko launcher (gecko 1.9.3.1) with your hooktype set to AXNextFrame to fix that problem. As for guides, there's one on smashboard's custom content section.
#13
Quote from: SemiPsycho on February 21, 2016, 07:29:01 AM
Maybe you can try finding out which sawnd files  never used to be there, or insert all the sawnd files that you think could have it into a brsar and play back the sounds (although the brsar keeps getting corrupted when I try to add certain sawnds.

Are there any updates on things like modules (Im still hoping for Olimar) and why we have to music reset so often? Or at least that's my case. I use music reset codes about once every 5 times I play, so that makes me worried about stage expansion. Sirkura said that there's no hope for extra stages with music problems.
Either you haven't updated to the latest version of the template codeset or you're doing something weird with stage expansion. try merging stage expansion with the codeset included in the latest version of the BV download.

As for olimar, he's coming soon, very, very soon :)

#14
Quote from: TheDarkKnight on February 14, 2016, 02:49:44 AM
Does anyone know what Knuckles and Lyn's announcer and sawnd files are, in PM CC? I'm having trouble setting up their ID's
Lyn: 1FDE
Knux: 1FD5
Isaac: 1FD2
Sami: 1FD4

try copying 220.sawnd, 221.sawnd, 222.sawnd (if it exists), and 223.sawnd into the pf\sfx folder.
#15
Quote from: SemiPsycho on February 04, 2016, 07:15:19 PM
Alright.

Does anyone know where I can learn how to modify rel files? Besides porting characters or stages onto others? Iccan't find any tutorials..
that's because there aren't any tutorials out there right now. when I have time, I might write one up for everyone.