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61  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 21, 2014, 07:42:49 PM


So is this a method of actually adding soundbanks rather than replacing? and could both of those soundbanks be used simultaneously between 2 Wolf characters in the same match?
62  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 20, 2014, 05:31:32 PM
just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button

when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.

I think I can kinda picture what you're goal is with this, basically it's like having an off-screen part of the css that the camera can move to, but where other players can choose any other character simultaneously like they should be able to? If so, then that may just be "what the doctor ordered"  Smiley Also, is there any chance that camera stuff might be able to be made to work with the wii remote/ wii remote & nunchuck?  Grin because I for whatever reason prefer the wii remote-nunchuck combo for this game rather than the gamecube controller. If it's not possible to fix that, than I'll probably just try to accustom myself with GC controllers on this game and buy a couple more (or some Classic Controllers) for when I have 4 players.
63  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 20, 2014, 11:50:24 AM
Yep, seems like brawl ex actually loads the css slots into a neatly organized table that points the css icon to the actual slot of the character. It's reset each time the css loads, BUT with the code I'm making u would be able to cycle through theoretically endless clones in the same way you would cycle colors. Just using shield instead of Y or X Tongue

So does that mean we could actually have characters within characters in the form of costumes but with their own movesets?
64  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 20, 2014, 11:35:57 AM
"removed for a violation."

Violation of what?   Mario Facepalm Sometimes download sites like rapidshare (example) just don't seem to get it  Im srs here
65  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 20, 2014, 11:08:50 AM
Well, seems everyones been busy. While working on the workaround code (with no internet), which is realy hard, I seem to have stumbled across a way to have virtually infinite clones....well..virtualy beacause I THINK it would be more then 100...and I can't really put my finger on a limit..

Anyways, you could have as many clones as you can fit in the css code. (Idk if there's a limit to that?)
I'll upload a simple code later for proof of concept Tongue hopefully I can make a working engine out of it.

Oh my, are you saying that this clone engine may seriously already be nearly capable of turning this game into it's own MUGEN!?  Happy Face AWESOME 2.0! Awesome Face Grin
66  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 18, 2014, 12:35:27 PM
I'm. THIS close to expanding the roster. If all goes well, after today or tomorrow I might have expanded the roster to 69 characters. For now....hopefully..

That's pretty awesome, not 100, but awesome. Is there gonna be a tutorial to help other people do it themselves?

Suddenly, after we perfect everything currently possible in BrawlEx, PW is like: "HUGE update everybody! Sorry, I forgot to test it and deleted all backups, have fun with 200 characters!" *breaks roster and permanently leaves us with a 1 character roster in all versions of the game* XD lol sorry I just had to make that joke.
67  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 18, 2014, 12:25:40 PM
Is this like a code or something?Has it been released?

No, I was just mentioning it as another big modification that would be cool to have made someday
68  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 18, 2014, 08:33:01 AM
Now that the holy grail has been found, there is only so much more that can be done for Brawl to be perfect.  like geno


And blood & gore (for the more extreme gamers Cheesy), I guess this video is a start as an example, add all limbs being dismemberable and better effects to the concept (along with maybe various versions with more/less blood & gore):
Smash Bros. Brawl EXTREME VIOLENCE (Bootleg)
69  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 16, 2014, 05:50:34 PM
i would prefer a monstrous screen of slots like Mugen Lol

I agree, well maybe not as many characters as some mugens (It's over 9000! XD). I'm not at all saying 100 isn't enough. for a good amount of time, if we can get this game to allow all 100 slots on the CSS, I think people will be satisfied.
70  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 15, 2014, 08:08:39 PM

yea
that is no issue
go to 3:09


http://youtu.be/nus8vuFisbI?t=3m9s


I guess that's a start XD

Is it possible to make the hands & coins smaller rather than bigger? And is it possible to resize the CSP windows along with the images in them?
71  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 15, 2014, 07:41:14 PM
Corrupted info.pac?

Also Roster size shouldnt be a problem, all you have to do is move them close to each other like this:
and get rid of the names



Or this?



The problem with small CSS Icons is the fact that 1: the game uses something similar to a mouse cursor to highlight/select a character rather than the usual method in Character Select Screens, and 2: people may want to choose the same character (again, too many "cursors" for such small icons). These 2 issues would be nothing if someone could make SSBB use the normal method (Keyboard/D-Pad method, you could say, the one that most fighting games use in their CSS) for highlighting characters.

Post Merge: January 15, 2014, 07:47:35 PM

@ASF1nk Sorry if I'm bothering you at all, but I sent you a PM like almost a week ago, and I'm just wondering if you're making/going to make that awesome tutorial that is going to help us all put a stop to GFX bugs? Again, I apoligise if I'm pestering you at all.
72  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 14, 2014, 05:15:08 PM
Yeah, if it's possible, I would much rather have players able to all freely select any of the 100 characters available in one game the way you would in a normal CSS, any other way is just calling for problems with everyone trying to choose different characters.
73  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 13, 2014, 08:12:42 PM
Welp, I did some testing, and it seems editing the xml file for Riivolution doesn't make this work, even with a gct file that has the file patch code stuff removed :/
74  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 13, 2014, 12:58:52 PM
*cough*Fixed.*cough*

XD LOL
75  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 13, 2014, 09:50:29 AM
So in other words, not possible yet but we definitely need to find out how soon, as well as writing brawlex modules, adding new sound banks, and fixing GFX glitches between clones and characters. If we get all of that, then the clone engine will be perfect.

And putting a complete stop to the mod sometimes not functioning + make it work on Riivolution (I finally have my save backed up and may be testing my XML modification theory soon).

Post Merge: January 13, 2014, 09:55:36 AM
Yeah this engine has some issues but it is a work in progress still beats only having 35 characters  Grin

I'm pretty sure it's more like 41 lol.
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