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61  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Smash 4 CSS & HUD on: April 11, 2014, 05:08:41 PM
1)Nope the font doesn't exist it's handmade.


Incorrect. After the Little Mac trailer, I went on a search for the font, and actually found a match.

Better still, I actually have the fonts on my system. And now, you can have them too.

Yes, I also found the fonts for the Brawl name textures, so now there's no reason whatsoever to do copy/paste of letters for any new character name in Brawl.
62  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Smash 4 CSS & HUD on: April 11, 2014, 04:49:25 AM
Two questions with your HUD:

1) Are you using the proper font (DFHei<A,C,E>.ttc) for the in-battle names? I can't get any decent shots to see.

2) Is the reason you don't have the black outlines for the name text due to how Brawl assigns transparency to those textures? If not, is it possible to do that and make it more accurate to what's there now?
63  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 20, 2014, 04:11:39 PM
You could, I suppose, give them any name you wanted.

When I made the Alloy cosmetics, though, I followed the naming format Brawl uses:

(with all these examples, <N> is the cosmetic ID, converted to decimal, and <C> is color number, starting with 1 instead of 0)

MenSelchrChrNm.<N>1 (large character name)
MenSelchrChrFace.0<N> (small face on CSS)
MenSelchrChrNmS.0<N> (small character name)
MenSelchrFaceB.<N><C> (large CSP at bottom)
InfStc.<N><C> (stock icon)
64  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 19, 2014, 05:46:44 PM
If you use an  image to load brawl ex, that is, If you replace common2 original file with brawlEX common2, you will get a huge black screen, this is because the way that brawlEx is injected, i mean by common2.

 A new way to inject brawlEx stuff is needed in order to allow a succesful brawlEX image,  and I am personally waiting for that, because right now, Dants Alternate Stage Loader is not compatible with BrawlEx,  being the  previous fact also because of the way BrawlEx injects in common2

In summary of all the things I wrote before, BrawlEX can only be loaded through SD right now..

Well this is a bonus, In the past I had troubles with black screen issues using brawlEx, even using AXNextFrame option, but then I updated UsbloaderGX to the last, and I updated all my CIOS to the last ones, and that problem dissapeared,.

Well, the problem I'm having is that I keep crashing at the Now Loading screen (just past the strap), and I figured it's due to how it's not finding the right file on the SD card in time.

My thinking was if I replaced common2 (as common2_en), that it would read the file off the 'disc' instead of the SD card if it couldn't find it in time.
65  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 19, 2014, 03:46:45 PM
I tried asking these before, I think, but:

1) Did PW incorporate my Alloy cosmetics into a sc_selcharacter.pac?

2a) If I inject the BrawlEx files into an image and put it on my USB drive, will that fix the post-strap/'Now Loading' crash?
2b) If it does, since it's now loading common2/bx_fighter from the 'disk', will the AXNextFrame hooktype still be necessary?
66  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 15, 2014, 02:01:33 PM
Would injecting bx_fighter and common2 into an image for USB Loader fix the Now Loading screen crashes?

If it does, would it also kill the requirement for AXNextFrame hooktype?
67  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 15, 2014, 12:22:24 PM
This is aimed more toward PW than anyone else, but I've extracted the Alloy cosmetics from my sc_selcharacter.pac file.

If you want to add them yourself, follow Sammi-husky's tutorial, and with luck, PW will add these to his official downloads.

Alloy Cosmetics

Included are just the images (but also the misc_data[X] files for the char_bust_tex_lz77 archive), but all of them the Alloys will need (I've even made and included stock icons, so you probably want to put those in a STGRESULT.pac and sc_selmap.pac).

Also bear in mind this is made for an unmodded sc_selcharacter.pac, meaning all the fonts used are direct matches to Nintendo's.

If you remember my animation looping issues, the screenshot I used there shows Red's CSP as well as the icons for the others, meaning it makes for a good preview:

68  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 12, 2014, 03:38:38 PM
That sounds like you have the Giga & Co. Engine going. It subtracts 40(hex) from the ID, and if it's one of about 6 'special' ones, loads alternate characters.
69  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 06, 2014, 03:44:22 PM
i think i may be on to something, so yea. don't bother with smashbox, it's not gonna do what you want lol.

openSA 2 can't open the ef files, its the common3 that it can open. if you open that, togle the fighter\item switch, then experiment. you may find something. though im almost positive i've found the answer. if i have i'll make a video tutorial Tongue

How good are you at diagnosing crashes from BrawlEx? I've been getting frustrated trying to find the cause of my game dying in various spots, and no help from anyone here...
70  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 02, 2014, 08:26:10 PM
Check your files and make sure you have bx_fighter.rel and common2.pac from the Brawl Ex download on your SD card, because you will get random icons that will crash when highlighted when they aren't read.

They are there. I have the Alloy icons, CSPs, name tags, and even stock icons for them. I've given them all the character select graphics they would need, but I still have those crashes.

I've even tried using a stock common5.pac, to no avail.
71  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: February 02, 2014, 09:31:25 AM
So nobody knows how I can get the game to quit freezing on me?

I have three major crash points:

1) Now Loading screen (gets to the first "Now Loading." part of the animating ellipses, and dies at a reliable point at the Smash logo rotation)
2) While moving the hand to the 'P4' (CPU) coin on Random. Hand gets almost to the coin, and the buzz of death happens.
3) After getting all 4 Alloys selected (P1 and 3 CPUs), crashed when selecting Battlefield. Only managed to get this far once, so don't know how common it is.


Here's my environment:

8GB Flash Drive
USB Loader GX
Ocarina Hooktype AXNextFrame

Codes in use:
File Patch Code 3.5.1b
Custom CSSv3
Alloy Win Animations


If anyone can help me track down the crash (I've included the changed files in a zip in a previous post), please do so. I'm getting highly annoyed by these crashes.
72  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 31, 2014, 08:47:11 PM
It's not 100% fixed yet. I still need to troubleshoot some freezes. I'm hoping someone with some better knowledge can help with that by having the files to see where I'm going wrong.
73  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 31, 2014, 08:29:10 PM
So, with the various 'missing' sound codes, can these be used to add in victory fanfares for various characters?

Say, for example, I wanted to add in a 'Z37.brstm' for the Alloys to use (using the last bit of 'Let's Brawl', and 'over' Roy's version of the FE fanfare).

In order to actually do it, I would need to:

1) Edit all the Cosmetic configs for the Alloys to point at song 285F for a fanfare,
2) Throw in the other config files for the Alloys, even if untouched,
3) Place Z37.brstm in the sound\strm folder.

Is this correct?


Edit: I've gone and update the Alloy_Files.zip file. It can be grabbed here. I added the BrawlEx files, but still no gct file yet.
74  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 31, 2014, 02:45:21 AM
Just so you guys can see what I mean, here's a Dolphin screenshot of what I mean when the 'Ready to Fight' message scrolling oddly:



What happens is the 'appearing' animation keeps looping over and over. It doesn't actually affect the gameplay, but I'd like to get it to quit that. Anything I can do to fix it?

Edit: Fixed it by changing the Looping on the AnmChr entry to False (I dunno how it got changed to True).

Now I'm getting crashes dealing with 4 player matches. The first one came as I was about to move the coin off the Random slot for P4 (right as the hand neared it), and the second came after selecting a stage with all 4 Alloys selected.

Edit 2: Wow... for some reason, a ton of AnmChr entries got changed from False to True or vice versa. Maybe this has something to do with my crashes.
75  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 30, 2014, 06:12:17 PM
:/
Well one user (I think it was ShinF) suggested to shove a common5 in the system folder, that didn't work.
I defragged my card, reformatted, unplugged my Wii, REplugged my Wii. That's literally the only problem with the Engine as of now.

It might be because I have a newer Wii. (without the GC ports)

Mine's a much older Wii (with GC ports, and even BootMii/boot2 support), and I get the "Now Loading." crash too. And yes, a stock common5.pac doesn't fix it.
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