Custom Sound Engine works. I've heard that Individual Victory Themes conflicts, but I had a thought on that front: Changing victory themes for each character is possible through Slot Config files anyways. If we use CSE to add music, and then we can use the Slot Configs to assign that music as a victory fanfare, every character can have their own victory theme, Clones included. I tried it out, and it works wonderfully. We'll never need to replace music for victory themes again!
Even better, it's actually simpler than replacing the music. Just add CSE to your codes, name the file 00003000.brstm or a higher number and put it in sound/sfx, then assign that number to the Clone in their Slot Config and bam, instant victory theme with no replaced music.
I just tested it out, it works but once it hit past 6 seconds it started playing a very scratchy glitched mushroomy kingdom song for the remainder of my 15 second victory fanfare. Very strange glitch, any idea of why it does that?
I have been having the same problems with slot 58 but just figured it wasn't useable. Has anyone actually gotten this slot to work?
I just tried regular Link's moveset over 58 and it still froze when i selected it.
It must be a glitch with BrawlEx, PhantomWings probably mis-patched something for slot 58 somewhere. 59 and 5A work on my part so I will just try Dark Link on 5B and see if that works.
So I am experiencing a very rare and strange glitch, I recently added a few new clones (56-5A)
I haven't given any cosmetics to any of the new clones I added yet and all the clones work except 58 (Dark Link) it's not that he doesn't load it is that he freezes when i select him. I have never had this happen before, what causes this freeze?
I have remade his config files and module 3 times with no fixes, I don't know what I am missing.
I get a totally empty CSS when I use this new clone engine. Everything is set up in its correct folders (excelt for RosterConfig, I have no idea where to put it. ) But anyway, no CSS icons are present.
Having no rosterconfig will do that, just add it in the brawlex folder and it will be good to go.
Nobody is covering him so far. And I know. I was proud of that WIP.
I'll do Cold's Cliff stuff now, including the attacks.
EDIT: GANON CAN BE CLONED NOW! King Cold VS Tabuu VS Ganon, anyone??
EDIT2: To all the people to whom I handed out my projects, can them right now. Tabuu Forte Akugun returns. You know what that means? K. ROOL! And others.
Whenever someone says I am "retiring from brawl hacking" don't believe it, 90% of the time they come back (Even I have claimed to "retire" and then end up coming back due to some epic brawl hack breakthrough.) The ones who truly quit brawl hacking are the ones who just disappear without saying they are leaving.
I knew you wouldn't be gone forever Tabuu and I am glad you are returning, I look forward to your PSA projects.
Would making the clones playable in SSE/Tourney/Rotation just require encoding them to those rosters? SSE's roster is quite more complex than Tourney's/Rotation's so that'd be a bit more difficult.
woot! update! Great work PhantomWings i only have a 1 question regarding the modules, and it's something pretty simple.
incidentally guys, i'm actually working on a ness module currently for you guys as well hopefully won't be too difficult. gotten just up to the point where im going to start patching the articles. Incidentally, i'll have an update for the tool by tomorrow fixing a few glitches and allowing you to set various sound related features in the config files.
Now that the update is out, i have a few things to take care of...but are there any other modules in particular you guys would like me to (try) to work on besides TL?
Toon Link & Ganondorf were my top 2 must-have modules (and now we have Ganon's) so other than Toon Link perhaps R.O.B. (For Geno/Megaman X) or a transforming character like Sheik (For Spiderman) or Ivysaur (For Venusaur/Amaterasu) . Transforming would crash the game obviously but PSAs let you work around that.
CSSSlot 28 is a special id reserved for when the player marker specifically isn't hovering over any icon. this is why adding it to the CSS generates an icon that behaves exactly the same way as if no icon were there. Spunit262's original CSS code actually modifies the behavior of the CSS slightly so that including id 28 doesn't generate an icon and just leaves an empty space, but given that we can move the icons around freely using BrawlBox or the CSS Organizer, this feature isn't really required anymore.
If you're looking for free ids besides the ExSlots, all the ones marked with (empty) are available. This includes:
Fighters: 37 to 3E CSS Slots: 2A, 2B, 2C, 3C, 3D, 3E Cosmetics: 24, 3D, 3E
(The forbidden 7 Fighter Ids: 24, 26, 27, 28, 2B, 2D are also freely available)
The one that are lacking the most are the Character Slots to put your Fighters into. Without those, you can't use your extra Fighters at all. You could probably use the Boss slots (Slots: 33 to 3D), but I'm not entirely sure if these aren't already used by the game for the actual bosses themselves. The CSS Slots and Cosmetics for the bosses are also freely available as they were added as part of BrawlEx for consistency and are not used by the game.
Just remember that these slots don't normally have any associations, so to configure them, you'll have to set the config file's edit level to 1.
From what I've read, it seems like Windows SmartScreen is messing with your ability to run the Module Editor. Right-click and go into properties for the .exe, you should be able to add an exception to SmartScreen for it.
Adding more would require rebuilding a large majority of bx_fighter.rel. That's something I'm saving for when I start work on BrawlEx CE v2.
Also, I've updated the BrawlEx CE and CSS Expansion. The HRC bug has been fixed in the Clone Engine and I've added the modules for Jigglypuff, Metaknight and Ganondorf. Because the BrawlEx CE has reached fairly stable state, I've updated it to v1.2. The CSS Expansion just fixes the bug with the stock select vanishing in the Classic CSS.
So I assume all the bug fixes are in the common2.pac and common3.pac files?
Anyways great to hear those bugs are now fixed and that we finally have a Ganondorf module! Also thank you for listing those other free IDs. Awesome work as usual PhantomWings.
Oh god. I just fixed that accesser error on that Toon Link module I tried to make. It was the most derpiest of errors. Now that it's fixed, I think it's ready for article patching.
PhantomWings, thank you so much for those codes. My music crash issue is now fixed, the codes worked perfectly.
I look forward to whatever updates/fixes and modules you'll have for the BrawlEx Clone Engine.
By the way I might have found a minor cosmetic glitch with BrawlEx, the stock count for Classic and All Star mode doesn't show up on the CSS. It did show up before the CSS Expansion but now it doesn't.
I just realized that my music is crashing the game, whenever i click on one of the stages to change how much a song plays on that stages I get the beep of death. Has anyone encountered this problem and/or fixed this?