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31  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 16, 2014, 01:27:19 AM
I tried a little experiment with Kirby. I added a modified Luigi fighter config, which I rehexed his Kirby data to Kirby/FitKirbyMario.pac, attempting to make it so that when Kirby copies Luigi, he dons Mario's hat data.

For the most part, it worked—he don's Mario's hat and uses Mario's fireballs—but the animations in the FitKirbyMario00.pac don't work. He just t-poses when using the move.



Luckily, he doesn't stay in the t-pose and will resume normal behavior after about 50 frames, but I'm wondering why he doesn't animate. Note that the hat data comes from the disc data and not the SD card (since I'm not using a kirby folder).


(Using the files in BrawlEx v1.1.4.0 for the bx_fighter.rel and ft_kirby.rel.)


Great work! I hope this means we can actually get Kirby hats working over cloned characters.

I think he t-posed because there is probably something else you have to change for him to use mario's animation, possibly? I wouldn't know but that is my guess.
32  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 15, 2014, 12:22:16 PM
I mean I can make it read from minusery/pf/brawlex or projectm/ pf/ brawlex

 rather then private/wi/app/rsbe/pf/brawlex

I mean, I can make it read the files from anwhere eeally. I can make the cosmetic configs load from the menu2 folder if I wanted, while the slot configs can be in the fighters folder..lol though there's no reason I would ever do that

lol I would just be interested in loading them from a folder called CloneEn or maybe BXClone.
33  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 15, 2014, 11:58:41 AM
i should make a new video tutorial. using my tool as well Shocked

EDIT: oh, also, remember how he said the BrawlEx files will only be read from private? i figured out how to change that..just in case anyone is interested in it.
You mean you could change it so it reads from a folder called CloneEn or something, like how the codes for Project M read from the projectm folder? I'd be interested in that.
34  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 10, 2014, 06:53:05 PM
Just use both codes and put the other files in RSB4/pf/

The wii remote combo works perfectly, for some reason the gamecube controller combo hasn't been working to well for me (maybe because i have wireless controller.)

It even allows you to use that character in single player modes like SSE.

You can use them in SSE? HOW?! Do you press the wii remote combo buttons while at the SSE character select and the brawlex characters appear? If so that's awesome!!
35  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 10, 2014, 01:20:34 PM
Heya. By chance did you ever finish the Shadow sfx?
Sorry, I forgot about that too. I'll do it when I can. If you want I can send you the version I have now. Though it has a bug with one of the punching moves making a sound effect repeat a lot. It's a quick fix though. The version I have now just has his attack, and taunt sounds. No hurting sounds or winning sounds except for one.
36  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 10, 2014, 01:01:45 PM
I'm sorry, I just didn't know what page of the thread to look. In the fighter config, how do you assign the Ex clone the boss sfx? I'm sorry I'm being a disturbance

Hey, I'm sorry I did not reply to you before about this. I totally forgot about BrawlEx when I heard about Sonic Boom. Now I'm over that craze now. Anyway, to find the place where you change the soundbank, just scroll all the way down on the list of the fighterconfig options box. It is at the very bottom. You change the last 2 numbers/letters, though make sure that you backspace one 0 in front of the original soundbank, because Boss Soundbanks are made up of 3 hexadecimals and not 2.
37  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 06, 2014, 02:45:27 PM
Ok, well for this sound loader, it only works on training, and it doesn't allow me to have Peach's and Rosalina's soundbanks seperate. I remember earlier that someone found a way to assign clones Bosses SFX. I know you have to go through PSA and stuff, but can someone give me a step by step tutorial?


Everyone seemed to ignore my tutorial when I posted my findings about how to do the boss sfx over brawlex characters thing. Just cuz I'm a nice guy and I want people to know how to do this, I will post my tutorial again.

Original post:

Alright, I got it everyone! I figured out how to get boss sfx to be directed onto BrawlEx characters and how to find out what their soundbanks are. Here's my tutorial:
To find out about Smash Bros. Boss's 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 calculator and switch to programming mode, or if you are on XP go to scientific mode)

To find their sound clips with PSA SFX ids: Just go under snd and then go to se, then go to boss and then go to Duon(or any boss). 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 the number at the bottom of the list with the word Misc. above it is the number you need for that SFX to call it 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).

In order to give the BrawlEx characters there own sfx we have to first change their soundbank to the boss soundbank we want them to use. Then go into that BrawlEx character's PSA file. Then go into every part of their PSA where they use a unique sound effect and point it to one in the boss's sound effects. You also have to figure out what sound effects from that character are going to replace what in that Boss's sound effects beforehand, so that you can link them up correctly when doing the PSA part. 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. 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 moveset file does have the line of code that determines what sfx id is called for when he is winning a match? That would be really good information to know in order for people to give BrawlEx characters their own sfx fully. ONE MORE THING! When replacing shadow's sounds for tabuu's I came upon a problem. Some of the sounds seem to repeat inifinitely so I would make sure and call the stop sound effect 0-(insert last used sound here) code in PSA and have it happen Asychronous frames=15 frames or maybe larger if the sound is longer. So that the sound effect is coded to stop.

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. Like if I wanted Shadow over Sonic to have his own SFX and he uses Taboo's soundbank. I know you are saying, "Do it yourself! Don't wait for other people to do it!" I wouldn't mind doing that. However I am in college and I have all these projects that keep me busy a lot of the time. I just don't have that much time on my hands to do such a project for brawl hacks. I mean I could do a little of it each day or so. I would have to keep track of to do and what is left to do each time I work on it though. Anyway, happy hacking!!

I'd like to thank DSX8 for telling me where to find the info for the SFX PSA ids and soundbank ids.
38  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 03, 2014, 07:44:35 PM
Oh nice! Which Shadow?

The Lord of Chaos Shadow PSA

Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?
I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.



202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.
Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.


while this is a thing, we don't know how P:M did it. it was probably by editing the modules themselves....but yea.




They were able to make Mario have a slightly different moveset when choosing the Dr. Mario costume by the same way that Sonic is able to have different colored shoe graphics depending on which of his costumes is chosen. There is code in Mario's FitMario.pac that are telling it to change the moveset if certain costumes are chosen, those costumes being the ones coded to reference the Dr. Mario costumes they put in.


Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.

Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)



Thanks for answering my question earlier. I believe the IDs you are looking for are not found with using Super Sawndz but with BrawlBox 0.71. I haven't checked yet but I was able to find the Boss sound banks and Boss SFX IDs in PSA in order for me to know how to call Boss SFX IDs for Shadow. So the IDs that match the announcer calls are probably found when you open the smashbros_sound.brsar in BrawlBox 0.71.

does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?


In a previous page, like 5 pages ago, someone said they were able to combine Project M with BrawlEx. They said they would post a link to a download for this when they had it ready. The link has not been posted yet. Though I did hear that there is some kind of hacker friendly version of Project M out that could be the reason why he was able to combine it with BrawlEx. Which that version could be the new version which is 3.01. I haven't tried the new version yet though.
39  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 03, 2014, 05:17:30 PM
Yes. ASF1ink's pack comes with calls for all of the added characters. The announcer calls are configured in Cosmetic Config.


Is there a tutorial on how to edit the Cosmetic Config and set it up with the sfx you want it to use for the announcer call?

In case anyone is interested in how the tool will look when it's done


 




Looks quite helpful. I look forward to when it is finished.

40  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 03, 2014, 12:12:49 AM
It's the same thing I think lol that's just the names I gave the codes because I didn't have the names on hand... but it's been confusing people so I'd better figure out what names they actually are.

Post Merge: February 02, 2014, 09:39:45 PM
These are fantastic Smiley I couldn't use the Roy or Cloud one since I'm using the Nostalgia Roy moveset, and a different Cloud, but what I can use is great Smiley Please post here again if you make anymore!

I'm working on giving Shadow Tabuu's Sounds. I'm about half way done with it. I'll be sure to post it when it is done.
41  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 01:16:54 PM
It's not gonna be the filesize of the .sawnd, its gonna be the filesize of the smashbros_sound. The .sawnd file is onky a placeholder file that tells the game to load this sound when called. Not actually a sound file. At least I think.

Eitherway, you gotta check the smashbros_sound file, not the .sawnd

Alright, I'll check my brsar file. Also, I FINALLY got the sound bank change to work! I just redownloaded the config utility program and used the new fighter configs from the new version of brawlex. I don't think that phantom wings had changed them since the previous version. But perhaps I had a bad download of them or something. Anyway now Shadow has Tabuu sounds. So problem solved!

Edit: Also, I just got the sawnd file for Tabuu having Shadow's sounds and it works great. Only ONE problem! So if people are going to do this be aware of this. It could happen to you. When I do the smash attack moves, the sound clip for shadow keeps repeating. I think I need to put in a call for terminate "insert tabuu sound effect here that was used last" sound effect function in order to fix this problem. That usually works right?
42  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 12:37:36 PM
Hello! ShinF, Kenji Morada, or anybody. Did you not see my post earlier? I need your help. I sent my files here:

https://www.mediafire.com/?j7j2448v1y4tixl

And remember, the sawnd file being too big isn't the problem, because I tested Shadow without and it still froze. Also Shadow is on Slot 46 in the FighterConfig folder.
43  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 02:07:06 AM
If it's a file size problem, then I would think it's either the .pac or the .sawnd file. Just changing the soundbank wouldn't really affect the fighter config. Have you tried going into Boss Battles with a non-freezing character and seeing if the soundbank works without freezing while fighting Tabuu?
Okay so I did some tests and found out that even if I turn off the sfx sawnd file, Shadow still freezes. (I did this by renaming the sfx folder) I did test to see if the sawnd file was too big by playing against Tabuu. It did freeze, BUT that doesn't meant that is the problem because of the previous test I just stated. Also, I even tried using Shadow's original FitShadow.pac file. Still froze. I checked the file size of FitShadow.pac and it is the same size as the previous one that I didn't edit so that wasn't the problem either. I don't know what's going on. The only thing I can think of that might be that I'm using the Shadow over DK moveset. But NOPE, just tested it with the regular Shadow over Sonic moveset. Still freezes. And yes I have my hook type set to AXNextFrame. And yes I've gotten Shadow to work before just fine with Sonic's soundbank.

Here is a link to the files I used. Hopefully you can look at it and help me out.
https://www.mediafire.com/?j7j2448v1y4tixl
44  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 01:10:11 AM
Perhaps the file is too big, I got knuckles over Meta Ridley working with no problems
Can I send you my Shadow files and you can look at them and test it yourself? Also, mind sending me Knuckles with Meta Ridley's soundbank?

Edit: Also, which file do you think is too big? The FighterConfig or FitShadow.pac?
45  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 11:57:20 PM
I got bored so I made this for anyone who uses Thany's De-cloned Roy. PSA'd all his sounds to match the sfx from P:M Roy, so make sure he loads soundbank 13E.
https://www.mediafire.com/?8vsll7c4l9u5kh8
When I have time I may do Deadpool, Cloud, and Knuckles over the other bosses.....MAYBE  
-EDIT-
Forgot to mention that Roy's Throw sfx and death sfx still play as marth's sounds for some reason if anyone can find a way to fix this please do
Excuse me, but could you or ShinF's help with something I just made. I was able to port Shadow's sounds to Tabuu in PSA and through super sawndz. I went into the FighterConfig file of Shadow and changed his soundbank to 140. BUT when I tried to load him at the stage select screen, the game froze. Yet ShinF's Roy FighterConfig that uses Duon's soundbank works just fine. Do I need to set something else in the BrawlConfigUtility program after changing the soundbank number?

I would really appreciate it if someone could help me.
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