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46  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 21, 2014, 02:59:13 PM
Yea. I'm back to my original problem of it freezing when it attempts to show the player box.

Okay. Do you think you can message me a copy of your build? If you can extract a copy of your save too, that'd be awesome. I think I may be able to look into it this weekend for you.

OK, I don't get it; tourney runs fine on my PC, but crashes on my Wii. Wouldn't it make more sense if it didn't work for both?

Dolphin is optimized to skip over certain bugs using JIT mode and Brawl is optimized to avoid crashing when something doesn't quite go right; most crashes will only occur in Dolphin if you're running in interpreter mode.


Anyways, I think I'll have some time to work on some bugfixes this weekend - maybe work on some Ex Modules while I'm at it.
47  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 21, 2014, 02:38:45 PM
Just a thought, wouldn't applying the "Unlock all Characters" code to a vanilla brawl, saving, disabling it, then loading up the save with all characters unlocked bypass the risk of it writing into the wrong areas and what not?
Though to be honest you're probably better off just downloading a natural, 100% save from the internet and using that if having everything unlocked is fixing some sort of problem. I've never had any issues, though I've had everything 100% for a long time.

That would work. If you've already run the code once and viewed all the unlock messages, than you can and should disable the code to safely retain its effects.

That being said, even though I'm a hacker, I am against using codes to permanently modify your save file. Avoiding save corruptions is one thing, but for me, it's more of a personal preference.
48  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 21, 2014, 02:12:41 PM
Ran into another problem.
So adding that "unlock all characters" code fixed my freezing. Whoopee. However, for some reason now, the unrestricted camera and the 1P matches codes aren't working, and they're on in my GCT.

Please, please, please do not use the Unlock All Characters code.

That is a save altering code that writes directly into your save data. While I can assure you that all the BrawlEx mods do not make any major changes to the Low Memory layout (0x80000000), the same cannot be said for the High Memory layout (0x90000000) - which is where your save data is stored and where that code writes to. In fact, due to the nature of the changes I originally had to apply to the File Patch 3.5.1b code to fix the Common2 bug, I can surmise that some  sections of the High Memory layout have indeed shifted. This is further supported by the fact that Dantarion's Alternate Stage Loader code does not work when using BrawlEx. Depending on your BrawlEx build, the Unlock All Characters code could be writing to anywhere in your save file. If there is anything in all of this that could be causing save corruptions, that code would be it.

I understand that it may seem like it fixed whichever problem you have, but if you are using the latest version of the BX CSS Expansion, you do not need to use it. The only reason I supplied it to Sammi-HuskyEx was to serve as a hotfix until I could update the BX CSS Expansion - and that was because I knew he was using Dolphin which does not store any saves in the first place.

Please avoid using that code at all costs. I did not make it and I cannot provide any guarantees to its stability with BrawlEx.
49  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 16, 2014, 01:05:55 PM
oh i need that code to unlock all characters wow

Post Merge: February 16, 2014, 12:48:38 PM
i kinda feel like a retard now

While that code does fix the CSS Expansion for users who have not unlocked all the characters, I do not advocate the use of save file changing codes. I would only suggest you use this if you have backed up your save or you are using a throwaway save file.

can someone here help me with the fact that i have the hooktype set to axnextframe and the random icons are still showing up and freezing my game

The OP specifies that exact problem under troubleshooting:


New CSS Icons show up as Random and crash when highlighting them:
If an icon is shown as Random and is not intended as the regular random icon, then the icon has not been mapped by BrawlEx. This could mean that BrawlEx is not running. Ensure that both the Module/bx_fighter.rel and System/Common2.pac files included in the BrawlEx package are in your patching directory.


If your are sure that you have AXNextFrame selected, then you are either using a CSS Id higher than 63, or you are missing one of the two above mentioned files. Also, if you are using Riivolution, then bx_fighter.rel probably won't load unless you specify it as an additional file in the Riivolution config.



For anyone else having troubles with the CSS Expansion, I would recommend you start slowly with the prebuilt files in the package. I don't use a lot of custom cosmetics, so I haven't personally tested the procedure for replacing the files in your sc_selcharacter.pac with the ones in Resources - there may be another step which hasn't been taken into account.

Also, the BrawlEx Config utility can both modify the CSSRoster ids individually and also supports copy/paste. So it's not too difficult to reorganize your roster using it. But if you're more comfortable with a Hex Editor, that's fine too.


Anyways, I've updated the BX Clone Engine and the BX Roster Expansion. The Clone Engine update fixes a bug in Event Match which crashes the game when choosing an event which allows you choose your character. The Roster Expansion fixes the bug which causes the game to crash when highlighting an icon that would normally be marked with a "new" tag.

50  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 15, 2014, 01:47:13 PM
Ya I did. It still hard freezes when I try to make it go to team battle.


You may just want to double check that you do have the updated module in your sd card. Sometimes it's pretty easy for Windows to not copy the file over for one reason or another. You can confirm your module version by opening up the module in the Module Editor and looking at the text starting in section[4].

The slots for pokemon to have independent CSS icons, are 1d 1e 21. these will still allow you to switch your character in game though. so yes, it is the same as picking the character from the CSP Tongue


You're right in that regard. However, if you look at the fighter chart, you'll see that there are two Slots for each pokémon (1E, 1F, 20, 21, 22, and 23). If you look on the row below, you'll see that there are 4 CSS Slots for PT (1B, 1C, 1D, and 1E). The mapping for the CSS slots to Character Slots are as follows:

CSS 1B -> Slot 1D
CSS 1C -> Slot 1D
CSS 1D -> Slot 1F
CSS 1E -> Slot 21

However, the actual independent pokémon are in Character Slots 1E, 20, and 22. All you need to do is use the CSS Config files to remap some CSS icons to those Character Slots - it's the same procedure that you'd use to add the Alloys to the CSS. I've already made up some config files to go over CSS Slots 1C, 1D, and 1E, but really you can use them for any slot. I'll add them to the config templates for the next BrawlEx CE update.

Independent Pokémon CSS Slot Configs



...Though I'd personally probably keep it at 98 slots for aesthetic reasons, but I assume it's still simple to customize the slots that show?


Really, the best medium would probably be 84 (6 x 14). Even though the BrawlEX CE supports 100 slots, the Boss slots and other unused slots before 0x3F prevent actually reaching that limit. I might release an optimized BrawlExCE configuration that reorganizes the slots to increase that limit, but we'll have to tackle that boundary when we get to it.

was the team battle fix on the individual modules or on bxfighter.rel or any common file? i need to know if i need to update all my clone modules.

another question do we need to use the sccharacter.pac that comes with this? we cant use the old one? it will be really boring redoing cosmetics for 11 chars :S


The only file that was updated was bx_fighter.rel. So you should only need to swap that one out.

If you want to implement the CSS Expansion into your own prebuilt sc_selchar.pac, just use the files in Resources folder of the BrawlEx CSS Expansion package. Replace the MenSelchrPos_TopN .mdl0 .chr0 files in your sc_selchar.pac with the one in the Resources folder. The MiscData[13] is only needed if you already are using a modified common3.pac. Otherwise, you can just use the one in the CoreFiles directory.

This is aimed more toward PW than anyone else, but I've extracted the Alloy cosmetics from my sc_selcharacter.pac file.

If you want to add them yourself, follow Sammi-husky's tutorial, and with luck, PW will add these to his official downloads.

Alloy Cosmetics

Included are just the images (but also the misc_data[X] files for the char_bust_tex_lz77 archive), but all of them the Alloys will need (I've even made and included stock icons, so you probably want to put those in a STGRESULT.pac and sc_selmap.pac).

Also bear in mind this is made for an unmodded sc_selcharacter.pac, meaning all the fonts used are direct matches to Nintendo's.

If you remember my animation looping issues, the screenshot I used there shows Red's CSP as well as the icons for the others, meaning it makes for a good preview:



Nicely done. I'll add them to the OP in the downloads section.


I've come across something extremely odd...

While using BrawlEx (not the recent one with 100 slots, but the one before that) I sometimes freeze on the strap menu and I'm now freezing on the "Now Loading" screen. It doesn't give me a beep, it just freezes and the wii sounds like it's working through it. I'm unable to use the wii mote at all (it doesn't even show me the "Can't go home" thing) and I have to turn off the wii and turn it back on manually.

What's up with that?


That is a known bug in the BrawlEX CE and has to do with the hookpoint that the bx_fighter module gets loaded at. It may be a while before it gets fully fixed. As Eternal Yoshi said, the only real way to fix it is to reset and try again.


I found a minor but kinda strange bug; if you pick a clone and you set another player as the Pokemon Trainer, but you specify a Pokemon to start with, at the end of the match, the player who picked the Pokemon Trainer will be moved to the clone for some reason. When player 1 was the trainer, and player 2 was the clone, it defaults to the character that the clone was based from.


That's a known behavior of the CSS. It's mainly because selecting a single pokémon from the PT icon is identical to choosing that same pokémon's individual icon. The same thing will happen if you have two of the same icon on the CSS. I don't think it should happen if you are using the actual independent pokémon though as they are considered to be separate characters.
51  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 14, 2014, 10:01:39 PM
I see now. However, to my knowledge, you can't change, for example, the name "Fighter3FEx" in the config file. Does it matter?

EDIT: I was just about to ask about the CSS code, PW. Cool to see I won't need it.

The names are more for organizational purposes than anything else. The main values that you'll want to edit are the ids.

It would be nice in the future to have the tool open your CSS Config directory to fetch the names from there, but for now, they're just stored in RosterIdNames.txt
52  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 14, 2014, 09:56:56 PM
Question: How does the CSS Roster config file work? Do I need to add the 8 slots that I got from ASF's BrawlEx pack for it to work? Also, is there a way to edit the ID in that file?

The BX CSS Roster Expansion acts as a replacement for Spunit262's Custom CSS code. The data in the CSSRoster.dat file is pretty much the same as what you put into that code although it has two sets of ids: one for the icons that show up in the CSS and one for the characters that can be selected by choosing Random. You can open the file using the BrawlEx Config Utility

@PW
1 more thing:

Since u fixed the team colors deal,
when adding more costumes to characters,
i.e. giving dem the cbliss effect,
is there anything special we need to do?

I can't say I've experimented with that a whole lot, but I think it should work fine as long as they have a Red, Blue and Green team color.

Edit: Basically what ShinF said.
53  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 14, 2014, 09:33:28 PM
Question: What do we need to do to get this to work with sc_selcharacters other than the one that was included, or will it only work with that one? I replaced the MenSelChrPose files in my sc_selcharacter with the ones included in the resources folder for mine, but it didn't work, and I couldn't find a place for MiscData[13] to go.

The MenSelChrPos files simply add the extra bones and animation frames needed to bind the extra 50 icons to. The main part of the mod is in MiscData[13] - sora_menu_sel_char.rel. It needs to go in Common3.pac. If you aren't already changing anything in Common3.pac, you can just use the one that's already in the Core Files directory as is.

I assme we dont need to edit the random part of the config if we change the last id to 29, and remove the existing 29 id


With the BrawlEx CSS Expansion, Random can go anywhere you want it. As long as you don't add it to the Random roster, you don't run the risk of random selecting itself which is what originally caused the occasional crash when placing Random anywhere besides in the last position.

That being said, you will need to add your ExCharacters into the Random roster if you want them to be selected by choosing Random.
54  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 14, 2014, 07:18:12 PM
warning: May contain cheese

Citizens of the Brawl Hacking Conglomerate!

To you I issue this one ultimatum:

Fill out the character roster!




GO! Set forth and do battle!

Glory! Honor! and Fame! are to those who complete the pokédex Roster!

GO! To see who can be the best! Like no one ever was!


. . .

y'know. Not to over advertise or anything.



The BrawlEx CSS Roster Expansion is a separate mod to the BrawlEx Clone Engine. As illustrated, it increases the maximum number of characters allowed on the CSS screen to (count them!) 100. Moreover, thanks to having to restructure some of the game's internals, it also incorporates Spunit262's Custom CSS code and Custom Random code inside of the mod. Modifying the roster can be done through CSSRoster.dat - a BrawlEx config file. As a side bonus, this mod also includes the fixes for the Zelda/Sheik icons as well as the S/Zamus icons.

It goes without saying that the BrawlEX CSS Roster Expansion should not be used with the original Custom CSS code by Spunit262 or any other CSS changing codes. That being said, like the BrawlEx Clone Engine, this mod takes measures to ensure that it makes no large-scale memory address changes. So some CSS related codes not covered by this mod should still work.


Everything's setup in the OP. Just download the pack and drop the Core Files into your patch directory. I've updated the BrawlEX Config Utility to support opening and editing the CSSRoster.dat file. I've also made a small update to the BrawlEx Clone Engine to fix the Team Battles glitch. So there's probably 3 new downloads you'll want to get to keep updated.




On a separate note, I would like to issue an apology to those who have pending requests to me for information on how to create ExModules. I haven't looked at your query yet and I still may not be able to for some time after this. Please give me some more time.
55  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox, To Maya, and BACK! on: February 11, 2014, 03:36:35 PM
Dat Falcon. Look at him strut his stuff.

Nicely done Dant. Good to see you're as badass as ever.
56  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: January 28, 2014, 11:08:06 PM

or maybe you dont want to take the risk, releasing your module rebuilder, because you don want to get dissapointed, with people ending up having no idea of what to do with it -_-



Easy on the passive-aggressive there...


Certainly it would be nice to have another option besides the clunky module editor I've made, but if Dant wanted to release it, I'm sure he would have released it by now. Sometimes releasing something takes a bit more than just packing it into a zip and throwing up the link. Or maybe not. In either case, it's his choice to make.

In other news, you only need 2 more posts before you're a Mega Kitten as well Dant.  AWESOME 2.0!
57  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 08:46:06 PM
Phantom Wings,.. in BrawlEX 1.3.0.0, luigi fighter config is still like:
irby/KirbyLuigi
and yoshi keeps is still like:
kirby/KirbyKirby.pac

I have not tested  BrawlExl 1.3.0.0 but, is that ok?? ,
because shinf tested my edited fighter configs
and he said that they fixed the issues with kirby, luigi, and yoshi
I just changed Luigi and Yoshi fighter configs a little, just like this:
irby/KirbyLuigi to kirby/KirbyLuigi
and kirby/KirbyKirby to kirby/KirbyYoshi

Sorry about that, I grabbed the wrong revision for the config templates. The download's are fixed now. You shouldn't have to change your bx_fighter.rel if it's already v1.1.3.0. I only forgot to update the config templates.

So, that means I'm actually the only one to get constantly freezes on Pokemon Stadium 1 & 2 with cloned characters? That's weird, they freeze the game before I even get the chance to see their names showing at the screen. Undecided

PhantonWings, would you mind telling me if there's any problem while using those characters on Pokemon Stadium? And if there's any kind of solution? With Brawl's normal cast is works great, but a match with cloned characters only lasts something like 16 seconds.

I had to make a bugfix for Pictochat a little while ago because it froze when trying to display the character names. While I would have thought that it would have fixed PS2 as well, it's possible that they use separate functions to get the character names. I'll look into it. In the meantime, make sure you have the latest version of BrawlEx.
58  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 04:54:07 PM
Phantom Wings, The Alternate Stage Loader code made by dantarion is not working with brawlEX, can I call this a bug? Sad

And.... I tried to load brawlEX using a moddified brawl iso (with brawlEx 1.2.0.0, i didnt added brawlEx files on the iso, they were always on my sd(, and the game always frozen at the beggining, I used different moddified isos, moddifing/replacing/adding diferent files, and the files replaced or added didnt mattered, the game always ended up freezing, I have to add that one time I made an iso, and I didnt replaced any original brawl game files in it, just added custom stages, rels for custom stages, moddified music, and brawlEx characters (fighter folders only), and game frozen when I ran it! -_-


From what other people have said, replacing Common2.pac seems to interfere with the Alternate Stage Loader. Part of the reason I'm going to be looking for a different hook method for BrawlEx besides Common2 is because of all the compatibility issues caused by replacing it.

As for the custom ISO you've made, I can't really say what you're trying to do has been tested yet, so I don't know much about any of the errors you might encounter with it. But I suggest starting simple and gradually adding files while testing each time you add something.

oK
I can now state that to get the pokemons to load, all i had to do was add them to the CSS code
1d,1e,1c
and they work
they are not independent though
ill check about configuring the css config file like PW said to make em independent
though to me its not really important



Just to clarify, CSSSlots 1D,1E, and 1C are associated with Character Slots 1D, 1F, and 21 (PokeLizardon, PokeZenigame, and PokeFushigisou). If you look at the Fighter Chart, you'll see that Character Slots 1E, 20, and 22 (Lizardon, Zenigame, and Fushigisou) are the actual independent pokèmon. You can either configure the primary characters of the 3 CSSSlots you have there to reference the independent pokèmon, or you could choose any other 3 CSSSlots (ExSlots or the unused Empty slots) and use those instead.

So what do I need to do in order to get the Alloys onto the select screen as ExCharacters? There doesn't seem to be any 'ft_zako BX v1.1.rel' in the zip. does this mean we can't clone the Alloys yet, or would I need to somehow edit a copy of the original ft_zako.rel file?

If I need to edit the original, what do I need to change?

Edit/Note: I'm just wanting to move direct copies of the Alloys into their own slots for CSS functionality, and to get rid of the Giga & Co. Engine necessities. If I can find some free space, I'll store their usage data separate, but if not, I'll just use the 'base' characters' spots. And for the Results screen, I'll see if I can add their animations, and something for wins.


If you look at the fighter chart, you'll see that the alloys actually already have CSS slots (courtesy of BrawlEx) in 38, 39, 3A, and 3B. You just need to add cosmetic data for them or they'll crash the CSS. BrawlEx also sets their usage data to Mario, Kirby, Captain Falcon, and Zelda by default, so using them won't corrupt your save.
59  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 12:35:56 PM
oh hi PW! nice to see you and great updating! :3

also, I have a question! how do you port a "fully character" to brawlex?

I know how to port a character that doesnt have any articles like Marth, Jigglypuff and Metaknight, but how do you port a character with articles example Ganondorf or Luigi?

Hi Pikazz, it's good to see that you've got transforming characters up and running - you're pretty amazing when it comes to figuring these things out.

Patching articles involves two main tasks. The first is finding the sections of assembly code that will cause issues for a clone character. The second is determining what to patch those sections with to make them function generically regardless of the character's underlying id.

The first part is fairly easy and usually done with the aid of a debugger like WiiRD or Dolphin Debug (set in Interpreter mode). They'll usually give you the address of the assembly code that was responsible for causing the crash. The second part is a little harder as you're limited in the amount of space you can use and if you change a function too much, it might break existing functionality of the code. I've been talking with Sammi-Husky about it a little bit, so I'll send you a copy of a few of the messages we've been exchanging.

This may sound crazy, but would it ever be possible to link multiple characters to one modified copy ability?  Kirby Dance Perhaps Mario, Roy, and Charizard would create fire Kirby or something similar.

That's actually a really cool idea - and it just might work in a feasible manner. Doing it this way would also make it possible to give each character unique hats and just keep the actual ability the same between them.

It would probably take some time to implement, but it might be something to consider for when I get to the next major version of BrawlEx.

Nope I was just using the modlauncher.xml, not sure how to edit that much yet!

Off topic from Riivolution, I tried to turn a clone Link into Zero, but I get the freezing when I leave CSS or start a match. The Zero didn't come with a FitLinkFinal/Dark/Spy so I threw in Link's originals, is that the problem?

That kind of crash indicates that one of Zero's resource files aren't being loaded. Double check the names of the files to make there's no issue in the file names.


There's actually a pretty detailed troubleshooting list in the OP that lists a lot of the common issues and provides explanations for the bugs that people have been experiencing lately.
60  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 12:10:31 PM
When I did it they always appeared as random icons and the game froze when I got too close to them. Using the exact same files in Project M Launcher worked fine though.

m'kay. Thanks for the information. I may have to work up a different hookpoint for BrawlEx besides Common2.pac.

Edit: Just to be sure, did you add a reference to both bx_fighter.rel and the config files into the Riivolution .xml for Brawl? Riivolution won't try to load files that aren't already on the disk unless specified otherwise.
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