Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages: [1]
1  Help & Tutorials / Help / Re: Costume Flags on: August 06, 2015, 08:27:55 PM
Where in the sc files are they stored? I assume you mean sc_selcharacter.pac. Which MiscData[] or the char_bust_tex_lz77? To clarify exactly what I am doing, I am trying to make a cBliss like effect without codes. I have been using an injected ISO in dolphin and I want to have as few crashes as possible. To do this, I need to know how to add character textures(not just the fighter/Name/FitName0X.pac) in a usable form. I already have the FitName0X.pac and FitName0X.pcs that I want to add as well as CSP, BP, and RSP that I want to use with them. I have all the files that need to be added but I don't know how to make them work once they are in the ISO. I am looking for what I need to change to make the game load files that I add. For example: Diddy Kong has FitDiddy06.pac but not FitDiddy07.pac, I am looking for what I need to change to make FitDiddy07.pac load if I add it but not codes to load it. Either that, or an easy and stable way to inject codes into an ISO so I can use cBliss.
2  Help & Tutorials / Help / Costume Flags on: June 20, 2015, 08:00:50 PM
Does anyone have any idea what file the flags are stored in for each character? Is there a single file with every character's costume flags or is there a separate one for each character? Would it be in the .rel files? If you don't know where they are, is there an easy(I say easy not quick) way to find where they would be? Any help is appreciated.
3  Help & Tutorials / Help / Re: Running Brawl From DVDRoot in Dolphin on: June 11, 2015, 11:45:16 AM
Dolphin DVDRoot Brawl Fix [ASF1nk]
04000004 3031000X

change the X to whatever number you need. Mine didn't work set to 1 needed to be set to 2.

Weird using that code made dolphin load directly my sd.raw skipping geckoOS.


I tried injecting the code into the dol but it didn't work. I tried the code with X being 0, 1, and 2. None of them worked. How did you get yours to work? Where did you put the code? Also, am I supposed to set DVDRoot Path to the folder with the entire extracted disc in it or just the one with the folders like effect, fighter, game, etc. in it?
4  Help & Tutorials / Help / Re: Running Brawl From DVDRoot in Dolphin on: June 10, 2015, 03:03:22 PM
I would imagine making the code or that would work and then I could use pyGCTInject-master to inject the code into the dol. The problem is that I have no clue how to make codes or where to start learning to make them; I would have to have someone either teach me, show me where I can learn how to make the codes, or make the code for me. I know I'm going to have to patch the dol somehow, whether that be to remove the disc check or patching the memory address. I don't know which one would be better. If someone could either direct me as to where to learn to make codes or make the code themself that would be great.
5  Help & Tutorials / Help / Running Brawl From DVDRoot in Dolphin on: June 10, 2015, 12:06:18 AM
I have been doing a lot of modding with Project M recently and want to run the game as a folder with a .dol file so I don't have to keep rebuilding the ISO. I use Dolphin if you hadn't gathered that from the title. I have already used wit to extract it and I have set the DVDRoot to the folder for the extracted ISO and the apploader to the appropriate apploader.img file. When I run the .dol a screen comes up saying "Please insert Super Smash Bros. Brawl Game Disc." I know why it does this, it has to do with a game id check and for some reason, dolphin brings up 52 53 42 45 30 31 00 00 instead of 52 53 42 45 30 31 00 01 as it should. According to the link below, there is a way around it though. Either edit the memory location or patch the dol to remove the check. After hours of searching online, I can't find how to do either way. If somebody could direct me to the patched dol or even just how to patch the dol to remove the check myself, I would greatly appreciate it.

https://code.google.com/p/dolphin-emu/issues/detail?id=6262
6  Help & Tutorials / Help / Re: Adding character slots on: May 28, 2015, 01:20:48 AM
Thank you for your help ASF1nk!!! I will regularly post with any progress I have made on it or any further questions to get this working. Also, I wish i had found the following link earlier.

http://opensa.dantarion.com/wiki/Category:Clone_Engine

EDIT:
I just need clarification on what some files do and where certain things are stored.

#1 In each characters folder in the fighter folder, each character has some files I am not sure what they do. I know FitChar.pac is the moveset and stuff. I know FitChar##.pac and FitChar##.pcs are textures. I would gues FitCharEntry.pac is the entrance and FitCharFinal is the final smash. What are FitCharDark.pac/pcs, FitCharSpy.pac/pcs, and FitCharMotionEtc.pac? Do I need to make all of them for a new character?

#2 What files contain all of the cosmetic slots, css slots, and instance slots? Is there a separate file for each character's slots?
7  Help & Tutorials / Help / Re: Adding character slots on: May 24, 2015, 03:41:37 AM
I appreciate the response. Going to have a lot of spare time for a few months now that I am done with school for the summer so I will be able to put a decent amount of work into doing this. I know this is going to be a lot of work and I understand that not everyone will want to put forth the effort to help me with this. I have done a small amount of modding prior to this but this is the first time I have done anything with brawl aside from installing Project M and replacing character textures, stages, and custom music. I have some questions on almost everything.

I know I have a lot to learn and would appreciate it if people didn't tell me to quit while I'm ahead or just use BrawlEx. I am willing to learn and put forth the work necessary to do this. Again, I appreciate any help. If you can help with certain questions but not others, just put the numbers of the ones you can answer with any assistance you can provide.

#1 CSS Slots
Since I plan on making an injected ISO, the file I would need to work with for the CSS would be sc_selcharacter_en.pac correct? Are there any other files I would need to work with specifically for the CSS?

#2 Character Slots
What is referred to here with character slots? Does that mean the spot on the CSS that each character has?

#3 Cosmetic Slots
Not entirely sure what is meant by cosmetic slot. From what I can find online, this looks like the stuff for the CSS like portrait, franchise icon, and announcer. Is there anything else?

#4 Instance Slots
I have absolutely no idea what is meant by this.

#5 Record Usage
Do the forbidden 7 have spots reserved for record usage? If so, how would I get the new character to point to that as the record usage? If not, since I don't care much about records, could I just have it point to another character's records?

#6 Sound Banks
Are these are the sound sets for each character? SFX, speech, etc.

#7 IC Constants
I kind of understand what they are but have no idea how to set them or where they are stored. If someone could point out somewhere I could learn more about them and where they are stored and what each one does that would be great.

#8 File Names
Please expand on what is meant by file names in this context.

#9 Victory Themes
Is this what is played when you win as this character?

#10 Announcer Calls
Refers to what? What is said when character is selected? What may be called for by crowd during match? The "The winner is [insert character here]" at the end of a match? All of these? Something else?

#11 Result Camera Fixes
Does this have to do with the part after a match when the winner and stats are displayed?

#12 Costume Flags
I'm guessing this is which texture is being used at which time, i.e. which color of Game & Watch is used or which Sonic color is used.

#13 Load Flags
Please explain what these are.

#14 Kirby Hat Flags
At the very least, I would need help finding where to set the flags and making the files necessary for it. I may end up just doing what Project M did for the pokemon trainer pokemon final smashes before they were actually given smashes and have it so whenever the effect would happen, nothing happens.

#15 Entry Flags
Please explain what these are.

#16 System Names
Please explain what these are.

#17 CSPs
After looking up exactly what it stands for, I realized I had already done some work with these and just forgot the name. These don't seem too hard to make. Should I be putting these in the sc_selcharacter_en.pac under the char_bust_text_lz77.pac archive? What indexes should I be using for the characters?

#18 BPs
I found some stuff online about these but I have similar questions to CSPs.  I think I know where to put them but I don't know what indexes to use.

#19 RSPs
Again, what indexes would I use for these.

#20 Franchise
I would just be referencing currently included ones. In the event I wanted to create my own franchise icon, what index would I use? The Castlevania icon is added for Dracula's Castle so that means that it must be possible to add them. The Castlevania one uses 32 which is a jump from the 23 of the last one. Would I use 33?

#21 Stock Icons
I am guessing these refer to the icons showing who KO'd who on the results screen. I kind of know where they are but have no idea what indexes to use.

#22 Pacs
What pacs? The whole game is made of them. The moveset and texture pacs for each character?

#23 Modules
All the stuff I can find online having to do with modules only explains the stage side of it. It mentions characters but gives no actual information on them. If someone could either explain this or give me a link to something that explains how to deal with character modules that would be great.

#24 Since I plan on making an injected ISO, can I just copy any files I add or make changes to into the ISO I already have using Wii Scrubber?

#25 Some pacs are in multiple places. For example, sc_selcharacter_en.pac is in the menu2 folder but is also a part of system/common5.pac. Which of these takes precedence? Which one actually matters? Will I have to edit both for any changes to take place? Some pacs contain what appears to be similar files with the same purpose. Could somebody point out which files really matter when editing everything?

Edit:
I didn't think about until after I hit post but I realized I may be one of the first people actually trying to do all of this. In that event, some things like indexes would be a lot of trial and error. If there is any known information that could actually help me, I would appreciate someone pointing it out. If there is nothing known, let me know that it is going to be a lot of trial and error for that part.

After going through the filesystem, I noticed that 20, 35, 41, 42, and 44 are empty indexes. 38 is kind of empty. It has Wario's extra colors in it. Only two slots are used though.

#26 If I were to use cBliss without the Wario "fix" that gives him 12 slots, could I use 38 for another character? If not, what else uses that index?

#27 As for the other indexes, I would asssume those would be the ones that were for the forbidden 7 that have not already been overwritten. Could I use those as the indexes for characters I create?

#28 What file has the default settings for brawl? I'd like to edit it so it has default stock 5, no time, team damage on.
8  Help & Tutorials / Help / Adding character slots on: May 22, 2015, 05:20:55 PM
I would like to know what is entailed in adding new character slots, not just overwriting existing characters. I was wanting to add a few new characters myself but am not entirely sure how to do so. I know how to create/edit character textures and moves and know how to replace characters. What I really want to do though is add new slots. In the discussion of the clone engine posted by the Project M creators, they mention all of the work that goes into it as well as the possibilities and restrictions. The link is http://projectmgame.com/en/news/clone-engine-blogpost-limits-restrictions-and-possibilities for anyone who would like to read it. In it, they explain the basic process but not how to do it.

In it, they mention that they could add new characters by overwriting the 7 unused character slots ("forbidden 7") and linking it to a new character select screen slot. What I'd like to do is add new characters that way. I realize two slots are already taken by the addition of Roy and Mewtwo but the remaining slots are enough for the characters I want in there. I realize future updates of Project M would provide complications if any new characters are added. Even if you can't tell me exactly how to do this, I would appreciate any help or advice, even if it is just "here is a link with some reading that may help you understand what you are trying to do."

I know that BrawlEx Clone engine exists so don't immediately point me to that please. I have used it and for some reason, it doesn't work very well for me. I do everything in Dolphin (yes, I own an actual wii and a copy of Brawl, I just use my laptop because I can transport it easily and can play with my friends even though I only have one Gamecube controller) and for some reason, BrawlEx crashes. A lot. I currently use a built ISO of Project M 3.5. I would like to simply be able to make a new ISO when I am done because the SD card method crashes a lot too.

ANY help is appreciated.

Also, I have no intention of putting any version of the game that I modify up for download. If I figure out how to do it, I will gladly explain what I did unless I am asked not to by the Project M Developers.
Pages: [1]