So how does it work: Simple. If you have ever played tekken or Soul Calibur you must be familiar with the ability of changing axis in game. Well this code does the same. You can change axis of battle when you shield. Its still a work in progress but i havent received any glitches. Original code is by Phantom wings, I made some edits to make the code switch in game. The codes are finished but I wont release them yet because I plan to add more axis options and am currently looking for a camera sensitive code to go with it if possible. Also: Poll
Yes Sir, Uh huh. Its a code I have been working for a while and is finally stable for an initial release. Thanks to Deathwolf take on the file patch code, I was able to edit his code, port it to NTSC-U, and eliminate the need of button activators. So big credits to Deathwolf...
So what is this triple rasta I speak off, you may ask your self
Well, its a code that allows you to have 3 RSBE folders, and able to navigate through them in game. With 3 RSBE folders, you can have 3 sets of stages, 3 sets of movesets, 3 sets of music files, and 3 sets of characters (that would give you a total of 18 costumes per character...) *holds breath*
How does it work?
Simple. It uses what I like to call, an "icon activator" In this initial version of the code, we will be using a clone Kirby. You will need to have a custom CSS, with a clone kirby because we need his clone bone id(bone 46), as part of the icon activator. So what would happen is that everytime you pick the "clone kirby", it will call upon our code so you can switch into your new roster and bring upon all hacks from your new folder you can even do this back and forth. If you want to take it to the extreme, you can even play between PSA's of characters of different rosters. Here is a video of how it works:
Ill include my codes(in gct format), and a setup for the folders for your convenience here
What is included and all you need:
Lets start with the codes 1. file patch code 3.5.1 2. triple rasta via kirby activator 3. custom css 4. css fix for giga and company V2 5. character id fix 2.1 6. CSS fixes for Samus/ZSS and Zelda/Sheik V2.1(optional) 7. Css fix(optional-depending on the way you want to set up your CSS icons) For your convenience: 7. can start match with only one player 8. pick any color you want
Pick any color you want 0469A2B4 60000000 0469A3C4 60000000 04696FD4 60000000 04684E84 60000000
Next is your folders
You will need the regular setup but with 2 extra RSB folders(RSB2, RSB3) "private/wii/app/"
inside this extra RSB folders you will have to add your different characters, stages, etc. just like you did with your RSBE folder
i probably missed to insert some more folders but you get the idea...
And that is it, that is all you need.
Some notes and listed plans.
-at the moment only player 1 can activate the code when picking the clone kirby, i do plan on adding availability for other players to do so too. Player 1 can have any type of controller(wiimote, gamecube controller, classic controller, etc.) -if you want different rosters in training mode, you have to activate the code while inside brawl character selection screen, and then go to training mode to see the new rosters. Will work on code for this. -if you fight two of the same characters but from different folders, the texture costumes will show up in game but both characters will share the same moveset. The moveset that appears in game is sometimes random but will belong to one of the two characters. It will take some heavy rel editing to get this to work. -I would also like to work in making the code so that you never have to leave the character selection screen to see your new roster some rules -in order to swap between character selection screens with no problems, you have to reset your icon activator by simply pointing at any other character other than kirby before choosing kirby - when you are in your second character selection screen, the only way to continue swapping folders is by choosing kirby at least twice. will work on that to upgrade the code -your menu music needs to be the same for all 3 folders, if not: nothing harmful will happen but you may get some music desync while you are in the menu screen. ids for menu music are X02.brstm and X03.brstm kirby falcon punch remix download here -when you choose a character from one folder, and switch to another roster, the character's portrait will change, but since the character was previously chosen, the game has already loaded the correct character. And that is pretty much it
Also forgot to say, this code also works with alloys. If you do choose to add alloys, kirby will be the green alloy when you choose to play with him. You will need to add all the necessary alloy codes. If you dont choose to add alloys, you will simply play as a random kirby hack you may have in any of your rosters.
Have You ever had this Issue? Think u have to redo the entire Rig? Dont stress it out Dude, Its Fixable
Check the weight value for These "Strayish" Vertices in 3ds max Unfortunately, only when imported into brawlbox they "stray-out" But make a precision as to which vertix you think is getting this error, sometimes applying the moveset file and viewing the model only by polygons Helps
What you are looking for is for a weight value of something like this: 0.5 HipN 0.5 HipN 0.0 LLegJ 0.0 LkneeJ etc
or something like this: 0.5 HipN 0.25 HipN 0.0 LLegJ 0.25 LkneeJ
As you can see the HipN weight is divided into two sections and that is a bug caused by 3dsmax... It doesnt necessarily have to be the HipN bone, it can happen to other bones too. How to fix it? Simple Head to the Weight Tool
Sometimes adjusting the weight value on these "strayish" vertices is impossible so to repair it do this: There is a button in the "Weight Tool" That allows you to copy a weight value of any other vertex.
Copy the weight Value of a close-by vertex that is not corrupted and paste it into the "strayish" vertex. 3Ds max does not update the display of the new weight value so simply click on another vertex and than click back again at the "strayish" vertex to check the new weight value. Adjust the weights on this vertex if necessary. And that is pretty much it. Export Dae, and check in brawlbox. You may have to go back into 3ds max if you did not catch all the "strayish" vertices but that is ok, just repeat the procedure and export once again...
File Patch Code V3.5.3v2(NTSC-U)(By PW, DW, and MW)
Whats New?
Now with the ability to double your character slots, CSS, Music, stage slots, and SFX via including an extra RSBE folder thanks to DW. Previous version did not allow for sfx swapping. RSBE is now set to default. Cleaned up the codes and deleted a bunch of unnecessary stuff.
Important: 1. Folders can only be swapped with special combination buttons at the 1st controller. Wiimote/Wiimote+nunchuck use "-" + "A" Gamecube controller/Classic Controller use "X" + "Y" Wiimote+Nunchuck Users I recommend using both of your thumbs when activating the code. 2. You need a regular SD card. 2GB is the max size. 3. Its now possible to swap sfx between rosters too. You will need to add the SFX codes as well. Everything about sfx can be found here: http://forums.kc-mm.com/index.php?topic=61460.0
How does it work: 1. Make a seperate folder called RSB4 and place it inside the "app" folder that goes inside the "private"
folder.
X:/private/wii/app/RSB4/ -Note that inside the "app" folder you will also have your RSBE folder
2. Place whatever files you want including your different CSS inside your new RSB4 folder and set up the folders inside it
just like the RSBE folder is set up.
3. To switch between folders: Hold your special combination buttons for two seconds at any screen(before gameplay preferably). You will need to refresh your Rosters(character or stage) manually. 4. I recommend using the same "title screen music" for both folders to avoid possible music De-syncs while in the menu. X02.brstm and X03.brstm are the ids for the tittle screen music
Note: Any other codes affect both folders. Activating the codes while in your CSS or SSS will not automatically update your portraits, but will swap the folders. It is possible to play matches of a character against their alternate version, works perfect for costumes. Only issue is that the game will only load one moveset for both of these same characters when doing so. Works on gecko, usb loaders, and dolphin. PM users just add the second code to your existing codes.
Poor Krillin always getting in trouble with girls....
Fourth Release: Yoda from Soul Calibur IV and Star Wars of course.
Too bad Yoda is by himself this time: as Storm Trooper, Darth Vader, and Bobba Fett are ganging up on him.
Third Release: SSJ2 Gohan..........With.......Cape(Capeless version released in download)
Kaoken! No its just the fireball attack lol.
Second Release: Oozaru Vegita over Wolf
The Prince of all saiyins joins brawl and in his "Were-Ape" form. I may take requests for other imports depending on the character and if you give me something to work with is a plus. More to come people.
Warning: Spoiler shows an extra treat I'm giving you in the download
Its Goku's pap in Oozaru form original texture. Csp is hereJust right click and save. Sorry but download does not include this final smash as its part of Mario Dks moveset file. Ill need his permision to release one or give instructions on how to apply it to this hack if u guys want it. It includes wolfs normal moveset with the size mod.
My charizard models were freezing at slot 02 and 03(fitpokelizardon02 etc). So i moved one to slot 01 and voila, no more freezing. Dont know why they do this.