Well, i know some of the fighters who don't use sounds at all, or some fighters kirby copies that are blank have the data set to FFFFFFFF but i honestly don't know if that will work for normal fighters. Worth a try! give it a shot
I'll try it and let you know in a bit. Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading... What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L
EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...
Correct, however if you feel you want to use the stock sc_selcharacter without using the template you could also use the "add cosmetics" button in my tool. However the template is probably easier in the long run
Yeah, hah. Thanks so much, I now have Goku and Pit in two different slots with all the cosmetics and its amazing! Thank you once again for the great tool which makes everything easy and your excellently explained tutorials! One final question if I may. In your tool there are all the SFX and then numbers after it...How could I make my Pit clone which is Goku, not have a voice at all because it sounds a bit strange having Pits voice on Goku . If it is not possible, it is fine, I am already ecstatic with just having a separate slot!
My video also explains the easiest way to setup the engine with CSSRoster.dat (the css expansion) and showcases a very..outdated version of my tool. You can find the most recent one in the op of this thread or in my sig. Anyways heres the vid
Thanks man you got great videos by the way! So I set it up with this tutorial and since I'm going to be using the template by frostymm I edit the sc_selcharacter in the template and replace the MenSelchrPos_TopN files in my sc_selcharacter.pac with the ones in the Resources folder and I can just insert custom characters and I just have to edit the CSP's and stuff already set, correct?
I dunno man, I use the newer stuff where all you have to do is have the cssroster.dat and tell it what characters to display. My suggestion would be to do it that way instead because it's easier to manage.
Where can I find a guide for that? The videos here just talk about a code so I dunno :L.
Absolutely nothing. It basically just sets up all the cosmetic files for you. So all you have to do is set the correct ID and put whatever selection portrait files n whatnot you want over the temporary ones that are already in place. So realistically if you wanna just have the selection icon and are too lazy for the portraits, you can just put in an icon and make all the portraits solid colors or something and at the very least your character will have cosmetics that are seperate from the main characters.
It's really just because setting it up is a pain in the butt. Also I do believe the link is in my signature.
So how do I set up the custom CSS code for BrawlEx that way I can use your template? I'm about to set up BrawlEx on a fresh SD card I just purchased.
58 because I counted 34 extra slots in the template + the default 24 would = 58 and then in the bottom I added "3F 40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f 50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f 60" (letters in caps) which is a total of 34 slots and then put 29(the random slot) and ended it with 0000. Is the code right?
numbers 4-6 for teh first didgit, and for the second digit, numvers 0-9 or A-F
Thanks guys, but after having seen every tutorial video entirely, I have come to the conclusion that it is way too time consuming for simply one character to have all CSP's, PSA's, etc. Thanks anyways, I'm sure someone else reading through these posts will find the information given helpful!
look in the OP. there are literally tutorials for it, so yes
Foolish of me, thank you. One more question, say I wanted to clone two characters, one would have the id 3F and how would I know what to put for other characters? I got the 3F from the video and example given in the OP. Thanks in advance!
shoren ALL the clips in the sound clips in the file OR change the frequency in the white box in audacity to 6000 and reimport the wavs
the voices will shound like [censored] but they will work
I managed to get the whole group smaller than the original size, but it still only works on the first texture and only against default characters. It's strange because this is the only character that causes this problem...every other custom character SFX is fine.
some random problem first dayviewing now, the psa is in charge of SFX control, not the costume so it's strange that a costume is dictating if an SFX works or not
Yeah, I honestly don't know what seems to be the problem. I am trying different things right now hoping it will fix.
the trick is to have it not leak past the original size, the easiest way to understand this is to use the exact frequency and cap at the original length
example: replacing a 5 second 48k sound with no bigger than a 5 second clip thats 48k
to go over this, you can use up to say a 15 second clip at 6k
in this random example:
I will be using a 1.27 second clip and demonstrating how one copy of it will go over the original "length"
now lets say the original clip is 0.7 seconds long and originally a 32000 frequency clip which is 87KB in size
I have a clip thats 1.27 seconds long and its 48K audio, its size is 256 KB
a copy of it at 44.1k, its size is 219KB
another copy of it at 32k, its size is 159KB
and a final copy of the same thing at 16k, its size is 79KB
the copy at 16k will fit and not cause problems (despite being a longer length), but the 32k, 44.1k, and 48k WILL go over the size limit
higher quality wave samples will result in a larger datasize when replacing
Very well, thank you for your help! Using Audacity to correct my problems shall suffice, correct? Anyways, besides this problem, I was wondering if you could assist me with another I'm having regarding SFX as well. See, today I downloaded Sasuke over Meta Knight by Jrush(link to the PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34401) Anyways, at first I just put the pf/fighter/metaknight files in to test the character and some moves had Ike's voice. After that, I put in the SFX that was in the download which was for meta knight to have Sasuke's voice. I put it and it wasn't working so I put some codes that were provided in the download and the voice worked, but only for the FitMetaKnight00 texture and not others. Also, it wouldn't work when battling other custom characters with SFX. After it does not work, it will completely stop working and go back to Ike's voice on Meta Knight until I restart my Wii and ONLY choose the FitMetaKnight00 texture and go against default characters. Do you think you know what is going on? Check the download link for more information, if needed. Thanks in advance!
your sfx hacks are constrained to the limit of the original's (this includes the byteslength/length of each clip, not the whole group) when using the method in this guide, it doesn't happen when using the older riivo method, please consider dumming down the quality of all your clips, or if it was a download, somehow rip , degrade, and recomcpile the sawnd file
I have yet to fully understand you, unfortunately. Allow me to give you an example in order for you to properly show me how to fix it, please. I have this Goku Announcer Call in the .wav format which I want to insert over Pit's Announcer Call in characall(GROUP ID:223). Here is the exact one I want in the Vault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=196503 So what should I do to the .wav before inserting it(extra info: Pit's duration of his Announcer Call is 00:00.59 whereas Goku's .wav duration is 00:00.66)? Oh, and by the way, I do have the 3 .dll's required in order to convert the goku.wav to .sawnd.
Hey guys, so I don't have much to post or show now. In fact I have nothing to show right now. Im still animating.
In order to speed up things, I've decided I'll animate every single animation needed including taunts, wins and other miscellaneous stuff so that I don't feel too laze to go back to do it later when the PSA is complete.
They are all coming along nicely, but still alot of animation work left. So exhausting...
On another note, anyone interested in testing out new versions of.