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76  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 30, 2014, 04:56:34 PM
I got multiple colors to work for alloys, does your game crash when you put 2 players playing as the same alloy though? I have that issue.

Yep. I get anywhere close to Red with a CPU coin while I've got P1 as Red, insta-crash.
77  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 30, 2014, 06:35:27 AM
When you're using the Custom CSS code, you use the 3rd row. If you want to add CSS graphics (AKA Cosmetics, 4th line) for the Alloys, though, he's got the order kinda messed up...

38 - Red Alloy (MiscData[62] and .621/.062)
39 - Yellow Alloy (MiscData[63] and .631/.063)
3A - Blue Alloy (MiscData[64] and .641/.064)
3B - Green Alloy (MiscData[65] and .651/.065)

Just a heads-up to anyone wanting to add in Alloy cosmetics of their own (and I still need to figure out what's wrong with my sc_selcharacter.pac with Alloy cosmetics)...
78  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 27, 2014, 05:55:04 PM
You use:

38 - Red Alloy
39 - Blue Alloy
3A - Yellow Alloy
3B - Green Alloy

And no, I didn't have to edit anything else.


But I'm starting to think the CSS crash is caused by the game 'running out' of available Alloy 'colors' and not knowing what to do, so I think I'm gonna dupe the FitZako***XX files to make 01, 02 and 03 for them (and dupe their entries in the various necessary places for stock icons/result pics). I won't be able to test for a couple days, but I'll report back if that's indeed the case.
79  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 27, 2014, 04:25:13 PM
YOu didnt include the brawl ex files

That's because I thought you had those already.
80  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 26, 2014, 10:15:50 PM
so did u get the alloys working?
If so can i have the files?

It's not quite ready yet. I still have the "Ready to Fight" animation repeating when characters are selected.

I may need to test on Dolphin to figure out WTF's going on.

But if you want to help troubleshoot... you can get what I have here. It's set up to extract right to the pf folder, and contains everything necessary: CPSs, icons, names, and even stock icons (which is why STGRESULT and sc_selmap are there).

Edit:

Drop a common5.pac in the system folder (a vanilla one should work). Freezing shouldn't happen anymore.


Nope. I had the freezing at "Loading..." myself, and even after dropping a vanilla common5.pac into my SD card, it locked up the first time.



Another issue is it seems you can't have multiple players using the same Alloy (it crashes any time you get close to selecting a copy). Any way around this?
81  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 11:16:22 PM
I solved the freeze on the select screen itself. Somehow, the -1 on MiscData[62] got changed to 0. Once I added a new BRRES to replace Red Alloy's, it went fine.

Only issues now are:

1) The 'card' image slide weirdly (Solved by changing TexPattern on the name to XX5, instead of XX1)
2) Buzzing crash when I press Start to go to the SSS.
3) Crash after returning from a match (was hovering over Sheik at the time with the CSS Fixes on).
4) Sometimes crashes at "Now Loading..." screen (twice now).
5) "Ready to Fight!" animation loops infinitely.

Edit: SSS crash fixed. Changed Compression to Extended LZ77 and stock icons now show.

Note 2: I'm using the CSS fixes for Zelda/Sheik and Samus/ZSS, as well as Regular Zelda Icons. Could these be the cause of any of the issues?

Note 3: I'm also running Brawl through USB Loader GX with Hooktype to AXNextFrame. Is this proper?
82  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 11:07:30 PM
Okay, so I've added in the Alloys' cosmetics into:

sc_selcharacter.pac (all CSPs, names, and stock icons, as well as copying the Smash franchise icon into the proper mark location)
sc_selmap.pac (stock icons)
char_bust_tex (as MenSelchrFaceB620, 630, 640 and 650)

and edited all the TexPat entries accordingly.

However, when I entered the Character Select screen, I saw all 4 of the Alloy icons, but when I went to try to hover over one, the good ol' buzzy crash. Did I do something wrong here?
83  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 05:11:29 PM
Good. But the next question is, how much closer to actual characters will this cause the Alloys to be? As it stands, they crash in Multi-Man when a 25th character tries to spawn. If this will fix that, then this is the best thing to happen for the game.

Also, when I open the FITC for Red Alloy, it's got a reference to a non-existent file 'kirby/FitKirbyZakoBoy.pac'. Will this cause any issues?

So, I'm guessing I need to create the folders on my SD card, take off the fighter names from the .dat file names,  and modify sc_selcharacter.pac to add the various artwork, and it should work?

Now, are these extra slots aligned, or what numbers do I need to use for the Alloy cosmetics in sc_selcharacter.pac?
84  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 25, 2014, 03:57:43 PM
So what do I need to do in order to get the Alloys onto the select screen as ExCharacters? There doesn't seem to be any 'ft_zako BX v1.1.rel' in the zip. does this mean we can't clone the Alloys yet, or would I need to somehow edit a copy of the original ft_zako.rel file?

If I need to edit the original, what do I need to change?

Edit/Note: I'm just wanting to move direct copies of the Alloys into their own slots for CSS functionality, and to get rid of the Giga & Co. Engine necessities. If I can find some free space, I'll store their usage data separate, but if not, I'll just use the 'base' characters' spots. And for the Results screen, I'll see if I can add their animations, and something for wins.
85  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 15, 2014, 02:54:33 AM
for the alloys i think ill include all of them in one slot
fighter00-blue
fighter01-red
fighter02-yellow
etc.
im not too exited about them, but i guess they would be nice to have

Please don't, or at least leave instructions on how to make them their own slots again. Not everyone wants a unified Alloy slot.
86  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 13, 2014, 06:12:24 PM
Because, well, relevant, if you want to put Giga into a Brawl interface without any mods, try using these textures instead:



(yes, I even tried a Battle Name for this one)
87  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 11, 2014, 03:23:26 AM
Umm, a couple different questions this time.

What happens when playing one of these Ex characters in Multi-Man Brawl when it comes time to spawn the 25th fighter (a normal character)? Will it crash the game?

Second, does a character need its actual module in an Ex form in order to get cloned? If so, I'll probably need some way to make or have a 'ZakoEx' module made, as I intend to move the Alloys into these Ex slots (in the spaces used by the Giga & Co. Engine code, just for compatibility's sake) so they can finally have all the visuals the regular characters do.

Edit: Where are the franchise icons used in the results screen stored? The tutorial notes that they're a different format than the usual franchise icons, being white and transparent, but I want to know where this second set is stored so I can find out what format and size they use.
88  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 10, 2014, 07:33:34 AM
alloys and gigas are not working because their ids are messed up
hence why u add them to the css code they dont work, even if you add an icon.
that is the whole point of the Giga and  company engine codes
to fix their ids
unfortunately that code does not work with brawlex

how are the pokemon working?

The pokémon are working via the Independent Pokémon Engine, meaning their 'IDs' are 5C, 5D and 5E. I hope this engine will allow me to change them back to their normal selves, but still independent (I have Pokémon Trainer as well for those that want the switching abilities and its drawbacks).

Finally, can the CSS Fixes for Zelda/Sheik and Samus/ZSS code work with this?

My intent is to have exactly this same screen, but with the Alloys getting their own full cosmetics (stock icons and all), and the Random fixed back up (note that the Random textures are still there, but I added the Red Alloy's ones beyond the Random slot in sc_selcharacter.pac).
89  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Perfect CSS Names! Taking Requests on: January 09, 2014, 05:33:16 PM
Hey, pardon my late reply, but RL took me away for a few days.

For the tutorial thread, it's here.
90  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 09, 2014, 05:29:35 PM
Yeah, I'd love to learn how to do this for the Alloys and independent pokémon (as well as ZSS and Sheik) too.

I know I tried to edit a sc_selcharacter.pac file before to add Red Alloy's picture in his slot, but it just replaced the Random slot, and no edited CSS with Red Alloy's original ID (not 'clone' ID from the Giga and Co. Engine) would allow me to hover over the icon without freezing.

Image is below:



Is it because of the missing large name? Or a missing stock icon? Or something else entirely?
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