There is a new FPC that allows adding entries to the BSAR file, but i think its limited still atm, something about actually having to replace the file on the ISO first, before being able to use the code to replace its new added IDs.
its an ok process when u want to swap the whole sfx database but when you want to load from two databases it gets confusing so interest in project is pretty much gone because of that
Gotcha. I understand, though I'd still be interested, no matter how complicated
Hey, when I click the "Alternate Sound Loader BETA for BrawlEX" link in your sig, I get an error. Is that project still being worked on, or has it been canned?
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!
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).
I assume we would pretty much need the creators of BrawlEx to fix this, though if anyone else has a fix, that would be great.
EDIT: I think I'm on the right track towards fixing this. The bug appears to be in the code of bx_fighter.rel, specifically in the "record override" section. I might be able to fix this, and if I can I'll post it here.
EDIT 2: Nope, I can't quite fix this on my own just yet. I charted out every character and where their records are saved, if anyone is curious. As far as I can tell, the record override section is supposed to contain the data for where character records are to be saved. The problem appears to be that some other function is calling this data table and reading it incorrectly. For instance, the first two bytes are 00 00, which means Mario's data slot. The table is read correctly when the function calls for this. The next bytes are 01 01, which I believe are Donkey Kong. However, the function appears to be calling for the first two, instead of these, which is why Donkey Kong's records are saved as Mario. This means that the 01 01 is never used. After that is 02 02, which I presume is Link. This data is read correctly and Link's records are saved in his slot. After that is 03 03, which is for Samus. But like DK, the function reading this data reads the slot before it, causing Samus's records to be saved as Link.
I've spent about an hour testing this theory, and the results appear consistent. That means this is an easy thing to fix. All one would have to do is find the function that reads the data table in bx_fighter.rel and redirect it correctly. I'm not sure where that function is located, so if anyone knows, please tell me!
This function also could be another data table, which would be an easier fix (because I can just use hex).
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!
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.
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.
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.
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.
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!
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.
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 :/
I have noticed one key difference in Gecko (which is really odd, considering I'm using the same file to load Gecko on both the Wii and Dolphin (and yes, I made sure to re-copy the file, it still doesn't work)). The menu for Gecko displays more options on Dolphin than it does on my Wii. Why is this? I've verified that I'm using the same boot.elf file on both, downloaded from the same source, so why is it appearing different? I can take screenshots if it helps.