Though if I want to add more slots than just 3F and 40, which values would I edit of the original code?
Also, I'll restate my previous question.
"On the subject of my Transformation Question, which PSA Command would I use to change the characters?"
To add new character ids, just keep shifting the 29 value over to the right or onto a new line and add the new character ids in between. You'll also need to update the icon count in the code by however many characters you add. There are other ways you can organize your CSS as well, but you'll have to experiment a little bit to see what works for you.
Transformations actually require a custom PSA command (the 0C series of commands in particular reference code in the character's module). If you want to add a transforming character, you'll need some knowledge on character modules. I don't fully understand how it's done myself, but I'll be here for support if you ever want to start a thread to look into it.
It looks like I accidentally posted a Custom CSS code with part of my own character roster mixed in, so if you tried using that code, it probably didn't work for you.
Also, if the icons are showing up as Random, then that means BrawlEx isn't running at all. Make sure you have both the bx_fighter.rel module and common2.pac in the proper places in your patching directory.
sorry if u already explained it (although I skimmed through and didnt see it) but how do you create/properly edit the slotconfig? thats the only thing i dont understand
No, you didn't miss it. I forgot to add the details on the format. I'm going to be doing a major overhaul on the OP today or tomorrow to get things a little bit more organized.
For now, you can use the template files included in the download. If you're having troubles determining which id belongs to which character, you can look them up on the OpenSA website
But if you could, alot of newbs will need a video tutorial so they can do this from scratch,so,if anyone could make one,im sure millions will appreciate it
I can't make a video tutorial at the moment, but if you use the files in the Test Files folder instead of the Core Files folder, and use the code I just posted above, that should get you started.
Do the cloned slots have to be PSA's or can they be exact copies of the characters already in the game? Like others have said, there aren't 100 PSA's, but since this doesn't work with Cbliss you could just clone a Mario and put more textures on him.
You can make exact clones of characters providing you have all the regular resource files for that character. This means if you'd like, you can make a separate slot for character skins with their own color set even if the movesets are the same. Also, it is possible to add color slots to characters using the CSSSlot Config files accomplishing the same effect as CBLISS. I'll post more details on how to modify them once I update the OP.
Brawl with CLone engine will Crash if it is used with CBLISS? , or it just wont work?
In all likelihood, CBLISS won't work at all as BrawlEx causes the game to read the color data from a different place in memory. However, if CBLISS makes any changes to the game's assembly, it may cause a crash.
The Character ID. You number the config files after the Character ID. As long as you are using character ids 0x3F and up, you only need to worry about the one id. So you can name the 4 config files Fighter3F.dat, CSSSlot3F.dat, Slot3F.dat, and Cosmetic3F.dat and then add the id 3F to the CSS using the custom CSS code.
As for modules, you'll need to open the ExModule of the character you wish to put into slot 3F using the Module Editor 3 and change the first value in Section[8] to 0x0000003F as well (it's also a good idea to change the id of the module itself to a value 90 or higher to avoid conflicts for module ids.).
Note that if you open your Fighter3F.dat in the Brawl Config Utility, it will show you all the files you'll need for the character as well as what to name them. Also, if you haven't already, you should name the fighter in Fighter3F.dat to some name other than an existing character in the game or you'll have a naming conflict.
Do I just put a random set of numbers/letters into those value things?... I'm too noob at this.
The values you put into the Custom CSS code will determine the layout of the character icons shown in the Character Select Screen. Supposing you put 00010206 07080000 in for ZZZZZZZZ ZZZZZZZZ and 06 in for YY, then - according to the character id list - when you load the character select screen, you will only have icons for Mario, Donkey Kong, Link, Kirby, Fox, and Pikachu in that order. It is possible to add as many lines for ZZZZZZZZ ZZZZZZZZ as you'd like to create any Character Select Screen ordering you want, but you'll need to do a bit of experimentation if you want to get a good understanding of it works and what you want.
I believe I should I delete all my codes and start fresh. Just to know what's wrong. I will request the Sputnik CSS in the help section, if anything. I got the patch code prepared on my desktop as well.
Here's the latest version of Spunit's CSS code (as far as I know), but you'll have to fill in the values yourself. I'll add it to the OP as well.
Custom Random V1 [spunit262] 06685824 0000000C 3C608068 7C630214 88630E80 00000000 046857F0 3AE000YY <--- Character Count 06680E80 000000YY <--- Character Count ZZZZZZZZ ZZZZZZZZ <--- Character Data
Character ids.
Code:
ZZ 00 Mario 01 Donkey Kong 02 Link 03 Samus 04 Zero Suit Samus 05 Yoshi 06 Kirby 07 Fox 08 Pikachu 09 Luigi 0A Captain Falcon 0B Ness 0C Bowser 0D Peach 0E Zelda 0F Sheik 10 Ice Climbers 11 Marth 12 Mr. Game & Watch 13 Falco 14 Ganondorf 15 Wario 16 Metaknight 17 Pit 18 Pikmin & Olimar 19 Lucas 1A Diddy Kong 1B Pokemon Trainer 1C Charizard 1D Squirtle 1E Venasaur 1F Dedede 20 Lucario 21 Ike 22 Robot 23 Jigglypuff 24 Toon Link 25 Wolf 26 Snake 27 Sonic 28 None 29 Random
3F+ ExCharacters
You'll need to use the Custom Random code if you are using the None(28) icon or if the last icon in your Character Select Screen is not the Random(29) Icon.
What about custom GFX? How does it prevent conflicts with a cloned character and the base character?
One more thing...
Sword Glow. Can that be done for a clone characater?
Both GFX and SFX conflicts still exist actually. Although this is more to do with the fact that neither file type is supposed to be used for more than one character simultaneously. The "proper" way to avoid this would be to create a moveset that uses a GFX and SFX ids specific to that character and update their GFX and SFX banks to include those ids. However, this is likely not the most optimal solution as there are a limited number of sound and graphics banks. It is likely that some other solution will have to be found in the future.
As for sword glows; I have done very little research into them. However, I do know a little bit from when I was porting ROB's Laser article over Mario. The Laser uses a sword glow to create the laser trail. When ported over to Mario, the laser was still able to use the glow trail even when ROB wasn't in the match and the actual the graphic wasn't loaded. This implies that access to sword glows is rooted somewhere in the character's module file. This is further supported by the fact that cloned characters such as Marth and Ike still have access to their sword glows.
I think I did something wrong. I put everything in, and I got 9 random (CSS I believe it is?..) in the roster, and a double Rob. When I go over to them they freeze. However, I still got my regular characters, and they're all good. I'm not good at this bare with me... ;w;
You'll have to show me the code you're using as well as which files you have loaded up. Otherwise it's pretty hard for me to help you out.
Edit; I reset the game and now the random CCS's turned into Marios XD. At least I'm figuring this out one by one.. .__.
Well that's a fairly good sign. The Marios mean that at least BrawlEx is running properly. If you aren't already doing so, try renaming any one of the Cosmetic config files from the Cosmetic Config templates (not 00) to the same id of a character that you've added and loading it into the game. Once the icon changes, you'll know that the config files are being properly loaded for the character slots that you've added to the Character Select Screen.
Could I make something like a Transforming Character with this?
Ex: I'm planning a Deoxys PSA in the future and I'd like it to utilize all 4 Forms. Would this allow me to do so?
The SlotConfig files can allow you to place up to 4 fighters in a single slot.
I also found an interesting thing about transforming characters who share the same module; for Samus, if you give Zerosuit Samus a different module name besides ft_samus.rel, the game will try to load that module for Zero Suit Samus and ft_samus.rel for Samus. This means that the fact that both characters are stored in the same module is irrelevant for loading transforming characters. It is likely that if you managed to separate ft_samus.rel into separate modules, the game would still function as if they were one as long as both character's ftClassInfo objects are loaded.
When it comes to creating your own transforming characters, I would think that the only thing necessary would be the custom PSA command that causes the character to transform into the other.
As a PSA maker, I'm excited for this. I wonder if I can even use incomplete PSA files with this and test them independently from their base characters (ex. Roy or my K. Rool)
One of the big advantages of this is that PSAs can now be released as completely standalone units. For example, if you want to release a Shadow moveset (because we always need more of those), you would normally have to release it as FitSonic.pac, FitSonicMotionEtc.pac, etc.. But with BrawlEx, you can release FitShadow.pac, FitShadowMotionEtc.pac and release the config files specifying that the slot that they are loaded into should load Shadow's files. This makes creating color sets for characters easier as well as you can specify which colors should be available in the config file.
This all the way Too bad i have no viable way of using this due to not having a functioning wii Regardless you just filled many people's lives with happiness and joy Phantom so thanks i look forward to one day being able to use it
It works for the Dolphin emulator if you'd like.
Also, I forgot something: The config files are only loaded from
SD:/private/wii/App/RSBE/pf/BrawlEx/...
Even if your primary patching directory is something else, it will still only search that location. I'll update the OP with that.
Oh PW I meant like.. how PM uses Roy with his own voice. How do we do THAT?
You'll have to ask the PMBR for more details, but from what I understand, they filled Rayquaza's soundbank with Roy's voices and used it in his fighter configuration.
Hopefully this works with Riivo. I can't use SD cards. D:
Unfortunately I can confirm that it will not work without an SD card - the current version of BrawlEx only searches the SD card for the config files. That's something that will have to wait until next version.
I'll admit that it's a bit of a oversight on my part, but I'd forgotten about the SD card restriction on Riivolution...
Hmm. I don't think I'll understand all this but I'm subscribing to the thread to ask questions. How do the SFX work?
Sound banks for the character and the KirbyCopy can be selected using the Config Utility. For modifying the actual sound banks, you'll need to use BrawlBox.