Most likely, just set up the config files for their base characters and i believe they wil work fine. (sami is snake, knux is sonic, isaac i havent looked at he might be pit or ike, lyn is marth) if you look at the white shadow models you should be able to tell, its rare those are edited from the base character.
I apologize for the inactivity on updates lately. i've been moving and the place we are living is... less then ideal for a modder. Dx i'm still adjusting. anyway going to update the link to point to PL's download. we will also be providing a link to the codeset later.
So for now we won't be able to make clones with modules you haven't made yet right? The regular Bex modules won't work? Cause the character I want to add is over Olimar, and there was no Ex module for olimar inside the folder in the download...
I don't know much about hexadecimal, but I saw that everybody whose "Section[7]" inside their rel file isn't null are all the same otherwise, and that the "Section[8]" of Ridley's was the same as that of Pit's module from the original Bex thread, besides the first value. So I tried to add bytes to Section[7] and Section[8] of Olimar's rel, change all the values to match the others, replace the 1st value in Section[8] with whatever Bex character ID, added relocation info, and change the whole ID to an unused value (I think 99 in hex isn't taken), but nothing changed in game. It's still Mario with no announcer call and freezes once a stage is chosen. I can't tell if this is one of the problems that have already been addressed on the original thread or related to the rel files.
Again I don't know much about rel files, only configs and fitfighter.pacs, so pleeeeaase excuse me if this was just stupid and actually made no sense.
Actually i think a majority of vanilla REL's will work fine. if people can test them i'll make a list of what works and what doesn't. that also sounds much more like improper cosmetics. by default all clones go to mario as a base. so that means something isn't set up correctly. i know the ZSS one worked fine, i cloned my sirks before it was stable.
I noticed the codelist wasn't included in the download. Are you going to release it anywhere in order to customize ASL stages and what not?
hmm i'll talk to PL about the code list. i would very much like that documented if its not. the purpose of the project is to build off of PM froa premade template. kinda defeats the purpose if your still limited by unknown codes.
After discussing Rosetta-Hime's issue with her, we found that her hackless loader was attempting to load the Twilight Hack on a 4.3 system (which won't work). I'm assuming that only the newest PM launcher MAY be able to load Brawlex.
use this exploit its a lot easier to run. Post Merge: January 25, 2016, 04:02:40 AM
After discussing Rosetta-Hime's issue with her, we found that her hackless loader was attempting to load the Twilight Hack on a 4.3 system (which won't work). I'm assuming that only the newest PM launcher MAY be able to load Brawlex.
it saves a hacked message to the SD and runs custom code. it sets most things up for you if you let it. just use the .elf file from the PM launcher instead of he one it gives you. otherwise you can use indianapwns, bathacks, or smash stack. you can find your mac address under your internet settings.
Lol okay, why didn't Sirkura tell me that he had it all under control? -_-
Well, looking forward to the patch!!
i did mention it, i just stated that i had no idea when he would be releasing things. you can certainly still help. there are almost always unforseen bugs, no matter how thourough we try to be, we definately need play testers, any and all feed back is appreciated.
Ok Awesome! Yeah you need to use ExtendedLz77 for custom Bex portraits. Yes I remembered that after I pressed save and just stopped trying to modify... But I tried using the resize tool inside Brawlbox 0.71 and it didn't do anything. Should I continue with editing the CSSSlot config files for pokemon (and probably other characters) for PM 3.6? I finished Charizard and he works great now, you can use all 8 of his costumes and the team colors match.
Do you care what order the alternate stages appear on the SSS?
Not at all ^^ feel free to order them however you choose. Perhaps it would be good too order them by game so they are easy to find however. I'm personally not sure what characters wolf finished cosmetics for.
WOW I wish we could use .brstm IDs for character SFX. Last time I tried something like this I could never fully tell because I tried replacing a clone Waluigi's crowd chant with a .brstm (replaced a .brstm and replaced the chant ID inside his config files with the ID of the brstm), and I couldn't tell if it didn't work or if I was just not good enough for them... T-T Well, I have a 16 gb SD which has pm on it, but pm diy doesnt load any of the files on it, besides the gct. I think it has to do with having to copy the pf folder to the regular directory. The stage expansion idea sounds good. Since there will probably be more empty slots after the alternate stages are given individual slots, perhaps the user can add whatever stages they want to it too! But the stage icons are going to be too big to fit on the screen, and we'd have to make new portraits to fit the stages that didn't have exist before and are alternatives. Would you like me to work on the stage expansion?
Also I'm a little bit confused as to which costumes are working in pm 3.6. I noticed that the pokemon trainer's pokemon's costumes are out of order. I dont know if others have this problem, I believe that's a problem with the CSSSlot config. Should I try to fix it with a hex editor? Or do it the lazy way and move the FitCharacterXX files around? XD
Finally, may I suggest removing Kirby from the random section in CSSRoster.dat? Since Kirby still doesn't work in a match against clones, it would be annoying for players' game to freeze since random loaded Kirby when someone else was being a custom character. Someone said there was a fix for that
Actually, I have a problem with remembering something the moment I save a message. I found a bug: Mr. Game & Watch can't use neutral B, or the game freezes. Also there's the random freezing that occurs in match, but the game hasn't frozen otherwise. I'll try to reenact what happened in the match in case it wasn't actually random to find more bugs. Is this related to the .rel files?
replacing a BRSTM file wouldn't work for clone sounds. the .swnds files are just pieces of the BRSAR file injected into it. in theory there are other sounds you can point to (like subspace enemies, etc) tho they have a much smaller file size, i think you could only fit 3-4 sounds in them. i havent experimented with others yet to see where the IDs fall.
Thats odd your SD isn't reading. i'll look into the codelist i updated, there is a chance that the SDHC code was corrupted or lost via brawlbox. i might be able to make a new BeX GCT ready with all the codes included but i don't have PL's fixes for ASL or allstar anymore thanks to GDrive effing up.
There is a fix for kirby, actually i think its as simple as updating the configs from v1 to v2. i know it wasn't hard, i just havent gotten around to fixing it. i know the second i put forth the effort is when PL will release his codelist and rel fixes, making all that work moot xD
game and watch can be 2 things. there are IC and variable codes that make PSA's work correctly in PM. BeX ignores those and skips over any character related code, (i don't think hitstun codes even affect them) i'm only guessing her but i think PL is manually hexing those variable's in to the REL file so it reads them without codes. i could be completely wrong however.
as for the SSS, i don't think previews and such would be as big of an issue, the latest brawl boxes have a newer compression called ExtendedLz77 that helps a lot with files size, you can also manually resize files on import to make them smaller if needed. anything that uses Lz77 can use the ExLz77 format so that might help.
if you make it i'll add it to the patch as well ^^ full credits ofc. i appreciate any help anyone can give.
Hellooooo! I've been trying to get a 2gb sd card forever (actually half a year...) so I can use Project M D.I.Y and now that I finally got one I feel the need to help in some way...
I don't know if this is even relevant anymore, but I made an sc_selmap.pac file using the original, and used models from PM to give it a PM theme, and replaced all the icons, portraits, franchise symbols, names, etc. Hopefully this is still useful, as I've seen that some people have a problem with a broken map selection screen. You suggested to just use the original, so I just thought this would make it look nicer!
Here are some screenshots of what the pages look like:
Page 1:
Page 2:
Reasons I'm sorry:
- Bad quality pictures. - Texture Distortion on top left and top right of screen. - Removed "Project M" logo because I didn't feel like wasting a bunch of time testing every time I repositioned it (which would have been behind the stage portrait). (A.K.A too lazy, but I'd do it on the weekend when I have time.) - Had to resize the stage portraits because they would have intersected the stage icons. - Nonetheless, Bowser's Castle icon still intersects the stage portraits.
I don't know if any of these other problems have been resolved (because I was reading through all the old comments and wished I were able to help at the time), but it seems that the reason no % is shown in a match is because a code has removed it (rereading it now makes it seems so obvious...). Well, I tried this for PM v3.02 I believe (because I'm a noob and didn't realize you made updates for the 3.6), and when I entered advanced options on the CSS there was a choice to show/hide the %, and it was set to hide by default... so.... yeah.
Also I have one question:
To make the extra costumes work properly, Ghost Wolf had to edit the Fighter config and use a hex editor to edit all the CSSlot configs right? I don't remember, I'm kind of rusty at hacking.
If any of this was helpful, then I'm glad I was.. helpful, and hope that I can be helpful in the future. If any of this was utterly useless,
wait I thought that the CSE code was used to load .sawnd files from the sfx folder instead of from the .brsar. You can create .brstms with it?
Just downloaded ASLTool.exe to feel smarter.... will google more later.
Thanks! i'm sure that edited SSS will be useful for more then a few people <3 i'll add it to the patch files. the GCT was fixed at one point adding the missing codes, but i lost the file due to GDrive being stupid. PL has the original file i made with all the missing codes included. tho i can't really do anything more till he releases what he's finished. Last CSE is different from RSE. wich is what you are thinking of.
btw, PM works with SD cards up to 32 gigs. unless you use hackless it didn't really matter. I thought of adding the stage expansion code to it and adding all the alts as seperate stages entirely, tho PyotrLuzhin said he had finished ASL edits so i never bothered. i'm sure he has his reasons for the delay.
Really hoping something new comes along to keep brawl modding alive, maybe something new to the clone engine.
We are still very much alive. actively working on making ASL and BeX compatible together to further expand the game. ohh and fun fact. appearantly you can bypass some limits if you use an ISO. i'm not talking about using wiiscrubber to replace files (file limits are still there) but i've found if you create an iso from wiimms iso tool you can go over size limits. however you are still bound by what the wii can handle. and i'm not sure of what other limits there might be. it works similar to how riivo bypasses limits. (FYI if you add a smaller file to the iso that way it also decreases the limit! be warned)
That leads me to another question: Anyone know how the older ISO version of BeX worked? how exactly was it changed to read files from the ISO? I know it doesn't by default.
Still not being able to use all of the wonderful Captain Falcon final smash alts in Blue Falcon 30 with Brawlex is painful. I wish fixing Brawlex's Captain Falcon module was easy. Sammi Huskey got it working in Dolphin but not the real Wii yet. So close!
*Quietly hopes this interests Sirkura and PyotrLuzhin in addition to Brawlex ASL*
Definately interesting! ^^ also a fun fact since i hadn't seen it confirmed anywhere yet. the Roster.dat does not work on wifi. the game crashes when the wifi CSS pops up. using the roster code however does work. perhaps the data for the wifi CSS is kept somewhere else?
Are you setting up your Gecko loader to Axnexframe? I get this proble if the Hook type is NOT Axnexframe.
You can also add PMs AXNextFrame-VBI hook swap code. seems more stable. my wii used to get random crashes at the strap screen, that code fixed it. basically it loads the strap as AXNextFrame then switches to VBI after the game loads. so far havent found any glitches loading that way.