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61  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 12:03:38 PM
I've added a small update in the OP to fix the Luigi/Yoshi/Kirby bug. That's one of the drawback of building a module by hand I guess.


Doqtor Kirby Ex, would you be able to tell me what part of BrawlEx doesn't work with Riivolution? Does the game crash on startup? Does BrawlEx not load at all and you just get Random icons? Do the icons show up as Mario, but remain unconfigured causing a crash when you try to enter a match with them? These kinds of details are important.


By the way, if anyone wants to use the Independent Pokemon, you should be able to do it by configuring a CSS Slot to use Slot1E, Slot20, or Slot22 for Charizard, Squirtle, or Ivysaur. The same can be done for GigaBowser and WarioMan (slots 2C and 2D). Take a look at the Fighter Alignment Chart in the OP for more details.


One final thing, I can confirm that creating Kirby hats for ExCharacters cannot be done without heavily modifying both Kirby's module and moveset files. The whole reason you're required to use a modified ft_kirby.rel in the first place is to prevent him from trying to copy the ExCharacters. BrawlEx uses the original slots for Roy and Mewtwo which is slightly more feasible, but still requires modification of both files.
62  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - PW is amazing! on: January 15, 2014, 10:43:33 PM
Hey PW! I hope you are proud of me!

I made that instead for Samus it loads Jigglypuff and instead for Zero Suit Samus it loads Marth! and Suprise! it can load both modules!
if you just select "Samus", it will load Jigglypuff at the SSS, but if you hold on "R", it will load Marth instead on SSS (you can see it by the icon!)

everything is working perfectly, every attacks and final smashes and stuff

well... except the transforming part :/ the attack I put it on will not activate, no freeze or something!

but I believe it is something I missed cause I gave both the module the [3][15] part (the Samus part to jigglypuff and the ZSS part to Marth)
like that nasty calling offsets that was inside the [3][1] to load the [3][16] when I ported the special grabs!

will also try to put those over Zelda and Sheik if it would make any diffirent!

Nicely done Pikazz.

It seems you hit the nail on the head. Method[2][2] is responsible for calling Method[3][15], but for characters that don't have a Method[3][15] by default, it uses a regular generic implementation. If you update the instruction in Method[2][2] to jump to your new function it should work I think.
63  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 14, 2014, 11:53:33 PM
the game is already has the programming that says 'when c stick is tilted in this direction, move the scene in this direction' on the css. so it's not impossible to change the way the camera moves when its pressed.

The reason i dont want to fit them all on one section of the css, is because they would be incredibly small in order to double them. about as small as giga bowser and wario man's slots from asf's CSS's. so yea, REALLY small lol

i think it would be cool if the css could slide to the left, or scroll back and forth.


The only potential issue I could see with that is ensuring that each player's selector hand remains within view of the camera. I suppose it isn't entirely mandatory, but it is something to consider.

One thing I've considered is hijacking the Tournament mode character select screen which already has scrolling implemented. It wouldn't fix the problem of keeping everything in view all at once, but because selection is done using a box cursor, icons could be made a whole lot smaller without having troubles selecting them. Of course, you would need to find a way to allow all 4 players to select their characters at once instead of being restricted to the first controller, but it's worth a thought I suppose.


Also, I've created a chart to help a little bit with the confusion of Fighter, Slot, CSSSlot, and Cosmetic Ids. I'm not sure how much it will help, but maybe some of you will find it useful.

Fighter Data
64  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - PW is amazing! on: January 14, 2014, 02:04:34 PM
PW can you please give me the meta knight plug play rel?   Oh shi~


Eternal Yoshi posted a link to it in this thread, but people are reporting that it sometimes crashes at the results screen, so use it with caution.


saw your edit PW, do you think that 2 characters need to share the same Module? otherwise it looks like only needing the [3][15] plus some tweeks in the slot.dat


I don't believe two characters actually require to be in the same module to be able to transform. If you rename the module reference for someone like Sheik to some other name besides ft_zelda.rel, the game will try to load up that module alongside ft_zelda.rel when you select Zelda from the CSS. This implies that the fact that the two characters are run by the same module is coincidental and isn't necessary for them to run.

All interaction with character modules are mainly done through the ftClassInfo objects which are created and stored in a table regardless of where they come from. I think the fact that both ftClassInfo<ftZelda> and ftClassInfo<ftSheik> come from the same module is irrelevant.

On the other hand, there  is significant overhead in loading two separate modules into a single fighter's module resource pool. If the two modules are too large, the game will likely run out of memory for them and crash.
65  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - PW is amazing! on: January 14, 2014, 12:45:21 PM
Do brawl stage .rels have something similar to VIS0?


I don't think there is any similarity to the VIS0 files and stage modules. For that matter, modules in general are considerably different from most other resource files. This is partially why BrawlBox had so much trouble supporting them.



On another note, if anyone's interested in looking further into transforming characters, all I really know is that all transforming characters (except for the Pokèmon trio) can transform on demand using the PSA command 0C050000 (tagged by PSA as "Terminate Instance"). The code for 0C05 references assembly inside the character's module itself, so this command does not work for regular characters. However, if anyone's interested, the assembly code behind the 0C05 command can be found using the Module Editor 2 inside ft<fighter>.Method[3][15]



The code is nearly identical for all transforming characters and exclusively references methods and addresses in sora_melee. So I don't think porting it to other characters should be too difficult. On the other hand, I couldn't find anything determining which character they transformed into - it's possible that that kind of configuration could be located elsewhere or be determined by their Slot configuration.
66  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 01:19:57 AM
did you replace the bx_fighter module with the one from the newest BrawlEx download? that should fix the mario slots.

EDIT:

ooooo look what i learned how to do Cheesy




Pfffft, that's so last generation.

CSS Organizer v2.0

This one's one of my older ones actually, but while it doesn't have a whole lot of polish, it does get the job done. Also, despite what it may seem, you can't actually change which icon is associated with which character using this. It also uses a rather archaic version of BrawlLib, so don't be surprised if it does anything funny.


Anyways, the main issue with adding more than 50 characters to the CSS is that only 50 of those bones actually exist. If you try to add more, there's no bone to attach them to and the Character Select Screen crashes. There may be other things that you need to add as well, but that will require a little research to find out.
67  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 05, 2014, 01:35:23 AM
Well, the holidays are almost over. Life calls, so I must disappear once more.

It looks like you guys are getting the hang of things around here, so I'm sure things will be fine. I'll still be around every now and again as usual - just not as often as these last couple of days.


I've added a new branch version of BrawlEx under configuration x.x.x.1. It hasn't been fully tested yet, but it should try to load the configuration files from the disk instead of the sd card. Note that the disk reads used for the config files can't be overwritten by the File Patch Code.

Sammi, if you want the small CSS icons to work, you'll need to update the MenSelchrFaceX_TopN__0 texture patterns in the MiscData[30] AnimTexPat of sc_selchar.pac. You need to update entries A through I to ensure the changes take effect for all icon sizes. Also, if someone's looking to achieve the same effect as CBliss, modify the data at 0x20 of the CSSSlot config. It should be in the same format as the CBliss codes, but I'm sure someone will figure it out.

Also, if anyone ever wants to make any changes to bx_fighter - say replace the default configurations and/or disable the config file loading to improve startup time - that's fine with me. Just be sure to release it under a new configuration number or letter.


One more post, PhantomWings! It better be a good one!

I guess this one will have to do. I am now officially a Mega Kitten.  Kirby Dance



See you guys around.

(Nice, I snagged reply #500)
68  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 03, 2014, 09:45:42 PM


I kept trying Lucas, it wouldnt work. Decided to use it in dolphin, got this. artcile problems?


That does indeed look like the output for an article problem. The only thing I can think of is that you're using a v1.1 module with v1.0.0.0 BrawlEx or you're using a v1.0 module with v1.1 BrawlEx. Either of those cases would cause any and all articles to fail. Either that, or something in Lucas' ExModule has been modified that shouldn't have been.

I actually have a Lucas clone running right now, so I can confirm that the module works.

Using the "Cosmetic file" of the character that you are porting isn't required
You can, for example, use Charizard's Cosmetic file even if the character itself isn't Charizard.
For example :


That's a pretty cool looking CSS. Be sure to post a pic of it when you've finalized the layout.


I am done with this, I need some help, what I did wrong here?

http://www.putlocker.com/file/93FA4B7DA92FD01F  --- contains my private folder

I think I did everything right,.. any help would be appreciated

EDIT

Damn some test files would be helpful, but there are no test files on Brawlex 1.1.1.0 -_-


Thanks for including the files you're using.

I replaced my own private directory with the one you posted and MarthEx and IkeEx worked just fine for me, so the problem seems like it's either to do with your CustomCSS code or some other code that's causing a conflict with BrawlEx.


Oh. I see now. Lemme just use MK's stuff unedited and retry.

Edit: Still crashing when I try to hover over the slot; why is the slot using ROB's Icon when Meta knight is the host character?


That sounds pretty odd.

Just to clarify, there is a difference between when it crashes when highlighting the icon and when it crashes when selecting the icon. If it crashes when highlighting the icon, then the icon doesn't have any CSPs for the character besides the icon itself meaning that either the icon is improperly configured or there's something wrong with your sc_selchar.pac resource. If it crashes immediately when you select the icon, then there is something wrong with the module for the character.

In either case, try simply loading up the CSS without using any config files at all. If the icon shows up as the default Mario, then there's something wrong with the config files you're using. If the icon still shows up as ROB, then the problem either lies with your copy of BrawlEx or the CustomCSS code you're using.

I did all of this to have a Marth clone, but what I see in my CSS is just another Random Icon.
Why?


A random icon that crashes when you highlight it means that BrawlEx hasn't been loaded. Double check that you have both the latest version of bx_fighter.rel and common2.pac and they are located in the correct place in your patching directory. Also make sure that you're using the File Patch Code v3.5.1b.

Good News:
I just tried the sound code RSBE, the old one because i havent updated it, and it works with BrawlEx.  Which means sfx is still a possibility...

Also, is 3F even a correct id?
Reason why i ask is because Mario is the first in the roster and his clone id by default is 40.


Good to hear that BrawlEx is compatible with the Replacement Sound Bank Engine.

While older versions of the Clone Engine used that numbering format, BrawlEx instead just allows you to use any id to replace any character. 0x3F just happens to be the first empty id after all of the regular existing ids in VBrawl (The last id, 0x3E, is a special id assigned to None, meaning that no character will be loaded up for the player if that id is selected.).

As it happens, BrawlEx treats all character slots and ids equally meaning that there is no difference between a clone slot and a regular slot besides how they are configured by default. However, ExSlots do have the advantage of being aligned across their different configuration types.


Ok still getting random icons I will keep trying
Here is the Mewtwo over Lucario mod that I used.
My codes and private folder can be found here.

I see lucas then 2 randoms next to each other that freeze.



Thank you for including your sd card files.

You don't have either System\Common2.pac or Module\bx_fighter.rel in your pf directory. Those two files are necessary to run BrawlEx. I can confirm that he loads after adding those two files to your pf directory.
69  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 03, 2014, 03:11:18 AM
Nice video Sammi-husky, I think that should help clarify a lot of the confusion surrounding BrawlEx


Hey PW, how would i go about converting the file offsets that are specified on OpenSa, to section offsets? i would like to try to create a Metaknight module and see how it goes..


Sad I tried to make a Ex Module of Meta Knight for my old Gray Fox mod and I think there are problems cause highlighting the icon on the CSS crashes the game... can anyone help me? Bear in mind that I'm using Module ID of 97 and a Character ID of 46.

http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel

Here are the assets I'm using for that BTW.

http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar

Why not 3F? Long Story short I had other characters I wanted to put in but didn't insert yet and didn't want to reroute those IDs to fit the character ID of 3F. The others just happened to be put in before Gray Fox(which I label Cyborg to be consistent with his Brawl Assist Trophy filenames).


It looks like Eternal Yoshi already beat you to it Sammi. The module EY made was for Metaknight.

Converting file offsets to section offsets is as simple as finding the offset of the section in the file and subtracting it from the file offset specified on the OpenSA website. Section[1], the assembly section, is usually located at 0xCC in the file - but that's not a hard rule.

In any case, thanks for posting the files you were dealing with EY. The crashing for when you were trying to load up Grey Fox was partially due to that conversion. It looks like you were subtracting 0xD4 from the OpenSA offsets instead of 0xCC.

There were a few other things that needed to be resolved before it was running properly. I've gone and detailed it all in the PM I sent you. Let me know when you're ready to make a final release of it and I'll add it to the BrawlEx package.
70  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 02, 2014, 05:50:00 PM
PW! Your secret project is out! And my post congratulating you is all the way on page 11 or something!

Thanks for the thanks! The work I and others put into making OpenSA made Project M what it is, and it helps us all make progress instead of having 5 people doing independant research on the same thing!

It kinda sucks to see how many people are having trouble with this. Maybe someone could write a "BrawlEx Integrity Checker" app that you run that checks your SD/Folder to see if you have everything in the right place with the right content


Good to see you Dant. Things have been pretty busy on this thread as you can see. I'm not too worried about the issues people are having with BrawlEx. Releases like these always have bugs that need to be resolved.

Speaking of bugs, I've released v1.1.0.0 for BrawlEx to fix the article issue. Take warning that the v1.0 ExModules will crash with the new BrawlEx version. Instead, use the v1.1 ExModules included.

I've also updated the Config Utility to v1.2 which adds a toggle whether to use the Final Smash resource file. The previous version would just disable the FS resource. Both MarthEx and IkeEx included in v1.0.0.0 were likely crashing when using their Final Smashes due to not loading their FS resources.


Also, thanks a lot to those that have been helping troubleshoot issues for others while I've been working on the updates.

I also tested your Brawl Minus package on USBLoaderGX, Sammi, and the 2 extra slots were there and functional, so I can confirm that it works on USBLoaderGX.


Oh dear. Looks like I have to try to make a EXModule for Toon Link tonight. Meta Knight and Ganon too.

Still going at a snail's pace so I can ensure I did everything else right.

Of those 3, I think Meta Knight will be the easiest to make. Because he doesn't have any articles, I think you should be able to use nearly the exact same section[8] in Marth's ExModule. Just replace the internal addresses with the ones listed for Metaknight on the OpenSA website. Just remember that the OpenSA documentation lists the instructions as file offsets - you'll need to convert them to section offsets to put into the relocations. You'll also need to offset them by 0x2 as you'll be writing only to the lower half of the instruction.

Toon Link will probably be the hardest. When I was working with Link, there was a bit of crossover between him and TL which makes both of them difficult to port flawlessly.

In any case, let me know if you need any help with them.

Thanks. Grin

Is it ok if I post my gct here? So PW can help me find out what I'm doing wrong?

Go right ahead. That's part of why this thread's here.
71  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 10:56:53 PM
Okay, I'm using Riivo, System Name codes, Custom CSS, your Stage Expansion and EY's Maxed Out CSS. I figured out how to use my SD card, btw.

I think that may be part of the problem to begin with. You have two of the same code loaded at once - so any number of conflicts could be occurring there.

Try it with just one of those. If it doesn't work, could you post the actual code lines that you are using?
72  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 10:39:08 PM
I am really, really hesitating to proceed much into this, but how are the module files for the exCharacters made?

Forgive me if this sounds silly to ask. I mean it can't just be a case of getting the VBrawl .rel of the host character and changing the IDs in there.


ExModules are created in nearly exactly the same way the Plug&Play modules were made, except that Plug&Play modules required a few extra modifications that are now covered by BrawlEx.

There are 2 main changes made in the ExModules from the original VBrawl modules:

1. Section[7] is added into the module as an executable section. It contains the core patching function - it is identical across all ExModules. The function in Section[7] is inserted as the first initializer of the module.

2. Section[8] is added into the module as a data section. It contains the id of the target character, various patch strings to adjust certain hardcoded sections in sora_melee, and a set of addresses inside the module itself to which the target character id should be written to.


The main difficulty involved in creating an ExModule is finding those "hardcoded sections" in sora_melee and determining a patch string that you can write overtop of them to make them work generically with any character id.

Interestingly enough, it is those "hardcoded sections" that are currently the cause of the article crashes that are occurring with BrawlEx. It turns out that some of the changes I made with BrawlEx are causing the old patch strings that were originally taken from the Plug&Play modules to fail.




Also, for the people currently experiencing issues,

Quote from: PhantomWings link=topic=65113.msg1208234#msg1208234

If you have an issue that you think may be caused by BrawlEx, please post the codes and configuration files that you are using so that I may identify the source of the issue and/or determine if the issue is with the setup being used.

73  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 09:56:21 PM
I've identified the freezing bug for articles. Right now it's just a matter of finding the right way of fixing it. It doesn't seem to affect all articles, just some of them. It just so happens that Lucas, and Ike's articles are not affected by it at all. In any case, I'll probably release an update for the BrawlEx engine soon.
74  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 08:11:33 PM
I've updated the OP with a more comprehensive startup guide on how everything works. Hopefully that will alleviate some of the confusion so far.


Another GFX question...

Can we use a Clone character's ID for GFX, so there won't be conflicts?

Also, what could we do for SFX?

I have a bug report as well.

Sometimes after leaving Training Mode, the controller goes unresponsive. With the exception of the Gamecube C Stick, no other controller part will respond, so you'll have to exit the game with the Wiimote and go to Home to start again.

Can anyone else confirm the bug with the Gamecube controller? I never actually tested BrawlEx with anything besides a WiiRemote...

GFX are stored in graphics banks similar to sound banks. The issue lies in the fact that a single moveset file has the effect bank reference coded into the moveset data. So even if you changed which bank the effects are loaded into, the moveset itself will still try to load the effects from the old bank.



I got an issue too. I tested that CSS code just for kicks, and when I try to leave the results screen after a match, the game silent freezes before going back to the CSS.

Sometimes if you mess up the CSS configuration, you will get a crash when returning from the match. This is most commonly due to having either a None(28) icon in your CSS or a Random(29) icon that is not the very last icon.



Just a little bug to report. The css fix for giga and company V2 wont work with this, it will clone marth, but anyone else added will just be mario. it wont even crash. it just loads mario's files.

I have also tested this with Brawl Minus, the only code needed to be changed is the File patch code and remove the giga and company css fix V2. replace that with the 3.5.1b that phantom wings made for this, then move all the stuff that was in minusery to the private/wii/app/rsbe/ directory and its golden.

Though, i have no idea whether it will work with PM


The GigaBowser and Alloys fix code messes with the character ids before and after the match starts, so it is expected that it would cause BrawlEx to work strangely with the ExSlots. It's good to know that BrawlEx is mostly compatible with Brawl Minus though.

From what I understand of ProjectM, it modifies quite a bit of sora_melee which is also modified by BrawlEx, so at the very least, there's going to be some code merging required if they are going to be used together. I briefly discussed the topic with Dantarion, but I don't know enough about ProjectM to build a compatible sora_melee module.

yea, articles seem to be crashing for me too

I'll look into it then. I tested the new ft_lucas ExModule in an ExSlot and it worked just fine despite him having tons of articles. Make sure you're configuring the BX module properly with the correct id.
75  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 03:00:51 PM
welp. i can have 1 extra slot, but if i try to add another, i get a second random spot, which freezes the game, and i get anothe rmario

You'll have to show me which ids you are using. If the icon is Random, then that means it isn't one that's mapped by BrawlEx. If the icon is Mario and causes the game to crash when loading the match, then either it doesn't have any config files loaded into it, the resource files for the character don't exist on your SD card, or both.

While the cosmetic data for ExSlots defaults to Mario, they will try to load up Fighter<id>Ex.pac by default. As those files don't normally exist in the game, they are expected to crash if they aren't configured.


Alright.

So would this be right for the third character?
Custom CSS V3 [spunit262] (Default CSS+ExChars3F, 40, and 41)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000027
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 412A0000
That would be great if you could look into it.

Though instead of a new thread, it might be more useful for information/progress to be on this thread for consistency. Though that's just me.

Would it be possible for me to look into say Zelda's rel and somehow port the transformation information onto the BrawlEx P&P rel I want with fixed IDs?

The red part is wrong. For the most part, you're never going to use ids 2A through 3E unless you really know what you're doing. The last id in the code should always be 29 for most standard cases.

This is the correct form of the last line:
Custom CSS V3 [spunit262] (Default CSS+ExChars3F, 40, and 41)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000027
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 40412900
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