alright, well, thanks for your time. I still can't get it to load from normal brawl, but I can from Project M. If you're into Project M, can you tell me where to get the hybrid air dodge/brawl air dodge code? The only reason I was avoiding Project M is that I hate the air dodge mechanic they implemented, and I highly prefer the normal Brawl air dodge. using the Project M iso builder, I can get new skins and maybe even characters to work (haven't tried characters as of yet) and my only complaint is the air dodge.
I can't use PM, I am a PAL user and no one has explained whether or not it possible for PAL users to use PM, so I assume it's not.
What's the problem with the air dodge, and why would it be a code? I thought everything was edited and placed in folders.
My physical, real wii just won't read discs. its broke, unfortunately. and yes, I have the USA NTSC-U version of the ISO
If it's not the SD card acting up, then I don't know how to help you. I use Riivolution on the Wii with a SDHC SD card. I'm not an expert with dolphin, but I believe the codes were meant to be used for the Wii, and not the PC. I could be wrong, but I think that's the reason it's not working properly.
I don't know a lot about BrawlEx, and I don't know if the codes react to the PC the same way they do with the Wii.
What do you mean it won't launch disc based games? Are you saying your Nintendo Wii won't read discs? If you're PAL BrawlEx won't work. If your using a PAL version of Brawl, then that could be the cause of the issue. If you're sure you are using the US version (and not any other) then I don't know why it isn't working for you. (Do not link any ISOs, ROMs or other similar material as it is against the forums rules)
So you're using Dolphin to load the games on your PC right? If you have a Wii, you can load hacks using Riivolution for SDHC type of SD cards, but if you're trying to load the game on the PC, make sure the SD isn't SDHC and that you have the right codes fitted to the region of the ISO you are loading.
In other words, it might be the SD card, or you might be loading the wrong codes.
To get started you should visit HERE. It will show you everything you need to know when it comes to brawl modding. If you are willing and able, and have free time, then you should check it out. It's a long explanation but if you read it carefully, and follow the instructions correctly, you'll be modding in no time. If you haven't already, check out the RULES. Also, make sure when you submit something in the vault that you have up to date gameplay images of your work.
Have a nice day, and we hope to see your work in the future.
I had a similar idea for something like this. I don't know how to add characters, that sounds cool, but mine has the original roster that have each been modified. I have already completed most of the characters and made them stronger or faster.
The characters that I have edited so far are;
Mario Luigi Diddy Donkey Kong Falco Fox Ganondorf Ike Kirby Bowser Link Lucario Marth Meta Knight Ness Pikachu Pit Snake Sonic Toon Link Wario Wolf Yoshi
Has BrawlEx been mixed with PM? Or is BrawlEx a part of PM.
Allow me to explain what I mean. Is BrawlEx only available if PM is installed, or can I (a PAL user) use this mod without the installation of PM? I keep asking this but no one seems to give me an answer.
Yes. First, delete every custom stage, including the ones that Nintendo made as examples. If you download PM Hackless, put everything on the root of your SD card(I heard that it has to be a 2 GB SD card; I think there's a workaround if it's more than that, but I'm not sure what it is), then, just load up regular Brawl and go to the stage builder; if the screen goes black for a second, then it should load up fine. It may take a few seconds. If nothing happens, try pressing the B button to go back; if you cannot go back, that means that there are either still custom stages, or PM just bugged as it will occasionally do; so delete any remaining stages(If applicable) and try again, and it should work fine. If you CAN go back, however, that means that it's not put in the right place on your SD card and/or it's the wrong size.
So to install PM, you need to delete the stages... If the SD is SDHC then it won't read when loaded in stage builder. You'll know if it reads if you are able to copy screenshots, stages and replays on your Wii to your SD device (when not using hacks).
Over the years Dedede has been the Most recurring boss in the entire Kirby series. And while his fights make use of his staple attacks, I think some of his better abilities and attacks should be implemented in the next iteration of SSB. Here's some ideas I have.
-Gimmick- King's Revenge- Dedede like any other good boss saves his best for last. During battle he should have his normal stats, however once he's received enough damage he gets angry and unleashes his real strength. At 70% he'd start to steam abit and increase his overall speed by 1/3. And again at 140% he'd throw his old hammer aside and take up his axe (as seen in Kirby TD) which increases his swinging range by a foot, and increases his damage% output by 1/3. Making him a dangerous glass cannon fighter.
His tilts, dash, and aerial attacks can remain as is.
However some changes to his smashes, specials, and fs would be to reflect on his fights in SS:U & TD (Masked Dedede), his fight in Kirby's DL2, and his jump attack from Kirby's EY.
-Smashes-
>.Smash Dedede jumps up about 3.ft high and forward before bringing his hammer down on his opponent's head. It buries the opponent and deals 19% damage.
^.Smash Unchanged
v.Smash Replace with his current v.Special but shorten the charge time abit. It deals 26% damage.
-Specials-
N.Special Inhale/Breath Blast- It starts of the same as his normal inhale, but after 2.sec of inhaling, he'll stop with his lungs full, then spit a explosive shot of wind that deals 15% dmg.
>.Special Unchanged.
^.Special Similar to current, however Dedede keeps his hammer ready, and at the highest point of his jump. Dedede free falls with his hammer out and crashes down on his opponent. His body does the same knockback and damage, but if his hammer connects it'll cause meteor smash in the air and bury opponents who get hit while on the ground. Dmg% unchanged.
v.Special Tornado Swing- After winding up for a powerful swing Dedede deals a swing that sends him spinning rapidly. He can move left and right, and once his hammer connects with a opponent, it deals a single powerful blow that sends opponents flying. It takes 2.5 seconds to fully charge, and leaves Dedede dizzy for a couple seconds after use if over charged. It deals 30% dmg at full strength.
-FS- Taranza Tag Team- Taranza appears in the background and throws 6 magic spheres at Dedede who can hit them in the direction you aim with the analog stick. Each sphere deals 4% dmg. Then Taranza pours all his magic into 1 large sphere. When Dedede hits this one, it'll ricochet off of the stage and opponents (it deals 6% dmg per hit and upto 3 hits) before causing a large explosion that deals a extra 14% dmg. (Upto 56% total)
Extra- He should have a taunt where he puts his mask on, much like Lucina's mask taunt.
King Dedede's PSA can not be edited at this time. It will not open when we try opening his 'fitdedede.pac' fighter file. So this request will not be possible for anyone to make. I know you waited for a response for a while now and I'm sure you're disappointed with this revelation. Sorry.
In this text guide I am going to show you how to make a CSS screen to your liking. What you are going to need is the CSS organizer and the sc_selcharacter(_en).pac (_en for PAL users).
DOWNLOAD FILES BELOW
Extract the CSS organizer to your desktop. Now open Brawlbox and then open up sc_selcharacter_en.pac (rename it to sc_selcharacter.pac for US) and go down to MiscData[70] and extract MenSelchrChrFace.002.png (Donkey Kong), the reason we're not doing Mario is because it doesn't show it when extracted sometimes, probably the name of the png or something to do with Brawlbox. Now open it with an editing software (Paint.net is what I use).
Firstly, open the DK CSS you extracted. Press 'Ctrl'+'R' to resize the image. Change the width to 80 pixals, height to 23 pixals. Now navigate to gradient and select two colors that are different to each other.
Click above the image and scroll down, holding the left click, then let go when it's under the image to give the image a fade type of look in the image.
Save this image and open it up in Paint.net and press 'Ctrl'+'A' to cover the whole image, then 'Ctrl'+'C' to copy. On the top right of the screen, you will see six icons (if you're using Paint.net), the third one is layers, click it and you should see your current layers on screen.
Make a new layer and press 'Ctrl'+'V' to paste the image to it.
You will be given the option to expand canvas or keep canvas size. Select keep canvas size. Now move the image to fit the CSS and then save.
You can use what ever image you like, however, images must be 128x160 pixals in size. It will not fit properly if it's any other size. Now save the sc_selcharacter(_en).pac and then open up CSS organizer and then open sc_selcharacter(_en).pac click on Donkey Kong. Change the scale X from 1 to 1.5 and Y from 1 to 0.7.
Now do the same for every character, change there CSS to the same size as DK image, open CSS manager and change scales to X1.5, Y0.7. It can be done anyway that you want it to. I mean the scales will match up with the image that you added. I don't know how to make the CSS transparent but if I did I would add it to this tutorial as an update. That's about all it takes. I hope you have a lot of fun with this.