I've been trying to figure that one out for the past few days as well, I hope you get the answer you are looking for. I combined the codes for the Melee/64 Stage Expansion with the P:M codes, there's obviously more to it than that
To my knowledge, you can if you replace one of the already existing characters, but as far as adding a unique character ID, the only way you can do that is by incorporating the BrawlEx code into Project M properly so that it can read .dat files, I've been trying to get it to read .dat files for a few days with no luck so far :/
well, you would need to combine Mewtwo2000's cBliss code and combine it with the ones used in Project M also. I have been working on this for a couple of days now, only issue as that in my modded version of Brawl, I have the BrawlEx code that allows the game to recognize .dat files and I am able to use those .dat files to limit the amount of slots used for each character, for example, I can have 10 slots for Mario and 7 for Ice Climbers. Without the use of those .dat files, the code I put together for cBliss on PM gives some characters 10 slots and some of them other numbers of slots without me being able to set those slot numbers myself. For example. Peach has 8 slots for some reason and Ice Climbers have 10 with missing portraits and the code that I use for the game to be able to read the .dat files doesn't seem to work with the PM codes. As soon as I can figure it out, I'll be able to help you with this issue
Ok, thanks for that part, but where can I find the exact version of BrawlBox you have? I downloaded 0.67b as I saw that's what yours is in the video, but for some reason you can stretch the left sub actions area so that you can see the variables better and I'm not able to. That little icon that appears to allow you to do that doesn't show up for me which makes me wonder if 0.67b was changed or modified since then. I also can't add/edit the coding to place the "If Compare" part either, it's a bit confusing This is what I mean:
Thanks man what sucks though is that my version BrawlBox is not displaying most of these needed options for me (I have 0.71, not sure what version is being used here in this video). I can't see that entire right panel in mine, including the Actions, Sub-actions, Attributes nor comparison. Mine also does not have the Hitbox and Hurtbox options up at the top. But if I understand correctly, the value corresponds with the slot color number. So lets say I put shadow over Sonic's black color, I would put 5 for the value?
I finally got to play Project M, (I was a 1 man team rival of theirs starting in 2010, a year before they released their 1st build but never released my own modded version of Brawl because I never finished it and I only started it as something me and my friends can play but never played Project M because I was busy working on my project) but after finally playing it, I noticed that Mario and Dr. Mario have 2 different movesets, I would like this to be implemented into my personal project and was just wondering if anyone else knows how this was done?
It is set to AXNextFrame, I think I found a solution to the issue though, I used a different 8GB Memory Card and it seems to be working now, haven't tested it with the physical copy in Gecko yet, I will a bit later, but I think what happened was that the lock switch was broken on the other 8GB SD Card which kept putting it into Read Only mode
Glad I could help. It really is a wonderful code, isn't it?
Yes, very! It actually made the mods work a bit smoother than they did originally on my 2GB SD Card, so thanks Although, I wonder why this isn't working for my physical copy of the game when I load it with the codes in Gecko. It seems it only worked when loading the game's .iso file on my External Har Drive via Configurable USB Loder, any reason anyone can think of for that? Post Merge: December 19, 2014, 01:03:36 AMWelp, I guess I'm gonna have to get my 2GB SD Card back after all, the fix Segtendo offered only somewhat fixed it but only partially. Segtendo, you mentioned this fix works flawlessly, but I will have to disagree I'm afraid, I still have some freezing issues with some characters that I never had issues with before, and after exiting a match (No Contest), the original problem starts again (Mewtwo and Roy become Random Icons and the extra slots freeze when selected). Also, this fix does not work when playing my physical copy of brawl when I load it through Gecko (as I have stated earlier) so I'm still stuck with some bugs, does anyone else know why this might be happening?
Ok gentleman, come on now, no need for the informalities lol, the guy is just defending himself from what appeared to him as possible and very unnecessary cyber bullying. Point in case, he was just trying to help me, and he was the very 1st to try after 4 other people read my post last night and offered no assistance so I give him props for that, he might not have given me the entire solution, but what he said was what appears to be partially correct from what I see as far as the fact that the mods have difficulties functioning properly on an SD card exceeding 2GB, that information seems to be correct as it seems there has been a code created because of that issue to dismiss that little bug, a code in which him and I were unaware until Segtendo brought it to our attention (Thanks again for that). And thank you Miacis.
But back to the matter at hand, Segtendo, your solution worked! although, it only worked for the .iso I have on my external hard drive when I load the game from the Configurable USB loader, but for some reason, when I load the actual physical copy of the game with the codes using Gecko on the Homebrew Channel, I run into the same problem I had mentioned in the initial post :/
C'mon Segs, I'm sure it's hard to find some of the answers here with the forum being so large and having so many subjects and us all having such busy lives and so little time lol, I'm sure if he were able to find that post, I myself would just as well have been able to find the answer and thus rendering this post a waist of time lol, but I did appreciate the attempt from you both to assist me , out of the 73 views that this post has had in the past few hours, you 2 were the only 2 to respond and try to help so I gotta give you props for that. Segtendo, I will definitely give this a shot after I'm finished applying for a few jobs, I really appreciate it, thanks a lot man
Hi everyone, for those of you who don't know, my name is Julian, I am a texture editor in the Brawl Vault. So my mods/ hacks were working fine, but after switching my 2GB SD Card with an 8GB SD card (so that I can fit more mods), most of my mods aren't working. Now, some of the codes work, like, the game recognizes the Ocarina codes that include "Unrestricted Pause Camera", a partial of the BrawlEx code showing that I have 2 extra character slots on the character select (That were Mewtwo and Roy), but those have been replaced with "Random" icons, cBliss no longer works as going to a slot beyond the normal numbers (for example, Mario's 7th slot) freezes the game. When going the stage select and to the Melee/64 Expansion stages, all of those stages have a Hannebow Icon and some have a silent freeze while some surprisingly still work, I tried copying over backup of the mods I had from a generic sd card (sd.raw file) I had on my computer and making sure the sc_character.pac in the menu2 folder had all of the correct icons and stuff in it as ell as also checking the common5.pac, nothing wrong there. Are the mods just not supported by an 8GB SD card? Should a just get a new 2GB SD Card and try again on there? (I god rid of the old 2GB SD Card I had)
Couldn't you just edit the scale values in FitFighter0X.pac? That would only effect one costume slot.
I did but the FitFigterXX gets it's animations from FitFighterMotionEtcXX which when put in the folder is shared between all of the slots. The strange thing is that the scales/ re-sizing applied to just that one slot, so that part worked, but the Y Translation for the distance from the floor some how ended up applying for all of the slots
There is a tutorial on one-slot resizes on the A/A tutorials, if I recall correctly. I'm sorry I can't grab the link for you since I'm on my phone.
It's cool, I found a really good one on YouTube, but it ended up giving me issues. I followed it step by step and everything worked except one thing. When I change the Y Translation to make sure he is level with the floor, it seems to affect the other slot DKs. I was able to change the size of a DK in just one slot, but the Y translation applied to all of the slots making the other DKs about 7ft off the ground lol