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16  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 25, 2014, 08:21:23 PM
Not saying I like the Clone Engine but I'm sad that it means that what brawl hacking originally was, Simply replacing characters with new ones and get to see the psas the way they originally were made for the original characters not clone characters using the original fighter's modules is ending.
Are you talking about how there are graphical glitches in BrawlEx characters? Cuz that can be fixed  by using assist trophy graphics. Also, giving BrawlEx characters their own sound effects is possible. So I don't see how the characters would play any different if they were a replacement of a character.
17  Super Smash Bros. Brawl Hacking / Programming / Re: Give BrawlEx Characters SFX Tutorial on: February 25, 2014, 04:21:59 PM
Side note to anyone who uses WBFS and puts their sound in the ISO directly:
Should your sound exceed the file size limit, use WiiScrubber to replace one of the dummy files with anything that's 1KB or less. That opens up more space on your ISO.
Oh great idea, thanks.
18  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 24, 2014, 11:30:23 AM
you can modify fighters.data and just put no on the result data, and nope ness is not clonable at all

Ness can't be cloned, but some of his PSAs will work with a Lucas rel. Everything else is from Ness.  Mega Man and Avatar Ness both work with Lucas rels, possibly others but those are the only ones I tried.
Okay thanks for the info.
19  Super Smash Bros. Brawl Hacking / Programming / Re: Give BrawlEx Characters SFX Tutorial on: February 24, 2014, 10:39:15 AM
if you can do a video tutorial of this that will be awesome
Not sure when I can, but I'll add it to my to do list.
20  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 24, 2014, 10:38:39 AM
Hey Nebulon, just letting you know that your BrawlEx pack looks great from just looking at the fighter folder here. I was wondering if I could make a suggestion. Could you add in Raichu?
http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=*raichu*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-PSA*-*&TypeAlt=Character&characterType=PSA*&characterListing=*

I know that is an old PSA there but it might work if you balance it a bit because I feel that a few of the attacks are a bit too over powered compared to Pikachu. I believe Raichu should be stronger than Pikachu but he should have some sort of weakness. Maybe he is slower than Pikachu or something. Let me know what you think. Here is a link to an import model to go along with the PSA:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36283

Hey everyone - for anyone using Mega Man, Nebulon and I have made a version with his sounds over Petey Pirahna and with GFX fixes if anyone wants it. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350

The only thing is that when Ness' soundbank is loaded, he still says PK Fire when shooting his blaster or Crash Bomb for some reason. Can't quite figure that out.


I have to ask you something about this BrawlEx Megaman you made. When I compared the fighter config you gave to the fighterconfig of Lucas, I found that yours did not include the Result file. Does this mean you somehow were able to clone Ness? Is Ness clonable now? Did I miss an update? Or did you edit the Fighter config to only look for the necessary files and not the result file?
21  Super Smash Bros. Brawl Hacking / Programming / Re: Give BrawlEx Characters SFX Tutorial on: February 24, 2014, 09:43:22 AM
Does somebody have a shadows voice over a boss because i dont understand how to do this


I'm working on a Shadow with his voice over Tabuu. It is about half way done. It sounds like I'll need to do a video tutorial on this since it is a difficult process to understand.

I've got a Mega Man with sound effects over Petey Pirahna, but I'm having a problem. I also posted this in SFX Help, but I figured I'd ask here, too. Everything is set up and working just as it should be (Death Cry included, thanks to Shun_One's post), except for one thing:

When using his Blaster or his Crash Bomb, I can't get him to stop shouting PK Fire when he's fighting Ness. The SFX isn't assigned in Attack100, SpecialS or SpecialAirS, and I didn't see it when looking through the SFX in OpenSA3, either. If anyone knows how to fix this, I'd appreciate it, and I'll definitely upload it for others to use.

Edit: It's on the vault now, if anyone wants to get it. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36350
BrawlBox can do this. I'm not sure which versions, but 0.71 does for sure since that's what I used. You can replace the sounds in it, too, you just can't create a .sawnd with it.


Thanks for letting me know, I'll change the tutorial to where you don't need Smashbox and can export with BrawlBox 0.71. Also, not sure how to fix your PK Fire sound effect problem there. I hope someone can figure out how to fix that so it calls it from Petey instead of Ness.
22  Super Smash Bros. Brawl Hacking / Programming / Re: Give BrawlEx Characters SFX Tutorial on: February 23, 2014, 04:55:03 PM
Why SmashBox?

Is there another program that allows you to export the sound files from the smashbros_sound.brsar? Smashbox is the only way I know to do it and you need to export the wave files of the character to put them over a boss character's sounds.

If you want to change the Crowd Cheer, Death SFX, and other SFX that you can't edit with PSA, you'll need to download Tabuu (OpenSA3) and a Hex Editor.

Open up any Fighter.pac in Tabuu and navigate to data/misc/SoundData. Note down the off-sets then pop open the Fighter.pac in a Hex Editor and input your new IDs over the old ones.

This is not meant to be a tutorial, just pointing folks in the right direction as Dantarion noted.

Thank you for this information. This is helpful.
23  Super Smash Bros. Brawl Hacking / Programming / Re: Give BrawlEx Characters SFX Tutorial on: February 22, 2014, 06:18:34 PM
The crowd cheer is part of the PSA file itself, not a separate code..
What I meant was where is it called in the PSA so that I can change what sound is called.
24  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 22, 2014, 04:59:10 PM
Here you go guys.  A thread all on its own that tells you how to give BrawlEx characters their own SFX:

http://forums.kc-mm.com/index.php?topic=66417.0
25  Super Smash Bros. Brawl Hacking / Programming / Give BrawlEx Characters SFX Tutorial on: February 22, 2014, 04:58:01 PM
Okay since people keep asking how to do this and it is hard to find my old post to this from the BrawlEx thread I'm posting it here as a complete tutorial.


What you'll need:

A BrawlEx character(s)

PSA or BrawlBox v0.67b:
https://www.dropbox.com/sh/uo44vuhvi6jddr8/ZAszFmyUSx
Super Sawndz:
https://www.dropbox.com/sh/0m5ow8gobp0luo9/HOrLO4AAvM
Brawlbox 0.71:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494

a smashbros_sound.brsar file


People mostly change the soundbank of the character to the soundbank of a boss. Although you could use something like the coin launcher I guess, but I'm not sure how well that would work out considering the coin launcher's sounds are probably not all long enough to hold most character sounds.

You'll need to first decide on which boss you are going to use. Then just start replacing that boss's sound effects with the ones from the hacked character's sfx. Simply open a smash bros brsar in super sawndz and insert the sawnd file for the character's sfx that you are going to use. Then open that same brsar file in BrawlBox 0.71 and export all the wave files from the sounds you replaced for that character. Then close BrawlBox. Go back to Super Sawndz and replace all of the boss character's sounds with the wave files you exported. MAKE SURE you pay CLOSE attention to the length of your sound file and the length of the previous boss wave file. If you have a wave file that is say, 2:36, do NOT put it over a boss wave that is 1:34! The boss wave file has to be either the same amount of time or longer than the one your are going to replace it with. If you put a long clip on a short boss clip it will exceed the file size.

Now to change the BrawlEx character's soundbank.
To find out about Brawl's Boss SFX in PSA and sound banks, just open the BRSAR in BrawlBox 0.71

Then go under snd, NOT SND. The lower case one. then group then go to enemy. Then you'll find the Boss's soundbank numbers. They will be in decimal form so you need to convert them to hex. Duon's is 318 which is 13E in hex. Use the windows or macintosh calculator and change it to programmer to convert decimal to hex. Or if you are on Windows XP, change the format to scientific. Now open the BrawlEx character's FighterConfig file in the Brawl config utility program and scroll all the way down to the bottom and backspace the previous number in the sound bank slot and put in the new boss sound bank number.

Now comes the hard part.
You now have to find out what the wave files are in PSA sound id form in order for the game to know which ones to call in which animation.
To find their sound clips with PSA SFX ids: Just go under snd (still lower case) and then go to se, then go to boss and then go to Duon(or MasterHand or whoever you chose). Then to find the PSA SFX id just click on an audio number and look on the upper right box with data in it and scroll all the way down the list, the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to be called in PSA. You of course, need to convert it to Hex for it to be called properly in the PSA program (either smashattacks or brawlbox0.67b). You can listen to the sound in Brawlbox and then look at the Misc number to find out the PSA sound id and then open the BrawlEx character's FitCharacter.pac file in PSA and go to the subactions tab. Click the down arrow by the word Main and choose SFX. Then look through every animation and find look for sounds that are being used for that character and match them with the character in the brsar that you replaced( for example if you are doing Shadow over Sonic you would go to the Sonic SFX in the brsar in Brawlbox and look at his wave ids and match them up with the TXT files here:
http://www.mediafire.com/download/hikd7zwy1hrbmll/SFX+ID+Lists+all+Characters.rar

This file contains a list of all PSA SFX ids and tells you which wave ids they correspond to.
After you figure out which sound is called first in the first animation of that character's PSA, then find that sound file in the Boss's sfx that you chose. Convert that Boss's wave id Misc number to hex and then go back to the PSA program and change the SFX id in there to the one you just found. Do this by clicking on the sound effect call code and clicking Modify and then go to sound effect and at the very end of the code you backspace what is there and type in the new number. You'll have to repeat this process for every sound effect in the PSA. Some sounds are called more than once, in fact most of them are called more than once so you should try to keep track of which sound corresponds to which boss sound. I keep track of this by typing it out in a Notepad file so I know which numbers to change to what. One last important thing, Some sounds I have found like to repeat themselves for some reason, it is a good idea to put in the Stop Sound Effect: (insert last used sound effect here) call code and have it activate after about 15 frames example:

Asynchronous Frames: 15 frames
Stop Sound Effect: 0-115E

It shouldn't be hard to find these codes to call by just looking through the PSA and copying them. Just use it RIGHT AFTER the sound effect is called from the boss. If you don't do this then certain sounds may repeat forever when called and it is annoying to hear. It doesn't freeze the game though.

Also, the hackers at Project M did something that is necessary when doing this method. Since boss soundbanks don't have as many sounds as fighter characters do, for a lot of the sound effects that Roy uses, they had to change it to common sounds in brawl that matched up with Roy's. Which I guess correspond to the slashes and swipes and explosion, and fire that he does. There are a few sound effects that they put on Duon for Roy that they didn't pull from the common sfx. But there aren't that many. They used the voice clips of Roy for most of Duon's sfx and only used essential sfx that Roy needed in there. The rest is common sfx. You can find out which common sfx are which from here: http://forums.kc-mm.com/index.php?topic=45572

One last thing I need to mention is that Project M was able to redirect the Crowd that cheers Roy's name when he is winning in the game to one of Duon's sounds. Where in a character's PSA file does it have the line of code that determines what sfx id is called for when he is winning a match and the crowd cheers? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully.

Anyways, I hope this is very helpful and that this means people can start working on a project to get some BrawlEx characters to have their own sfx and maybe upload them on dropbox and post them? That would be nice. Happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids. And Leon Exodio for the PSA SFX ids to Wave ids TXT lists.
26  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 20, 2014, 11:37:25 PM
Ya, I'm only using FPC 3.5.1b and still, nothing loads.
Think I can get someones elses GCT?
Try Nebulon's code set:

https://www.dropbox.com/sh/ojrvi3ekfq0zgll/io2tEVYmtN
27  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 20, 2014, 04:56:56 PM
So a few pages back people were talking about how the Mega Man PSA works when used over a Lucas Clone. And while this is correct, I have a glitch with it to report.

The up smash(Sparkman's weapon) freezes the game when you catch someone in it. It's really the only glitch I've found with doing this, and will likely be fixed once we have a Ness Module for cloning.

I haven't done much testing with it, but when I tested Megaman over Lucas in training mode, the only glitches I found were that you cannot charge the up and down smashes. Also they move a bit faster.
28  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 18, 2014, 02:33:36 PM
dkn if you guys know this but southcraft megaman over ness works almost perfectly if renamed to ness and using lucas entry,result and final.pacs xD tested this over the scott pilgrim clone of lucas that i had and he works.

theres 3 glitches
1 when he dash atacks a tiny bit of graphic goes to the screen for less than 1/4 second
2 his foward smash goes much further
3 cant run with the leaf shield

Great work! Just so everyone knows, the first and third glitches that you listed are not glitches. I found this to be the case when playing the hack regularly over Ness. You can't move with the leaf shield until you press down b again. His dash attack which is his top spin attack, always had a graphical glitch.

But this is awesome news! Thank you for figuring out how to get this to work Carnage!
I'm excited to try it.
29  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 17, 2014, 04:26:40 PM
I just wanna say that it is good to see people sharing their character packs and character fixes and such. Saves people who wanted certain characters in brawlex a lot of time. Also helps figure out the new process better by seeing how it is done.
30  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 16, 2014, 02:29:08 AM
It sounded simple enough to just set the clone's fighter config to link it to, say, kirby/FitKirbyMarth.pac (which I did with Cloud's config in ASF1nks's pack after updating everything with the BrawlEx v1.1.4.0 stuff), but the game still freezes after selecting a stage when I have both Cloud and Kirby in the same match. I imagine some tinkering with Kirby's module is probably necessary, as I'm guessing something like that was done in PM for Roy and Mewtwo to have copy hats. I don't have nearly the hexing experience to delve into that, though.

And yeah, I'm guessing something else would need to be done to use Mario's animations in my screenshot, but I don't know what.

Interesting. It probably is in the rel somewhere then.
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