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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: RIP on: December 02, 2015, 12:02:22 AM
So with PM being disbanded, is there still a way to grab 3.6 still if someone was an idiot who never bothered to download it yet?
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 26, 2015, 08:12:05 PM
I'm on wii console as well and the version I have works flawlessly. I can send it to you, but I've modified it slightly to be less broken (not in terms of crashing, but before she could do inf jumps, and her final smash lasted way too long).

If you could send that my way I'd appreciate it! I do prefer having characters not being broken
3  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 24, 2015, 12:54:08 AM
I'm currently using the Dark Samus over Marth PSA in my Brawlex setup and I've had no problems with it.

I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 22, 2015, 02:19:28 AM
Most of those characters you're talking about have hard ports over others (For instance Spiderman has a marth port I do believe).
I've heard the pikmin module crashes occasionally so I haven't played with it much. I've used zss alone with no problems.

Oh really? I might have to dig a little deeper then. I remember trying a Dark Samus over Marth PSA that ended up crashing my game constantly so that may have put me off the idea of hard ports but I'll give it another shot.

Szerosuit alone is not in the beta section so it should be fine, but I haven't tried a PSA of that yet. Samus alone and Samus-SZeroSuit are in the beta part so I'm still not sure about them. I'lll give the Pikmin one a shot as there's an interesting looking Bomberman PSA over Olimar/Pikmin that I wanna try but didn't know how stable the module was.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 19, 2015, 03:25:07 AM
Hi all! Been a while since I've been here, nice to see this place hasn't died off completely!

Something I've been confused about for a while, how do some people get both original and extra characters onto their build that don't have a BrawlEx Module? For example people that have Spider-Man over Sheik but still also have Sheik available. how do they do this? In this case there is a zelda-shiek module & a Zelda-alone module, but there's a few other examples I've seen in packs but I can't remember them from the top of my head.

Also can anyone inform me of the state of the Beta Modules? I've had no issues with the Falcon one (I think from memory it's only problematic if it tries to load the Blue Falcon final smash. so if you've got a PSA that replaces the final smash it should be right), but can anyone tell me how functional the samus-alone and pikmin modules are? Might try them out if they work semi-consistently.
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 04, 2015, 09:32:59 PM
Okay, I'm looking for the best characters out there... the cream of the crop. Those that will act as if they were always meant to be in Brawl the whole time. What ones are those?

Ideally, I'd like to add Mewtwo if he's any good, and same for Roy, but I won't if either of them are jank in any way.

These will also be for vanilla Brawl, so keep that in mind. Tripping sucks, but it's just part of the game, and I've gotten over it.

I can only go off my own experiences so bare that in mind. For completely new, different and working (i.e I haven't encountered any issues):

-2D Marisa over Lucas - Inawordyes mentioned this one, and I'm a Touhou fan so that obviously helps, but this is my favorite PSA. Fun and versatile moveset, brilliant visuals, not OP but not weak, tons of Easter eggs, it's just a blast! Has some cool alts including recolors and other Touhou characters.
-Scott Pilgrim over Lucas - Inawordyes mentioned this one too, great moveset and if you're familiar with the character you'll really appreciate this one
-Geno over ROB
-Goku over Pit
-Cloud over Ike (I use the Cloud Strife Fusion Blader one personally, which is the newest Cloud PSA from memory)
-Sephiroth over Marth (The 5.2 version works well from my experience)
-Majin Vegeta over Pikachu
-Villager over Pit
-Megaman over Snake (based off of Smash 4's model)
-Skull Kid over Toon Link (Slightly OP maybe, haven't decided yet)
-Zero over Link
-X over ROB

For New characters that may have some minor issues or not feel 'Perfect':
-Viewtiful Joe over Captain Falcon (Really fast, may feel odd but really well done)
-Future Trunks over Ike (Works great EXCEPT never use the Side Taunt while facing Left or it will crash for some reason, but otherwise it's perfect)
-2D Alice over Mario (Brilliant PSA that's similar in nature to the 2D Marisa, but Insanely OP and can be unkillable so only use for fun or if you don't care about God PSA's)
-Roll over Zelda (Down Special is the same as neutral special due to nature of no transforming, some small hitboxes with some jab and tilt moves but I find her comfortable to use and she holds her own)
-Lloyd Irving over Wolf (Set is fun, especially if you love Tales of Symphonia, and works fine, but I find the voice effects annoying unless you're using the included SFX file. Just my opinion, so otherwise it's perfect)
--Lucina over Marth (Actually plays different to Marth, fun moveset)

Movesets that are great but similar in nature to other characters:
-Battletoads over Ganon (A combo of Ganon and DK's moves with one or two twists. Plays well)
-Roy over Marth (There's a few out there depending on your preference. I like the Hybrid one myself)
-Saber over Link (Similar moves to Link with some twists)
-Aryll over Link (See above)
-Skyward Sword Link over Link (Alternative take on Link's moveset based off SS)
-Momiji over Link (See above, but resembles Skyward Sword Link)
-Young Link over Link (Similar to Melee Young Link with some twists)
-Gray Fox over Meta Knight (Bigger then Meta Knight with some differences but similar in the sense that he thrives on quick movements and dominating slashing)
-Broly over Ganondorf (Some alternative moves but feels similar to Ganon with some similar moves)

PSA's I haven't tried but look quality:
-Shadow over Sonic (Not sure of best version)
-Mewtwo over Lucario (Not sure of best version)
-Dry Bones over Lucario
-Koopa Trooper over Jigglypuff
-Gotenks over Lucas
-Neku over Lucas
-Deadpool over Snake
-Windwaker Toon Link over Toon Link
-Knuckles over ? (Not sure of best version - Jigglypuff?)
-Tails over ? (Not sure of best version - Jigglypuff?)
-Majin Buu over Lucario
-Kid Buu over Lucario

There's probably a lot more great ones out there but these are the ones I've tried out and enjoyed, or ones that look really interesting and quality based off previews and moveset info. Hope this helps a little
7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 15, 2015, 04:45:35 AM
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!

I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.

First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?

Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that]  and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.

Also, I'm not that familiar with the difference between subarticles and articles (Which you said you'd tackle at a later date) - Will I need to worry about these a lot?

Also (sorry I'm rather annoying) but I didn't quite grasp this part:
By combine, I mean you can use "ef_kuribo" for example, to hold the gfx of multiple characters (as many as you have room for), and then just that ef file for both. By use more than one, I mean you can physically import another ef file and have two in your moveset.

For the 'Combine' part, how do you tell what amount of gfx the ef_(enemy/etc) can hold? And for the 'Use More Than One', I'm confused as to where you import the other ef_(etc) file.

Again, sorry for the huge amount of questions! Don't feel rushed to respond or anything - I'm going to bookmark this and have a ton of Uni work to do anyway so no rush.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 13, 2015, 05:22:04 PM
The game shouldn't crash if the character's share gfx files, it'll just load whichever's ef file was loaded first, which is why we now port the gfx files to enemies and such to prevent it from happening (meaning you don't have to back out of the CSS every match). It's a bit time consuming but well worth it. Most PSAs now a days come with a PSA that is already ported as well.
When I used PSAs that weren't ported in the past, I never got a crash, just incorrectly loaded external gfx when two characters that used the same ef file were loaded.

This makes much more sense. Can you steer us in the direction of a tutorial of how to do this? I think a few of the ones I'm using are older and it may be nice to have the gfx work consistently all the time without having to exit the CSS
9  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 13, 2015, 05:58:16 AM
i think u gotta exit the css roster every time after a match if u r sharing gfx
that is why i dont use special effect files gfx for my packs

I think I get the same thing happening to me as the other guy.
How do you ensure you're not using the special effects gfx? Like what pac are they in? I love my characters but the constant crashing is a little annoying
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 12, 2015, 01:43:26 AM
In case you want to see it before you go to the trouble of setting it up: https://www.youtube.com/watch?v=uczvjrKrKR8

It's really not in a usable state imo.

Yeah I couldn't get it to work right. Ended up just changing the size of all my CSP's from 128x160 to 100x125 - took about an hour as I have a LOT of them.

Thanks anyway though!
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 10, 2015, 08:00:22 PM
Okay, so, I have been adding costumes to my characters using files from something similar to the BrawlEx engine, and I'm just now getting repeated crashes after trying to add a new costume for Mewtwo, which I used the Clone Engine to add into my mod, which isn't Project M. It crashes on the Stage Select anytime I do ANYTHING after I tried adding that costume. It's not the costume, though...
So, I came here looking for answers. So, what the heck did I do wrong?

Just from my experience, given that it's freezing at the stage select screen it could be a few different issues. Is it freezing upon entering the Stage Select Screen or after selecting a stage? Is it a silent freeze or the 'BUZZ OF DEATH' freeze?

If it's after selecting a stage, the silent freeze would indicate something is missing, whereas the death buzz sound would indicate that something is loading incorrectly.

For additional costumes, make sure that you're including new Battle Portraits and Result Screen Portraits in their respective positions on the SD card (BP's would be causing the freeze if they're missing or the wrong size). It shouldn't be due to custom icons or names in-battle if the other costumes have been working till that point, so make sure the BP's InfFace for the portrait is done correctly

Alternatively, it could be that there's something that's been set incorrectly. If the new costume is appearing on your CSP then that should mean you have your fighter and CSSSlot configs correctly edited., but give them a check just in case.

When you say do ANYTHING, does that mean it's freezing for other characters, (eg If you select Mario against DK), or just that new Mewtwo costume? Maybe the issue is with the costume itself not working - it might not be compatible with the moveset

tl:dr - Check the new files you put in were named and made correctly, check your fighter and CSSSlot configs to see if they include the new costume, make sure you've got a BP and RSP, check if it's compatible with the moveset.

Hopefully that helps. If not, sorry for wasting your time
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 10, 2015, 05:57:58 AM
Use the V 2.0.0.X version, they said it would try and load Char_bust tex files from an actual char_bust_tex folder in BrawlEx.


Basically you'll just have to read the readme file and you'll have pretty much infinite CSP

I'll give that a shot. Thank you!
13  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 10, 2015, 02:56:02 AM
Have you changed the miscdata
  • s to extendedlz77 along with changing the portraits from C18 to CMPR?
Changed the MiscData's (Thought I'd already done it) and it saved .10 (So down to 3.73, which works for now).

All the portraits are CMPR - I did them all myself and double checked. Any other ideas? I can include maybe 2 more characters with my current size,
14  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 10, 2015, 01:34:54 AM
Has anyone been able to successfully create a clone of R.O.B. without any gfx conflicts? His neutral special beam doesn't work like most gfx do and you can't simply change its ID by opening his .pac in PSA like you can with most graphic effects (including other traces).

I just put the Geno over ROB psa into my game and it worked fine. All custom GFX loaded and I couldn't see any problems at all. Not sure if that's what you're referring to?

Now I have a question:

Been doing BrawlEx stuff and I've finally crossed the limit for my sc_selcharacter.pac file (Limit it 3.79, I'm sitting at 3.83) I know I can reduce the size of portraits to 100x125 to help save some space, but would prefer to do this as a last resort.

Is there any other way I can reduce the size of the file aside from the portrait reduction? I.e what other files can I cut out or edit? Or is there nothing else I can really touch?

Figured I'd ask here because I'm guessing most people who use BrawlEx have had to do this at some point
15  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 02, 2015, 09:32:22 PM
Currently, no. Sheik is dependent on Zelda for the Final Smash resources that are stored in FitZelda.pac. That being said, there's nothing stopping you from creating a character slot that selects Sheik by default and then just removing the ability to transform into Zelda.

Out of curiosity, how do you do this?  Would that involve getting rid of the ability to use Sheik normally?
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