I noticed that everyone has icons and names.... did you find a workaround to the CSS file size/memory limits?
Anyway, I'd recommend uploading the update ONLY if you have no console testers.
BINGO! The grand prize goes to Eternal Yoshi! As I said before, I still haven't tested it on console, so there's no guarantee that it'll work as I expect it to, but it works for Dolphin, albeit a little slowly.
Anyways, I really don't have a means of testing for console right now, so I'm going to upload the unstable builds, but I'll also keep the old stable builds out until we know that the new ones are working. For the time being, I recommend that only the BrawlEx pack developers try using the newer builds and see if it breaks anything in their pack. From there we can evaluate and see if it needs any tweaking.
Incidentally, the reason I decided to change the name was because I do have plans to move onto stages eventually. Similar to how both the CSS Expansion and the Clone Engine fall under the BrawlEx title, the Stage Expansion system will as well. The Brawl Expansion Project is just a longer way of saying BrawlEx.
You guys... All I did was just change the title and do a bit of housecleaning.
I suppose there is one small feature that I've added that wasn't mentioned when I was last here. Here's a hint:
Besides the 100 character roster, there's one other thing. It's pretty subtle. Can you spot it?
Anyways, I'm sure you guys are all getting tired of waiting for version 2. For the most part, it's complete, I just haven't had a chance to test it on console yet. If you guys are alright with an unstable build, I'll go ahead and upload it in a few minutes here.
Heya, I don't know if it's a side effect of EX or not but someone told me that normally you can select Sheik or Zelda by clicking the csp or something (like the Pokemon). Is his true, and if so does Brawl Ex not let me do it? Or did I mess something up?
That's a function of the BrawlEx CSS Expansion. It automatically implements the codes that separates out Zelda and Sheik's icons. If it proves to be a problem, I could probably just put in a flag that would allow people to toggle this particular feature.
On the same topic, I've thought about expanding this particular feature to allow two or more characters to be bound to a single CSS icon. This would allow you to have a similar effect to ProjectM's Mario/Dr.Mario setup for any character. All you would need to do would be to click on one of the two corners of their portrait to switch between the two characters.
I'm excited for your upcoming plans! But something piqued my interest here: you mentioned kirby can't copy the EX characters, but can for regular slots... does that mean that it's possible to set up Kirby hats for those 7?? If you've got a lead, I'll see what I can do and get to work!
And Stages!? Man... I'll be hanging around here for sure!
I only briefly touched on it when making the fix to prevent Kirby from copying ExCharacters, but this is what I know:
When Kirby copies a character, the character's Fighter Id is sent to a function located in ft_kirby.rel at roughly m60[1] 0xD420. At this particular point, the code checks if the id is either Kirby's id (which he can't copy), the alloys' ids (which he can't copy either), or an ExCharacter's id (added by BrawlEx). If the id is valid, it sets it into one of Kirby's soWorkManageModule variables (i.e. one of the PSA variables). From there, only if the previous check was valid, another code located around m60[1] +0x1D618 will read that id and use it to lookup into a table of ft<Character>Transactor objects located in BSS memory at m60[6] +0xD20. These objects are declared inside sora_melee and seem to be responsible for creating the copied articles that Kirby uses. When Kirby copies one of the Forbidden 7, the ft<Character>Transactor entry inside the table is null - which is what causes the game to crash.
Besides that, I don't know too much else. Specifically, I don't the exactly which point is responsible for deciding which action Kirby's Neutral-B will do. If I were to suggest a place for you to start though, it would be in either of the two functions I mentioned above.
Good to see you again, Phantom Wings. Thank you for all your continued support in the hacking scene ever since GSCentral lol. You're doing wonders with such a grand game. However, despite your patronage in hacking and modding smash bros., I feel like you don't get to enjoy the work you do as much as we do, or as much as you'd like to. I feel like, even though you've made pretty much everything we use today, you don't have the time to actually sit and enjoy it, and you just continue to work on it more without breaks. Obviously this is what I only see in my head, and by all means, correct me if I'm wrong.. I just feel like you just work and work, and that's probably exhausting. :/
Nevertheless, thank you for everything you've done with brawl. I can't wait for what you will have in store for us next!
It's good to see you too Power Marshall, I still remember you from back then when things were just getting started in GSCentral.
Thanks for your concern, but actually, the main reason that many of these updates are delayed for so long is because I'm usually off doing other things in life - some of that includes playing Brawl . As for why I keep coming back to this game in particular, that's mainly because I like hacking it. That, and it has one of the best hacking communities for a console game with many talented modders and active hackers like myself.
So don't worry too much about me getting burnt out. I do this because this is how I like to spend my spare time.
Okay I've got some more news on my pack while I'm not gonna have Anime Characters and originally said to only have Nintendo/Sega/Square Mainly Kingdom Hearts I'm gonna add one more game franchise but I'd like for you guys to choose between two Franchise choices First choice is Final Fantasy the other choice for franchise choices is Touhou Project. another choice for you guys is which Oot Link should I go with the Project M Version made by Pik which is made with the Original Melee Link in mind, or The version made by Tormod which Brought Oot Link into Brawl
If I'm not allowed to post this here then simply tell me and I'll make a topic on my own pack and ask there.
I'm mostly alright with whatever gets posted here as long as it pertains to BrawlEx. That being said, there's a lot of topics floating around in this thread, so I think you'd get a bit more concise of a discussion about your pack if you made your own thread for it.
So if we're gonna have 128 characters available then the CSs screen will be 8 rows of 16.
That'll be massive. Heya Phantom Wings, what's your goal for levels then??
As Kagerou Imaizumi mentioned, even though we will have 128 slots, we still have a technical limitation of approximately 15 of those slots being somewhat unusable. 100 is probably where everyone will want to stop at.
As for stages, I'm toying with the idea of hijacking the scrolling stage list for Stage Builder levels so that there's no limitation on the number of stages that can be added to the SSS. That's just an idea though.
No doubt he knows that with the research we've gotten the character count to it's maximum. I've messaged him (with no response) and I've told Sammi (with no response) but I'm going to assume that one of them read it. I'd be surprised if PW didn't know.
Sorry about not getting back to you about that. But you seemed to be getting the hang of things just fine without my help.
Anyways, I may as well give you guys a heads up for what's to come in the next release. It might not be as grand as anyone may have been thinking, but I think it covers some of the most essential features.
-Expanding the number of character slots from 100 to 128: For the most part, I want to avoid using the forbidden 7 slots and the boss slots all together as ExSlots are a lot more secure than regular slots (e.g. Kirby is unable to copy ExSlot characters whereas that's not the case for regular slots). Increasing the roster to 128 should allow us to properly have 100 characters in the roster despite the unused slots.
-Fixing All Star and Classic mode for ExCharacters: I'd like to get BrawlEx to a state where there is a minimal chance of the game crashing providing everything is configured properly.
-Various config file updates: -- Add Result Camera data to Slot Configs. -- Add Victory Announcer Calls to Slot Configs. -- Add ColorSet identifiers to Slot Configs. (allowing colors to show up properly in training mode) -- Add per-color Final Smashes to Fighter Configs.
As of today, all of these features are up and running as standalone units. The main cause for delay has been implementing it all into the bx_fighter.rel file.
As for the other features,
I haven't taken the time to do sound effects, but I have a feeling that if I were to do them, I would implement them as a separate BrawlEx system similar to how the CSSRosterExpansion is separate from the Clone Engine.
Modules are always on my todo list, but right now they aren't really a primary focus.
The BrawlEx Stage Roster Expansion will probably be my next big project once I get the BrawlEx Clone Engine to a state where I want it to be. The old Stage Roster Expansion code has a lot of room for improvement which I think could be implemented better using custom modules.
Seeing as I have all the core features for the next release ready, I expect that I'll be able to make the next BrawlEx Clone Engine release reasonably soon. But as usual, I can't make any guarantees.
Was the response I gave to users asking if this works in Riivolution. No it doesn't work in Riivo, it might never work. Your best bet is to switch to Gecko/FPC. Sorry. \:
Again, I will repeat: while previous attempts at using BrawlEx with Riivolution have failed, I have yet to see someone try using it with Riivolution configured to include foreign files. The fact that his CSS appears empty in the first place implies that the patched common2.pac/common3.pac files are indeed loading. But because CSSRoster.dat is a foreign file, it does not get loaded resulting in the CSS being empty. Similarly, even if the hook routine in common2.pac gets loaded, the BrawlEx core bx_fighter.rel will not be loaded because it is a foreign file.
Just because your attempts at using BrawlEx with Riivolution have failed does not guarantee that it is impossible. It just means that whatever you tried doesn't work.
Hey Nebulon; your brawl system is very elaborated and awsome But I have a problem whenever I try to select an Ex character
as you can see, I use Dolphin, couldnt the problem be the way you ordered the lines on the codes? I see you wrote the lines on a single line on all of the codes (Even though I actually used the .gct you incluided in the pack
Update your common3.pac. I'm fairly certain that Nebulon's pack uses an outdated version of the BrawlEx CSS Expansion. If you're using Dolphin, then you probably haven't unlocked any characters yet, so you're experiencing the crashing bug whenever you highlight any character that would normally have "new" over them.
While the general consensus is that it doesn't work with Riivolution, I have yet to see someone try it with Riivolution configured to specifically include bx_fighter.rel. If I recall correctly, Riivolution will refuse to load a file that's not normally on the disk unless specified otherwise. But that's just back when I was using it - things could have changed since then.
i still can't fix this myself... .... T-T ....i'm just gonna wait until someone makes a good brawl ex hackpack and maybe replace a few characters...
You can edit the modules by hand if you open them up in a hex editor and change the following values:
4 bytes at offset 0x0000: Module Id 4 bytes at offset in [0x8C]: Character Id 4 bytes at offset in [0x28] + 8: Module Id
It goes without saying that you should probably be careful with what you edit. You should only have to change 3 values with 2 of those values being the same.
Speaking of modifying things by hand, why is everyone encouraging modification of CSSRoster.dat by hand? I get that for some it's easier, but for newcomers, it's just asking for them to mess up configuration of their file. There's a reason why the BrawlEx Config Utility was developed in the first place - even if it doesn't support all the file types yet.
ID 63 translates into 99 in hex. meaning in the game (in addition to the games default roster, you can have up to 99 characters) iirc you can use any ID in the game that is hex and not already used. like 6A for example. you just can't have more then 99 characters as the character count
The total count is actually 100 - you forgot to count id 0.
Also, the id that you use does matter. The config tables inside bx_fighter.rel only go up to 100 entries. So if you were configure an id such as 6A, you would be writing to invalid data. Incidentally, bx_fighter.rel does not load config files above id 63.
Anyways, I think if you were to add the regular CSS roster (36) plus the independent pokémon, Sheik, and Zero Suit Samus (5) plus the ExSlots (37) plus the Alloys, Gigabowser, and Warioman (6), you'd have a total of 84 characters (for a 14x6 CSS roster). You could probably mine an additional 12 by using the boss slots and MarioD for a total of 96 (12x8 CSS roster), but going beyond that will have to wait until the BrawlEx CE v2.
Woah... if you put it in, it's a random icon you can't select. It doesn't freeze... it's literally nothing. Well slot 28 is worthless :/
CSSSlot 28 is a special id reserved for when the player marker specifically isn't hovering over any icon. this is why adding it to the CSS generates an icon that behaves exactly the same way as if no icon were there. Spunit262's original CSS code actually modifies the behavior of the CSS slightly so that including id 28 doesn't generate an icon and just leaves an empty space, but given that we can move the icons around freely using BrawlBox or the CSS Organizer, this feature isn't really required anymore.
If you're looking for free ids besides the ExSlots, all the ones marked with (empty) are available. This includes:
Fighters: 37 to 3E CSS Slots: 2A, 2B, 2C, 3C, 3D, 3E Cosmetics: 24, 3D, 3E
(The forbidden 7 Fighter Ids: 24, 26, 27, 28, 2B, 2D are also freely available)
The one that are lacking the most are the Character Slots to put your Fighters into. Without those, you can't use your extra Fighters at all. You could probably use the Boss slots (Slots: 33 to 3D), but I'm not entirely sure if these aren't already used by the game for the actual bosses themselves. The CSS Slots and Cosmetics for the bosses are also freely available as they were added as part of BrawlEx for consistency and are not used by the game.
Just remember that these slots don't normally have any associations, so to configure them, you'll have to set the config file's edit level to 1.
I JUST WANT A WORKING VERSION OF THE MODULE EDITOR! DX I don't know if it's because i have a bad version of windows, but my version is "windows 7 home premium", and i don't see why it just won't work T-T
From what I've read, it seems like Windows SmartScreen is messing with your ability to run the Module Editor. Right-click and go into properties for the .exe, you should be able to add an exception to SmartScreen for it.
Heya Sammi, by chance will there be an update to allow us to put in characters beyond 63? Are there any safe IDs inbetween 0-3F?
Adding more would require rebuilding a large majority of bx_fighter.rel. That's something I'm saving for when I start work on BrawlEx CE v2.
Also, I've updated the BrawlEx CE and CSS Expansion. The HRC bug has been fixed in the Clone Engine and I've added the modules for Jigglypuff, Metaknight and Ganondorf. Because the BrawlEx CE has reached fairly stable state, I've updated it to v1.2. The CSS Expansion just fixes the bug with the stock select vanishing in the Classic CSS.
Can someone tell me how to extract the save file via the Savegame Manager?...
I'm not sure what you're current setup is, but I'm assuming you have the Homebrew Channel on your console if you're using mods. Simply copy the Savegame Manager 1.0 folder in the download into your SD card at SD:/Apps/ and start up the Homebrew Channel. You should be able to run the application from there.
In any case, it does sound like you do indeed have a unique type of save corruption. I'm very interested in looking into it and seeing what's wrong with it.
I've confirmed the bug causing Homerun Contest to crash and have already developed a fix for it. I'll release it with the next version of BrawlEx. As for the Classic/All Star stock display, I'm fairly sure I know what's causing that and should be able to fix it.
I don't believe that's my issue however. I was playing a few matches to test out. Then after the 5th-7th match after the results screen. I suddenly get a crap load of trophy's/CDs, etc. Afterwords it just silent froze me. Now going pass the loading screen when resetting is just all black. I even waited 15 minutes just to see if it may go through... Nothing. Post Merge: February 21, 2014, 06:54:52 PMI don't mind waiting for a while. I'm just curious what in the world happened?
From what you describe, it sounds like the same effect when you use any of the Unlock All X codes. However, Nebulon's pack only has the Unlock All Characters code which should only unlock the unlockable characters and a couple of the extra Assist Trophies - not trophies and music. And even then, it should all occur at startup after the opening video.
At the very least, you're going to need to do some diagnosis. If your save does have permanent damage besides My Music data, try booting the game without any codes. If the game still crashes, use the Savegame Manager to extract your save and send me a copy along with your current BrawlEx build. I'll see what I can do for you from there.
So in my case I use the music reset as well? I just came back and I missed like 6-7 pages...
What should I do then?.. .__.
The My Music Reset codes are used to revert corrupted My Music settings from your save. If you do not have this problem, you should not use them. An easy way to check for this bug is to go into your My Music menu and try adjusting the settings for each track on each stage. If changing any one of them causes the game to lock or exhibit abnormal behavior, then your My Music settings are corrupted. Simply use the code associated with that stage to revert the corruption.
As far as using Nebulon's pack, you're on your own there until I can take the time to look into it. For the most part, you're just going to have to experiment like the rest of us until you can find what works for you.
i apologize for my crap advice...in truth..i um...didnt know a music code like that existed ^^'...whoops...well thats a few days of my life i wont get back XD
No harm was done this time. Careful with what advice you give out though.
For the love of god, please do not delete your save. What is it with that suddenly being the go to solution for everything? Why not just take a hammer to your console while you're at it?
Over 6 years of Brawl hacking, there has been only one documented form of save corruption. That one type of save corruption has known symptoms and a known fix to it. Anything else is either bugs directly within BrawlEx, your patching method, or your BrawlEx setup.
Please do not resort to most extreme measures so easily. At least have the foresight to backup your save first.
I just realized that my music is crashing the game, whenever i click on one of the stages to change how much a song plays on that stages I get the beep of death. Has anyone encountered this problem and/or fixed this?
try loading the game without the mods. if it works then its either a.a file on your sd card or b.the hacks in general
if you still get the beep of death id recommend deleting your save data and then play the game fresh and go into the menu again. if it works then...well obviously it was your dave data somehow. if not...well...then you have the same problem as me XD
as for erasing data i mean really. mark down where all the stages nad songs on the unlockables chart is, and go at the ones most tedious to you with the hammers[if you can] and the others just go through subspace to unlock the characters and so on so on
Please no. Do not delete your save. This is a known form of save corruption with a known way of fixing it.
Does anyone have the MyMusic Reset codes for ShadowSnake here?
Rainbow Cruise (Melee) My Music Reset : 4A000000 9017F2C4 14000000 00002800 14000004 00002632 14000008 000027FF 1400000C 008A2632 E0000000 80008000
Corneria (Melee) My Music Reset : 4A000000 9017F2D4 14000000 00002806 14000004 00002732 14000008 0000281A 1400000C 00002732 E0000000 80008000
Big Blue (Melee) My Music Reset : 4A000000 9017F2E4 14000000 00002809 14000004 00002832 14000008 0000281B 1400000C 00002832 E0000000 80008000
Brinstar (Melee) My Music Reset : 4A000000 9017F2F4 14000000 00002819 14000004 00542932 14000008 00002802 1400000C 00002932 E0000000 80008000
For safety reasons, you should probably only apply these on Vanilla Brawl. Once you've fixed your MyMusic data, you can disable them and use BrawlEx again.