I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?
Well, you could always replace all the originals and add new ones if you wanted.
Glad somebody explained this lol. I was gonna, but figured somebody else would. On a side note..is anybody here actually interested in custom SSE? As in 100% custom levels? (Think NSMB Wii modding) I'm just gauging interest since I'm working on mapping the adventure files.
(Incidentally I also from mapping some of these files discovered how to edit boss' movesets in PSA. Actually any enemy, but you get the point...tabuus move set file has 1,200 or more actions.....
Brawl ex related info: I haven't been working on BrawlEx stuff Because one of the projects I'm working on has a strict deadline coming up really fast. I haven't started a new module yet, but ROB will likely be the first I do. As for my tool, its updates have also been halted due to this. (But the next update will implement saving! As well as fix the last of the bugs and add support for advanced settings)
Oh, wow, that's all really cool! Yeah, I'd be interested in custom SSE maps, especially if we could get BrawlEx characters playing in it.
And that's awesome how you're learning Boss editing, as well!
I understand having short deadlines, so take your time with it There's no rush.
ppl its actually easy to make a costume have diferent hitboxes and effects :S there is LA basic 54 which is the costume id so you can make any costume load his or her own hitboxes and gfxs
Oh... really? Well, I feel like a noob. -_-; Then again, when it comes to PSA, I suppose I am. I didn't know different costume effects were commonly known how to do since I didn't see them much.
Hey, if it's hexed then it would probably show up somewhere in OpenSA, right?
are you sure they didnt edit in hex the fitmario.pac to work like sonic does? if its all psa i would like to know how to that in psa since it would be preety cool imo.
Hmm, it might be. I hadn't thought about that. It's likely that with Mario, there is a bit of hexing for the modified article. But at the very least, I know that it's possible to edit the effects for the costumes in PSA, (like the thunder effect on his Side-Smash, for instance, and sound effects) because I've done that while trying to remove the pill from all but one costume. However, even though I was able to add back the fire flags to the other costumes and change back to the fire sfx for all but the one I wanted, I was never able to change the pill itself. I would guess it's because the fireball/pill is an article.
Actually, I'm positive that 99% of that is PSA, because using the PM Mario in vBrawl or BrawlEx as well as his soundbank (for the pill sfx) will still give him the PM Dr. Mario Pills on costumes 7 and above. The only difference is that Dr. Mario's Cape sticks to his hand after he's supposed to put it away. I believe this is because they replace FLUDD with it so it could have different colors on each costume.
KingEvilpuff has made PM alts with effects like that before, so I'm sure he'd know if it's possible in vBrawl.
I have Viewtiful Joe on ID 43. So that's why his song glitches up...
Yeah, it happens to my ID 43 Isaac, as well. But every other one I've tried it on seems fine. I wonder what could be causing it, though? I've tried numerous IDs (including ones I know work) but it happens on all of the ones added via CSE. It works normally for default music, though, so I suppose we can just replace a single unheard song for 43.
Hey guys. I got good news. You know how you can use the Custom Sound Engine to have more songs in your game? You can use it to give custom victory themes without replacing any in the game
I tested it with Megaman and works perfectly.
Yep. Pretty awesome stuff. You just need to change the ID of the song in the Slot Configss to the new custom song. The best part is, you can also use this method for individual victory themes for all the default characters as well.
There is a rare error where sometimes a character's theme will change after a bit of the fanfare has played, but so far I've only encountered this on Slot 43.
in the video, the down B isn't a counter, it just activates if someon'es next to you when you use it
Just FYI, if you're linking to a specific hack, it's best to hit the Link icon on it (looks like Link's face) to get a direct link rather than a search link.
Is your SD more than to GB or a SDHC? If so, you'd need to use the SDHC expansion code. (Allows you to use more than a 2GB SD card and also supports SDHC cards). http://forums.kc-mm.com/index.php?topic=65342.0
I don't think that's his problem. Since the icon shows up, that implies that the game is reading the CSSRoster.dat file. It's just BrawlEx that's not running properly.
Although yeah, he would need that code if he was using SDHC.
It's not the Project M Clone Engine that causes the compatibility problems, it's the heavy modifications they've made to so many of the module files. Dantarion himself has said that this is the problem. This means that 2.5 most likely doesn't have any greater chance of working than 3.0.
It will probably never work with Project M, due to us hooking into similar places and patching our modules completely differently.
Not saying it's impossible, just that it's incredibly unlikely and would likely take a reworking of the BrawlEx Engine just for Project M in order to work.