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1  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 01, 2014, 08:17:39 PM
Hmm. I wonder what the problem is then. Maybe I'll just redo all my Cosmetic configs. It'll be a pain, but hopefully that's what the issue is.
2  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 01, 2014, 07:55:39 PM
Still having uneven results when loading the result screen. Only works sometimes, with certain characters. The portraits are all named correctly with the right compression. Does anything need changing in the PAT files for all the replaced .pacs?
3  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 30, 2014, 06:29:27 PM
Just checked. Nope, they're all set to None.
4  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 30, 2014, 06:18:23 PM
Really hate to be a nuisance, but I've been trying to fix this myself for the past week to no avail. Could anyone be a dear and take a look at my pack? I want to release it as (yet another) pack on the site here, but my custom cosmetics dont't seem to be doing the job. It always seems to freeze before/not load the results screen no matter what I do. Here's a version with bare-bones cosmetic stuff; CSS is all complete and nice, battle portraits work alright too (although right now they're just the ones from Nebulon's pack, sorry bud, I'm gonna change them once I get this working). It just always seems to not load the results screen. Everything is named correctly in the victory portraits files as far as I saw. Are there files I'm missing that are absolutely necessary? Any help would be great!

NOTE: Some characters have only one or two costumes/portraits/BPs/victory portraits, etc. This is intentional.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 27, 2014, 09:43:51 AM
If the result screen is freezing you may not have named the individual png entries accordingly within the MenSelchrFace. When you open up these files and put in your own pngs, you need to name them properly or else they won't load. So If you have MenSelchrFace1460, then the first picture inside needs to be named MenSelchrFaceB.1461, increasing by 1 with each entry in succession.

This issue more overlooked than one might think. It. Gets. Me. All. The. Time. Smiley
Haha, thanks, but I found the problem. I just wonder how to make those darn Result names work, apparently you just change it in the hex editor, but that's what was causing the freeze. :/
6  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 27, 2014, 09:21:52 AM
(Now irrelevant) problem:
Hate to be asking so many questions instead of contributing ideas, but I've hit a bit of a wall. Ever since I added custom cosmetics, my results screen seems to refuse to load. I've added all the CSS stuff no problem, and I know it freezes without BPs and all the other extra images, but whenever I try to add them, my results screen simply refuses to load for clones. Even modifying STGRESULT.PAC to include the mark and stock icons doesn't seem to do it.

So my question is:
What's the bare minimum amount of cosmetic files needed for a clone to not freeze at the result screen? What else would I need to modify in order to make a clone complete? Any help would be appreciated much.

Oooookay then, never mind. The issue was that I tried to change the name of the character at the results screen in the CosmeticConfig file. I wonder why that froze it... Anyone know how I could fix that so it shows the proper clone name?
7  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 26, 2014, 11:56:32 PM
No clue. I guess I'll go back and try a few more times. Thanks for trying to help anyway. Much appreciated

You could also just add the clone for 58 but not add it to the CSS. If you do the bare minimum amount of files for the fighter it shouldn't take up too much more SD card space.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 26, 2014, 03:03:42 PM

Really simple for most characters. Just open up the FitFighter.pac and rename the ef_file to the ID you desire. And reference that new ID on the external GFX on the PSA.

Random example:
You have a Mario clone and you don't want him to conflict with regular Mario.
You open up the FitMarioEx.pac in Bbox, right-click on the ef_mario ARC, and rename it to say ef_jugem (some Assist Trophy.) This will cause the GFX on the MarioEx to now be ID C5 instead of 01. After that open the clone moveset on either PSA or Bbox and change the external IDs from 01 to C5.

That's all there should be to it, though characters with sword traces like Marth are a little more complicated...

This should be helpful:

Effect IDs.
Code:
Effect.pac
External GFX IDs

-System-
00 = ef_common(common GFX)
103 = ef_advcommon [SYS_ADV] (adventure common)
104 = ef_pokemon[SYS_Pokémon] (Pokeball Pokemon)

-Fighters-
01 = ef_mario
02 = ef_donkey
03 = ef_link
04 = ef_samus
05 = ef_yoshi
06 = ef_kirby
07 = ef_fox
08 = ef_pikachu
09 = ef_luigi
0A = ef_captain
0B = ef_ness
0C = ef_koopa [Bowser]
0D = ef_peach
0E = ef_zelda
0F = ef_sheik
10 = ef_popo
11 = ef_nana (nulled)
12 = ef_marth
13 = ef_gamewatch
14 = ef_falco
15 = ef_ganon
16 = ef_wario
17 = ef_metaknight
18 = ef_pit
19 = ef_szerosuit
1A = ef_pikmin
1B = ef_lucas
1C = ef_diddy
1D = ef_poketrainer
1E = ef_pokelizardon [Charizard]
1F = ef_pokezenigame [Squirtle]
20 = ef_pokefushigisou [Ivysaur]
21 = ef_dedede
22 = ef_lucario
23 = ef_ike
24 = ef_robot
25 = ef_pra_mai( nulled)
26 = ef_purin [Jigglypuff]
27 = ef_mewtwo (nulled)
28 = ef_roy (nulled)
29 = ef_dr_mario (nulled)
2A = ef_toonlink
2B = ef_toon_zelda (nulled)
2C = ef_toon_sheik (nulled)
2D = ef_wolf
2E = ef_dixie (nulled)
2F = ef_snake
30 = ef_sonic
31 = ef_gkoopa [Giga Bowser]
12C = ef_warioman (unused)
12D = ef_zakoboy [Red Alloy](unused)
12E = ef_zakogirl [Blue Alloy](unused)
12F = ef_zakochild [Yellow Alloy](unused)
130 = ef_zakoball [Green Alloy](unused)

-Stages Rantou-
32 = ef_StgBattleField [Battlefield]
33 = ef_StgFinal [Final Destination]
34 = ef_StgDolpic [Delfino Plaza]
35 = ef_StgMansion [Luigi's Mansion]
36 = ef_StgMarioPast [Mushroomy Kingdom]
37 = ef_StgKart [Mario Circuit]
38 = ef_StgDonkey [75m]
39 = ef_StgJungle [Rumble Falls]
3A = ef_StgPirates [Pirate Ship]
3B = -(nulled)
3C = ef_StgNorfair [Norfair]
3D = ef_StgOrpheon [Frigate Orpheon]
3F = ef_StgCrayon [Yoshi's Island (Brawl)]
3F = ef_StgHalberd [Halberd]
40 = -(nulled)
41 = -(nulled)
42 = -(nulled)
43 = -(nulled)
44 = ef_StgStarfox [Lylat Cruise]
45 = ef_StgStadium [Pokèmon Stadium 2]
46 = ef_StgTengan [Spear Pillar]
47 = ef_StgFzero [Port Town Aero Dive]
48 = ef_StgIce [Summit]
49 = ef_StgGw[Flat Zone 2]
4A = ef_StgEmblem [Castle Siege]
4B = ef_StgEmblem00 [Castle Siege_00]
4C = ef_StgEmblem01 [Castle Siege_01]
4D = ef_StgMadein [WarioWare Inc.]
4E = ef_StgEarth [Distant Planet]
4F = ef_StgPalutena[Skyworld]
50 = ef_StgFamicom [Mario Bros.]
51 = ef_StgNewpork [New Pork City]
52 = ef_StgVillage [Smashville]
53 = ef_StgMetalgear [Shadow Moses Island]
54 = ef_StgGreenhill [Green Hill Zone]
55 = ef_StgPictchat [Pictochat]
56 = ef_StgPlankton [Hanenbow]
57 = -(nulled)
58 = -(nulled)
59 = -(nulled)
5A = ef_StgDxShrine [Temple]
5B = ef_StgDxYorster [Yoshi's Island (Melee)]
5C = ef_StgDxGarden [Jungle Japes]
5D = ef_StgDxOnett [Onett]
5E = ef_StgDxGreens [Green Greens]
5F = ef_StgDxPStadium [Pokèmon Stadium]
60 = ef_StgDxRCruise [Rainbow Cruise]
61 = ef_StgDxCorneria [Corneria]
62 = ef_StgDxBigBlue [Big Blue]
63 = ef_StgDxZebes [Brinstar]
64 = ef_StgOldin [Bridge of Eldin]
65 = ef_StgHomerun [Homerun]
66 = ef_StgStageedit [Stage Edit]
12B = ef_StgTarget [Target Smash]

-Stages Adventure-
67 = ef_AdvCloud [AdvCloud]
68 = ef_AdvJungle [AdvJungle]
69 = ef_AdvRiver [AdvRiver]
6A = ef_AdvGrass [AdvGrass]
6B = ef_AdvZoo [AdvZoo]
6C = ef_AdvFortress [AdvFortress]
6D = ef_AdvLakeside [AdvLakeside]
6E = ef_AdvCave [AdvCave]
6F = ef_AdvRuinfront [AdvRuinfront]
70 = ef_AdvRuin [AdvRuin]
71 = ef_AdvWild [AdvWild]
72 = ef_AdvCliff [AdvCliff]
73 = ef_AdvHalberdOut [AdvHalberdOut]
74 = ef_AdvHalberdIn [AdvHalberdIn]
75 = ef_AdvAncientOut [AdvAncientOut]
76 = ef_AdvFactory [AdvFactory]
77 = ef_AdvDimension [AdvDimension]
78 = ef_AdvStadium [AdvStadium]
79 = ef_AdvHalberdSide [AdvHalberdSide]
7A = ef_AdvStore [AdvStore]
7B = ef_AdvFlyingPlate[AdvFlyingPlate]
7C = ef_AdvEscape [AdvEscape]

-Enemies-
7D = ef_kuribo [Goomba]
7E = ef_patapata [Paratroopa]
7F = ef_hammerbros [Hammer Bros.]
80 = ef_killer [Bullet Bill]
81 = ef_met [Met]
82 = ef_karon [Dry Bones]
83 = ef_dekakuribo [Giant Goomba]
84 = ef_blowm [Blown]
85 = ef_ploum [Ploum]
86 = ef_gal [Gal]
87 = ef_galthunder [Galthunder]
88 = ef_galfire [Galfire]
89 = ef_galice [Galice]
8A = ef_melorin [Melorin]
8B = ef_popperam [Popperam]
8C = ef_whauel [Whauel]
8D = ef_bitan [Bitan]
8E = ef_mechcannon [Mechcannon]
8F = ef_mizuo [Mizuo]
90 = ef_roada [Roada]
91 = ef_bombhead [Bombhead]
92 = ef_b[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a [B[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a]
93 = ef_gyraan [Gyraan]
94 = ef_bucyulus [Bucyulus]
95 = ef_tautau [Tautau]
96 = ef_bubot [Bubot]
97 = ef_flows [Flows]
98 = ef_aroaros [Aroaros]
99 = ef_botron [Botron]
9A = ef_jyakeel [Jyakeel]
9B = ef_dyeburn [Dyeburn]
9C = ef_torista [Torista]
9D = ef_wiiems [Wiiems]
9E = ef_ghamgha [Ghamgha]
9F = ef_kyan [Kyan]
A0 = ef_pacci [Pacci]
A1 = ef_faulong [Faulong]
A2 = ef_deathpod [Deathpod]
A3 = ef_byushi [Byushi]
A4 = ef_spar [Spar]
A5 = ef_kokkon [Konkon]
A6 = ef_jdus [Jdus]
A7 = ef_arrians [Arrians]
A8 = ef_mite [Mite]
A9 = ef_shelly [Shelly]
AA = ef_ngagog [Ngagog]
AB = ef_gunnatter [Gunnatter]
AC = ef_cymal [Cymal]
AD = ef_teckin [Teckin]
AE = ef_cataguard [Cataguard]
AF = ef_siralamos [Siralamos]
B0 = ef_boobas [Boobas]
B1 = ef_arman [Arman]
B2 = ef_prim [Prim]
B3 = ef_waddledee [Waddle Dee]
B4 = ef_waddledoo [Waddle Doo]
B5 = ef_bladeknight [Blade Knight]
B6 = ef_brontoburt [Bronto Burt]
B7 = ef_robo [Robo]
B8 = ef_bonkers [Bonkers]
B9 = ef_bosspackun [Petey Piranha]
BA = ef_rayquaza [Rayquaza]
BB = ef_porkystatue [Porkystatue]
BC = ef_porky [Porky]
BD = ef_galleom [Galleom]
BE = ef_ridley [Ridley]
BF = ef_duon [Duon]
C0 = ef_metaridley [Meta Ridley]
C1 = ef_taboo [Tabuu]
C2 = ef_masterhand [Masterhand]
C3 = ef_crazyhand [Crazyhand]
C4 = ef_falconflyer [Falconflyer]

-Assist Trophies-
C5 = ef_jugem [Lakitu]
C6 = ef_goroh [Samurai Goroh]
C7 = ef_joe [Knuckle Joe]
C8 = ef_waluigi [Waluigi]
C9 = ef_resetsan [Mr. Resetti]
CA = ef_nintendogs [Nintendog]
CB = ef_cyborg [Gray Fox]
CC = ef_shadow [Shadow]
CD = ef_excitebike [Excitebike]
CE = ef_devil[Devil]
CF = ef_hmbros [Hammer Bros.]
D0 = ef_metroid [Metroid]
D1 = ef_ast_ridley [Ridley](nulled)
D2 = ef_wright [Dr. Wright]
D3 = ef_stafy [Starfy]
D4 = ef_tingle [Tingle]
D5 = ef_katana [Kat & Ana]
D6 = ef_lin [Lyn]
D7 = ef_customrobo [Custom Robo]
D8 = ef_littlemac [Little Mac]
D9 = ef_tank [Advc. Wars]
DA = ef_jeff [Jeff]
DB = ef_heririn [Helirin]
DC = ef_barbara [Barbara]
DD = ef_robin [Isaac]
DE = ef_saki [Saki]
DF = ef_kururi [Kururi]

-Final Smashes-
E0 = ef_FinMario [Mario FS]
E1 = ef_FinDonkey [DK FS]
E2 = ef_FinLink [Link FS]
E3 = ef_FinToonLink [ToonLink FS]
E4 = ef_FinSamus [Samus FS]
E5 = ef_FinYoshi [Yoshi FS]
E6 = ef_FinKirby [Kirby FS]
E7 = ef_FinFox [Fox/Falco FS]
E8 = ef_FinPikachu [Pikachu FS]
E9 = ef_FinLuigi [Luigi FS]
EA = ef_FinCaptain [Falcon FS]
EB = ef_FinNess [Ness FS]
EC = ef_FinKoopa [Bowser FS]
ED = ef_FinPeach [Peach FS]
EE = ef_FinZelda [Zelda/Sheik FS]
EF = ef_FinIceclimber [Popo/Nana FS]
F0 = ef_FinMarth [Marth FS]
F1 = ef_FinGamewatch [Game&Watch FS]
F2 = ef_FinGanon [Ganondorf FS]
F3 = ef_FinWario [Wario FS]
F4 = ef_FinMetaknight [Meta Knight's FS]
F5 = ef_FinPit [Pit's FS]
F6 = ef_FinSZerosuit [Zamus FS]
F7 = ef_FinPikmin [Olimar's FS]
F8 = ef_FinLucas [Lucas FS]
F9 = ef_FinDiddy [Diddy FS]
FA = ef_FinPokeTrainer [Pokemon Trainer FS]
FB = ef_FinDedede [Dedede FS]
FC = ef_FinLucario [Lucario FS]
FD = ef_FinIke [Ike FS]
FE = ef_FinRobot [Rob FS]
FF = ef_FinPurin [Jigglypuff FS]
100 = ef_FinWolf [Wolf FS]
101 = ef_FinSnake [Snake FS]
102 = ef_FinSonic [Sonic FS]

-Kirby Copy-
105 = ef_KbMario [Kirby Mario]
106 = ef_KbDonkey [Kirby DK]
107 = ef_KbLink [Kirby Link]
108 = ef_KbSamus [Kirby Samus]
109 = ef_KbYoshi [Kirby Yoshi]
10A = ef_KbFox [Kirby Fox]
10B = ef_KbPikachu [Kirby Pikachu]
10C = ef_KbLuigi [Kirby Luigi]
10D = ef_KbCaptain [Kirby Falcon]
10E = ef_KbNess [Kirby Ness]
10F = ef_KbKoopa [Kirby Bowser]
110 = ef_KbPeach [Kirby Peach]
111 = ef_KbZelda [Kirby Zelda]
112 = ef_KbSheik [Kirby Sheik]
113 = ef_KbPopo [Kirby Popo]
114 = ef_KbMarth [Kirby Marth]
115 = ef_KbGamewatch [Kirby Game&Watch]
116 = ef_KbFalco [Kirby Falco]
117 = ef_KbGanon [Kirby Ganondorf]
118 = ef_KbWario [Kirby Wario]
119 = ef_KbMetaknight [Kirby MetaKnight]
11A = ef_KbPit [Kirby Pit]
11B = ef_KbSzerosuit [Kirby Zamus]
11C = ef_KbPikmin [Kirby Olimar]
11D = ef_KbLucas [Kirby Lucas]
11E = ef_KbDiddy [Kirby Diddy]
11F = ef_KbPokelizardon [Kirby Charizard]
120 = ef_KbPokezenigame [Kirby Squirtle]
121 = ef_KbPokefushigisou [Kirby Ivysaur]
122 = ef_KbDedede [Kirby Dedede]
123 = ef_KbLucario [Kirby Lucario]
124 = ef_KbIke [Kirby Ike]
125 = ef_KbRobot [Kirby R.O.B.]
126 = ef_KbPurin [Kirby Jigglypuff]
127 = ef_KbToonlink [Kirby ToonLink]
128 = ef_KbWolf [Kirby Wolf]
129 = ef_KbSnake [Kirby Snake]
12A = ef_KbSonic [Kirby Sonic]

-Minigame-
131 = ef_coinshooter [Coinshooter]
132 = ef_cleargetter [ClearGetter]
133 = ef_chararoll [Solo Mode Shooter]

Modified and fixed from the one on openSA credit to the original contributors.  -ASF1nk

If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...







Ah, I actually did that before, but a weird thing happened: the characters would only not have conflicts if the original character they were based on was in the battle. Probably did something wrong, but who knows? Doesn't help that a decent amount of my clones are based on Marth or Ike.
9  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 26, 2014, 01:53:13 PM

As I said before, I don't even know why you're exporting models.
All you have to do is rename the ef_file to that of the ID you want; that's it.


Is that why the characters I have with different ef_file names in the FitFighter.pac don't seem to conflict? Is it really that simple to fix the GFX conflicts?
10  Help & Tutorials / Programming Tutorials / Re: How to achieve the cBliss effect in BrawlEx on: April 25, 2014, 09:18:55 PM
You should be able to specify only 1 costume in the fighter config
Correct. To elaborate a bit more:

If you only check one costume in the fighter config, that's the only one the game will load from. So setting another costume to load in the fighter config should cause it to default to that one when another is selected. The portraits will still scroll as normal, but if they match then it won't be noticeable anyway.

So, in other words, if you only check 00 in the Fighter config, then you can have 0001 0103 0302 0C00 as normal, and all of them will still load costume 00 because 01, 02 and 03 aren't enabled in the Fighter config.

Ah, that makes sense! Thanks you two, I'll set it up right now and see if it works.

It still freezes whenever I try to switch to a costume slot that doesn't exist. Do they still need to have portraits even though the costumes don't exist? That would just be the same thing as having multiple slots, wouldn't it?

Probably also should've specified that I'm using custom cosmetics (and as a result don't have portraits for the clones with less costumes than the character they're based on), which may make this more complicated. I think I'm looking more for a cosmetic redirect of sorts, instead of just a FitFighter redirect.
11  Help & Tutorials / Programming Tutorials / Re: How to achieve the cBliss effect in BrawlEx on: April 25, 2014, 07:54:31 PM
Hey ShinF, would there happen to be a way to edit the CSSSlotConfig so that all team colors load the same color? Some of my clones only have one outfit, and freeze if I just edit the config as if all the colors were there because the portraits don't exist.

Elaboration:
If I change the hex line to something like 0000 0100 0300 0C00, when I try to change costumes normally (NOT in Team Battles), it will freeze because the 0C bit makes it seem like there's still 3 different costumes. Do you know of a way to change that so there's only one costume to load from?
12  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 25, 2014, 07:24:31 PM
I think I just found a new clone....  Grin

As a side note, is there a way to edit STGRESULT.PAC to not load victory portraits at all? I want to save adding those for later, and simply adding the generic ones didn't get it to load. Unless I have to do something extra with them beside just copy the menu file in the download...
13  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 21, 2014, 06:40:28 PM
Oh, cool. That's makes things easier. Smiley
14  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 21, 2014, 06:23:30 PM
With how amazing all of this is, I'm still shocked that people will limit their edits due to Pokemon Stadium and Pictochat - I'd gladly rid those stages in favor of some of the custom stages if it meant I could name every character. Hell, there is probably a custom version of each of those stages that could remove the name issue.
Does porting stages over them with rels fix the issue? If you replaced Pokemon Stadium using a FD stage and a PokeStadium rel, would it work since the stage is essentially a FD one? Curious to know, since I replaced both of those already.
15  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 21, 2014, 06:07:59 PM
So, I just got a weird issue. I just added 5D as a slot to the characters, and now 5D AND 50 give me the soft freeze when entering a stage. In other words, I can still open the home menu and reset the system. Anyone got a guess as to what this issue is?

Both 5D and 50 are Wolf Clone Slots for me.

Wolf's a little funky overall with multiple clones. I added Raptor to my pack recently and now My first Wolf clone, Lloyd, has most of his animations screwed up (even after exiting the CSS and returning). Worked fine before.
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