Super Sonic is part of Sonic. The boss characters don't have a character ID far as I know, as for the Alloys I'm not too sure.
Hmm, is there some kind of way I can dissect Super Sonic from Sonic? Because it seems to me like Super Sonic is Sonic's 2nd slot, just as Giga Bowser is to Bowser and Warioman is to Wario
Maybe this is a stupid question, but does Super Sonic have a character ID? And is there a place I can find the IDs of the other characters like Taboo, Master Hand, Crazy Hand, Rayquaza, The Alloys, Ridley, Meta Ridley, Sandbag, Giga Bowser, Warioman, Porky, Porky Statue, Head Robo, Petey Pirahna and Duon they're not on this list so I just wanted to know if they have IDs too and what they are
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
Just use sc_selcharacter.pac and sc_selmap.pac and put them in pf/menu2, they'll overwrite your common5 for the CSS and SSS screens. You can just export them from your modded common5.
Cool! Everything works gr8 now, thanks! I wish I had a Wii U, gonna get one soon, but I would love to see this in HD on this 60 inch I have. Only thing is, since I never had a Wii U, I'm not sure exactly how to mod it yet o.o I guess that day will come eventually where I gotta teach myself again lol Post Merge: January 28, 2014, 01:36:06 AM
Funny thing, i Didnt use or create Any codes for that! All that's I have done was editing the modules them self to enable transforming! The Marth-Jigglypuff transformation files are in brawl vault if you want to take a closer look at the modules!
Thanks I took a look at the modules in Module Editor and did see that a section 9 and Section A was added, both having a huge set of codes, I thought you said you didn't use any codes lol I'm trying to figure out what is what here
Freezes at the strap loader / now loading screen are pretty common on the wii. Usually, if you just keep trying it will eventually work, but I actually stopped getting them at all after I added an unmodded common5 to my system folder. Try that, see if it helps.
Works great now thanks, the only issue I have now is that since I replaced the common5.pac, my Melee/64 Expansion Stage Select portrait icons are all Hannabow now o.o
Actually, if you want to save yourself some time, I've already got stock versions of every character (sans Wario & Game & Watch) that I created with those codes and uploaded earlier. https://www.dropbox.com/sh/hds6bct3eht2w78/s7uZ4t6orM
(Slaps forehead) that was one of the 2 files I saw in my generic SD that I didn't copy over for some reason, thanks lol. But I copied it over and now I have another issue. It goes to a black/blank screen and freezes after I hit A to start the game after the strap menu (right after the "Now Loading" screen and right before the opening intro.) O.o
Sucks, I haven't modded SSBB on my Wii in about 3 years so I tried to copy everything I had on my generic SD card for Dolphin onto my actual Wii SD card, went to Gecko, tried to load the files and it said "Too Many Codes" Is there a way around this? Or have people been successful in getting this to work on the Wii? Do I need to learn how to use Riivolution? I have Riivolution but don't really know how to use it, I just use Gecko usually o.o
Yep. The only one I'm unsure about is Game&Watch. I'm not quite sure how he works. Other than that, yeah. In fact, I created a bunch of stock files for each character to give them all 10 costumes if you want them.
I need your advice on something. You told me that the 05 in the 0500 and so on for the other slots didn't matter, so I changed the code to this to have it better organized:
Everything still seems to work fine, but I just wanted to double check with you that there wasn't an importance to 05, 02, 08 and etc. at the beginning of the bits so that I know that even though everything worked for me in Versus mode with Mewtwo (because he is the only one I tested this on), I didn't affect anything else by changing those codes, I just thought in theory that it would work and it has so far, but maybe it affected something else in the game that I'm unaware of.
the thing that made the project on ice is Module memory, the game freezes if you try to load 2 modules together that is over 330-360kB. I was lucky with both Jigglypuff and Marth since those 2 has the lowest kB together (209kB).
until we find a way to compress or increase the module memory, the project is on ice. did test 3 on a extra slot, but only the first 2 gets swap! but I will test them over Samus or PT
Would you mind if I took a look at the code? Maybe if I see it I can understand it and figure it out and maybe contribute help out or contribute some ideas o.o I really like what you're doing with this. There are endless possibilities here if we can figure out how to bypass the file size part some how, this code would be very useful. I know you use the 3 other empty slots the other characters have, but I have a theory on how to expand that and use it to transform characters like Vegeta into Aa Super Saiyan, Super Saiyain 2, Super Saiyain 3, Super Saiyan 4. Of course there are other really good uses for this. If you allow me to play with whatever code you are using I can try to figure some things out.
Okay, so I probably should have explained how to change it in the first place. The last 2 lines of CSSSlot code are what determines which costumes appear and in what order on the CSS. Each costume is two bits (four numbers, two per bit), so in the code I gave you it works out like this:
Color 1 - 0500 Color 2 - 0001 Color 3 - 0202 Color 4 - 0303 Color 5 - 0804 Color 6 - 0105 End Code - 0C00
With the rest being zeroes. Now, I'm still unclear on what the first bit is (Either ASF or Don Jon Bravo said it's the color I think? Not sure) which is why I didn't try to explain it before, but it's the second bit that's important. The number there is the FitChar##.pac that the portrait is associated with. So, the 0500 bit (which is attached to the first portrait, IE the default) will load costume 00. The next bits (0001) will load FitChar01, and so on.
If you wanted to take away costume 6, you would remove the bits that say 0105 and uncheck the 6th costume in the Fighter Config. If you wanted to, say, add a seventh costume, then you could add another set of bits after costume 6 (before 0C). The first two numbers won't really affect anything, but the second set would be 06. In the 10 costume versions where I copied and modified Wario's, it's 0206.
You could just start with the 10 costume version and remove whichever costumes you don't want, if you wanted to.
The portraits will scroll through in whatever order they appear in sc_selcharacter, so the first portrait will be attached to the first costume in the code, etc.
That's pretty much it. I hope that all makes sense.
Ohh ok, yes I get it now, thanks Kinda like this right? (If I hypothetically wanted it in this order)
Color 00 - 0500 Color 01 - 0001 Color 02 - 0202 Color 03 - 0303 Color 04 - 0804 Color 05 - 0105 Color 06 - 0206 Color 07 - 0007 Color 08 - 0108 Color 09 - 0309 End Code - 0C00
and the 05 in the 0500, the 00 in the 0001 don't mean anything? Like, they have no properties? They can be anything? Like, let's say hypothetically I was using a character that can have 12 slots. Would slot 11 (Color 10) be like 0?10 (? = any number)
That happens because Brawl's original slots were out of order from the very beginning.
I'll make some for the characters in cBliss order with default costume numbers later, but if you don't want to wait, it's pretty easy to do it yourself. Just open the CSSSlot Config file of the character you're changing in a hex editor and replace the last two lines with this:
After that, open the character's FighterConfig and check the 00, 01, 02, 03, 04, and 05 costume slots. That should give the character 6 costumes in cBliss order. Keep in mind that the fighters don't share FighterConfig and CSSSlot file numbers. Ness, for example, uses Fighter0A.dat and CSSSlot0B.dat, so make sure you're doing the right files for the right characters.
Ok, so I tried copying the Ice Climbers' original Fit files from the game's partition into the SD card along with the CSSSlot10.dat file you made, with the 05000001 02020303 08040105 0C000000 00000000 00000000 00000000 00000000 pasted over the last 2 lines and it worked fine, so thank you now the only other thing I'm trying to figure out is how I can change the amount of slots are within that character.
For example. Ice Climbers have 5 slots, but what if I want just 6 to appear on the character select instead of 5 or 10? I tried changing that number in the their Fighter.dat file, but that extra slot doesn't show up, so far the only thing it has done for me is control whether or not te slots have either the costumes/ colors I put there for them or clones of the default costume/ color.
Do you mean that the slots or the portraits were in the wrong order? Because it doesn't change the order of the portraits, it simply makes it so that the first portrait loads 00, the second portrait loads 01, etc.
@shadowXtreme
Thanks, that fixed the freezing problem with those two.
00 and 01 have always worked for me, it's the rest I have issues with for done reason :/ but I'm gonna try copying the Fit files from the partition into the sd card and see if that fixes it when I get home
@ ShinF, I tried to do that thing you told me with copying the code you put in here and pasted it over the last 2 lines for Ice Climbers (To have the cBliss organization without the cBliss slots) in their CSSSlot10.dat file and then saved it and dragged it into the SDcard, but it didn't work, it took away the cBliss slots as planned, but the colors were still in the wrong order :/
Oopsie, it seems the game will only go to 99 slots :p oh well.
@mrUnusual Basically its a prototype of a code I'm making that allows you to expand the roster. It's as easy as making a 51'st slot, hovering over Mario (for now) and hitting R-trigger. This will change Mario's slot to the 51'st ID, then cycles through ID's 52 - 99 (63 in hex). In the final version I'll make it over a different slot :p and work with all controllers if I can
EDIT: well it seems I've done goofed and forgot to implement something. Lemme know if u shield during match and it freezes.... stupid me..
Wait, so for example, lets say I use this code on on a specific character, for example Zelda and want to change the slot to sheik on the character select screen, would I use this code for something like that? Just hitting R-Trigger making it go from Zelda to Sheik? (Just as an example?) Or am I waaay off? I'll test it out
You know what would be cool though? If it was something like that, it would be cool to place clone characters in the same slot as their counterparts like that. For example with Mario, I would hit R-Trigger for Dr. Mario, with Link, I would hit R-Trigger for Melee Link, Toon Link, I would hit R-Trigger for Toon Link and so on, that would be awesome!