what ever modules in the downloads are the ones we have made. more may come eventually but i'm not the one that makes those. setting up any clone should essentially eb the same as making them in standard BeX. i'd look for a tutorial on it, or ask in the main thread.
i have a huge question, it affects if i use the project m loader instead of gecko?
doesn't really affect anything. the pm launcher IS gecko. just added a few features to it like addons and an update button. its the same exact code handler. just make sure the hook type is axnextframe.
This may sound desperate, but can someone make a code for Brawl to go, like 8x faster than the normal? I am using Dolphin and want to play at full speed in 1080p, or at least 720p. In order to play have 3/4 the speed of Brawl, i have to turn the quality to the lowest, and disable a bunch of settings. Can someone please make a code for all really terrible intel graphics cards out there?
all that will do is cause you to fry your comp. if it can't handle it, there won't really be much point in throwing more data at it. a code can't fix hardware limitations. i'd recommend getting a 4-8 core cpu at least an i5. most graphics cards will work fine. as a rule of thumb, your computer needs to be 5x faster then the thing you are emulating.
I'm not clear on how this gives us the ability to give characters their own sounds. Can i use this code so that goku has his sfx without replacing pits sounds? Can we finaly add new sound banks or is this just an alternative to using sawnd files?
you can add new sounds without replacing any. but iirc you need an iso to do it currently. you have to add the new entries to the original bsar file, then you can replace them on an SD card at any time to replace said file. i also think you need a clean bsar file as the sawnds program will not be compatible with the new entries. i could be wrong about that.
anyone have more info? i havent gotten a chance to play with this much yet. possibly correct miss information?
So is the ASL code not in the PMEX gct? I feel like I'm going about this wrong. Now when I put the ASL code in, it not only doesn't work on the stage I'm trying to put it on(I'm doing in Final Destination) but ASL stops working on the other stages it worked on before like Green Hill Zone, Battlefield, etc.
Btw thanks for all the help. I hate to be a bother.
ASL itself is already in the GCT. we left all features of PM intact. (if found otherwise its a glitch and needs to be reported in this thread) i'd recomend mewtwo's asl tool to edit the code. i've had reports it doesn't work for some people tho. (not getting enough info to tell what the problem is) i've not had issues with it personally.
fyi the asl code included is modified to work with BeX, the original PM version took up the same memory location as BeX data. so they couldn't coexist without crashing. the stage data part is the same i believe. so if you have trouble with the tool you could write stage data with it and copy that part of the ASL code to the one included.
Man it's been so long since i poked my head around here lol. i Have a bit of a question. in regards to the file patch 4.1 code. Is it compatible with the PM EX build? i just had inserted it into a clean gct and it froze on startup. Do i have to get rid of the previous File patch?
it should work i believe. just replace the old one i believe. tho currently i think you need an iso for it. you need the original file to have entries for each one you replace if i understand right. think BJ's tool dummies those out for you. unfortunately i've been really bus in rl so havent been able to play with it yet.
Is the ASL code supposed to not be present in the default PMEX RSBE.gct? Whenever I try to add stages to the codeset, the stage only loads the default stage file, the one without "_(letter)". Whenever I try the button combination I set the default loads. And if I try to select another stage, it soft freezes. I've followed M200's tutorial and it still doesn't work. Other PMEX builds I look at use module files with their new stages, should I do that?
And for the waa man. It just doesn't want to work. For the people that have had it work, did you use the config files from King Jigglypuff's pack or use the ones from the PMEX pack?
you DEFINATELY need the module files for the stages. the benefit of asl is that each stage can be indipendantly loaded with its own module so they don't have to share one. I.E. you can have a green hill based stage over skyworld with an edited rel file.
as for waluiggie you will need the files in the download. the modules for characters specifically are edited to work with PM, pm has slightly different variables then vbrawl.
Has anyone had problems with implementing the Project M Waluigi into their build? I am. Even though I'm certain I've done everything correctly, the game soft freezes when selecting a stage when playing as Waluigi. I just want to know if anyone else is having this problem
Soft freezes typically mean you are missing a file and its trying to load something not there. Or perhaps have a file named incorectly. I'd check there.
its far easier to use an SD card. but you can use Riivolution to load off the flash drive. but there are limitations. like certain mods are not compatible (BeX and project M for instance)
I currently run two Giga Bowsers. The spy costume loads FitGKoopaSpy.pac and FitGKoopaSpy.pcs. The rest load FitGKoopa00.pac and FitGKoopa00.pcs (even with multiple final smash files enabled in the fighter config for Bowser). Post Merge: August 10, 2016, 10:37:17 PMI also took a look at Giga Bowser's fighter config file. None of the costume flags are set. It may be possible to enable them and rewrite Bowser's final smash to function similar to Zelda/Sheik's transform for a set time period before transforming back. This is probably a good starting point if you're interested but I only have a basic understanding of making edits in PSA.
Actually there is a flag that allows you to use multiple final smashes for the ORIGINAL characters. i don't think anyone got it to work on Ex Clones yet tho. try looking at the PM DIY thread in general. pretty sure we have multiple giga.pacs
Woah, I didn't know the ASL got fixed up for vBrawl! Just tested this out and can confirm your pack works with BrawlEx as well.
Yep i actually suggested to pyoter to send this to lib, it was one of the issues we had to overcome for BeX +PM. pyoter can take most the credit tho xD i was only able to point where memory adresses were conflicting. thats about the extent of what i can do code wise. Anyway always makes me happy seeing others benifit from our work <3 If you happen to find any bugs let me know. i'll try to iron them out.
When I get home I'll check what size sc_selmap needs to be in order to work. Apparently sc_selmap needs to be 1214283 bytes or less. What size is yours? If it's smaller than that, the problem must be with something else, and I'm not sure what is causing it.Where's the SDHC code? I've never seen it.
So sorry for not gettign back sooner, the thread got burried while i was away >.< anyway the SDHC code is here:
We can add costume slots for the deafult roster up to 9 right, by configuring the the brawlex configs? What else would I need to stop silent freezing on the added slots before a match?
you need all the cosmetics added for each character costume. CSP's BP, RP, and stocks. also its 10 slots total ^^ 00-09 tho for the basics 10, tho i've seen it expanded to 16 thru hex editing, i havent tried it myself tho. you could ask in the original thread release by phantom wings.
huh, funny cause I had a problem one day, where I was playing as Goku by Caliking01, and fighting pit and I had the same problem, Graphical glitches occur, Pit was Using Goku's GFX
Graphical glitches can be fixed actually. thats an issue with BeX not this build. you need to edit the graphics to give them a unique name if i remember right via psa. there si a tutorial somewhere on how to do it.
Actually, the hook type does matter so the game can boot up properly. If there's no hook type, then the launcher will think that it is too many lines of code and boots up Brawl instead (Or it's because the hook type is invalid).
(Try using Homebrew and Gecko OS. That usually works for me.) Post Merge: August 05, 2016, 10:45:05 AMActually, I was just playing my build and I was fighting olimar. He grabbed me and he actually instantly killed me. ( It was a CPU.) But it happens randomly through out the game.
Update: I think it affects clones of Pit. I was fighting Waluigi (Who goes over Pit) and I grabbed him and Waluigi got instantly KO'ed. (It skipped the throwing animation and grabs let go quickly.)
Hook type DEFINATELY matters. you should be using AXNextFrame, as PM has a code that relies on it. i've only experienced freezing at the strap menu once when i added a bunch of files to the ISO. tho its possible could be an issue with BeX as well if you have something configured incorrectly. seems like most the issues you had are directly character PSA related. unfortunately not all characters are optomised for PM so they can behave very strangely with the new physics.