Don Jon Bravo: wow, you got a secondary character to work! thats lovely! I played a little with that too but no result xD
also, what CSS did you use? I am not into that stuff cause I love brawls CSS but that CSS you uses beats everything I have seen! would you mind to give it to me on PM? :3he taught me a bit how to port P&P from NTCS to PAL, successfully made a PAL P&P lucario thanks to him. he said himself that P&P and BrawlEx is look alike except BrawlEx is easier than P&P so I learned that way!
but he didnt taught me when it came into Article offsets or the special ones D:
Yeah I tried writing some P&P modules awhile back and i could never figure out articles. Good to hear BrawlEx ones are easier though.
@ Thread
I will write the SFX announcer call tutorial some time today or tomorrow hopefully. It really is pretty easy to do.
Also i managed to get my selcharacter.pac to nearly 2,500 KB lower than the filesize limit with 9 clones added as well, that being said i think we need to find a way to push past the 50 characters on the css limit soon because that's 50 extra characters just waiting to be added to the roster. Wouldn't that just require writing a hex code telling the selcharacter.pac to allow more than 50? Easier said than done though.
You got Giga Bowser to work eh? Nice job, i'm going to have to download that.
@ Sammi-Husky & Pikazz
Good luck with the Ganondorf rel guys! Did PW have any explanation on how to make a brawlex rel? I think the sooner the community gets rels for all the characters the better, so i want to help, or at least i will try.
I figured out how to give the clones their own announcer call like Asf1nk did with his pack, would anyone want a brief guide on how to do so?
How would I increase the maximum number of slots in the CSS? Right now it is 50, but how would I increase that number to 100?
Phantom Wings says the CSS only allows 50 at the moment but there are codes that can let you work around that.
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.
Those animations for King K. Rool are looking pretty smooth, I've always wished someone would make a PSA for him. We really need a Ganon .rel, i want to use Tabuu.
The reason for subtracting one...i honestly dont know. the vBrawl stuff did it, ASF's pack did, and it didn't work when i didn't do it. so i subtracted one and it worked lol. but yes, always subtracted by one.
if your freezing at the results screen, make sure that your RSP is getting loaded (pf/menu/common/char_bust_tex) and that everything is named correctly. if it's cosmetic slot 110, the name of the file will be MenSelchrFaceB1100. so slot 110+ add a 0 to the end.
also make sure that the texture inside is labled like this
MenSelchrFaceB.1101
so 110+ the number of the color. in this case 1. though generally they have one for each.
and the last thing you need to do is make sure that you put STGRESULT.pac in pf/stage/melee
if your STILL getting freezes, then in the cosmetic config of the character, change the number back to what it originally was. that should stop the freezing, but ONLY if your RSP's are set up right. otherwise they will still freeze.
I reset Sephiroth's cosmetic config back to the original hex and now it doesn't freeze but now none of the RSPs are showing up (even characters like mario, kirby, and link) the issue can't be in the cosmetic config then since my id was correct and the icon was working during the battle when i had it. After that i added my old results.pac and the RSPs showed up again, so i obviously messed up in there some how, i guess i will just redo that part of the tutorial.
EDIT: Screw it, i came up with a workaround. I just linked Sephiroth's franchise icon to Cloud's and now it works perfectly.
at least for adding more then up to 8, the franchise icon bit at the end is a little... not right. but that is ONLY for the results screen and it shouldn't cause any crashes or anything
So i followed through and i think i got all of the cosmetics to show up but for some reason the game freezes after the battle. I'm guessing i did the hex part incorrectly or i messed up on result.pac. What is the reason of subtracting 1 from the franchise icon ID during the hex part and do we always subtract by 1?
Also has team battle been freezing for anyone? When i use it and hover the hand over a clone the game freezes.
whew. tut's rendering out. anybody who wants to check it out, i add new csp's, BP's, and RSP's. it's a follow up tutorial on the css icons and csp's tutorial as the game would freeze on anything but timed matches, and on the wii, it wouldn't work at all.
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).
The CSS fixes for Zelda/Sheik and Samus/ZSS does work, i successfully added them to the menu and they work as they should, i don't know about pokemon engine one (it should work though) i'm just not using it because i'd rather have 3 extra clones opposed to having pokemon on the roster.
Thanks for the warm welcome back guys! I probably won't be getting any progress done on these for a week or two because I want to get the BrawlEx clone engine completely set up.
I come back and the clone engine and tristripper are both out! I remember when the only thing we were capable of were texture hacks and gct codes, ive been in the brawl community for a long time and it's crazy to see how far we have gone to tweaking this game.