Now we just need figure out how to add new soundbanks, get them to work in tourney mode, add KO count data for the clones, and get more brawlex modules to use then this clone engine should be pretty much perfect.
PhantomWings you just single handedly turned Brawl into 3d Mugen. You stretched Brawl modding's limits way past what any of us would ever deem possible.
That might be the case. I believe SDHC Expansion has trouble with detecting when the SD Card is removed then reinserted, so it may well have problems with switching folders.
I'm using that code and it works fine, if you upload your build i could look into it.
The only issue i have with the Don Jon BravoEx's code is that it doesn't load a seperate module folder in rsb4, meaning you would have to give the other roster character the same module. This isn't that bad though because you can still have a second slots for characters that don't have brawlex modules yet like ganondorf, captain falcon, toon link, etc. You can fight between rosters but it freezes most of the time when you have lets say link fight other roster link because the module is shared, when it works they will have the same moveset. It is obviously a lot more stable on Dolphin but it's a great workaround to get past the 50 character limit.
You can use them in SSE? HOW?! Do you press the wii remote combo buttons while at the SSE character select and the brawlex characters appear? If so that's awesome!!
Whenever you use the combo it doesn't reset until you press it again, I switched Ivysaur to Amaterasu and was fully able to play as her in SSE. I heard SFX is also duplicated in the code but i have yet to test that.
What did you do to get those to work together? Did you just use the 3.5.3 upgrader code and the FPC needed for Brawl Ex or did you have to edit one of the codes?
Just use both codes and put the other files in RSB4/pf/
The wii remote combo works perfectly, for some reason the gamecube controller combo hasn't been working to well for me (maybe because i have wireless controller.)
It even allows you to use that character in single player modes like SSE.
Mostly did some reworking of the geometry, nothing major. Still need to remake the hands. I'm also thinking of modeling some of the things that were just textured on, like extruding the chest armor. Dunno yet.
Gosh is that texture ever bad.
Nice! Much better than my old import. He needs an HD texture though sir. Are you rigging him on Fox, Falco, or Wolf?
Quick question - does anyone have a list of the hex IDs for music? I've been replacing victory themes for my characters and so far I've just been using the same values ASF used in his pack, but there aren't enough for the ones I want to replace. I know which ones I want to get put them over, I just don't know what the ID I need to put in their Slot Config File is.
Also guys I have found a workaround for sammi-husky's 50+ expansion to work on the wii, I will post a tutorial after i fix a glitch it has. (Which should be able to be fixed.)
I have successfully added bones to the CSS, up to 75. But it still froze entering the CSS screen on the Wii...
Your positive your gct had the character count at 34? When I even set mine to 54 and try to go to the CSS it freezes.
If you indeed can get passed the CSS with it at 34 then maybe you could test my sc_selcharactet.pac
But I really think the game freezes when trying to enter the CSS even with bones added
You can send the selcharacter.pac over, i'll test it, i might as well. Mine didn't freeze when entering the css, it froze when hitting R to switch to id 52. I do have 34 on character count as well.
Well it almost completely works for dolphin, but for some reason on the WII, it crashes when switching from the first ex slot to the second...so at this point i've hit a roadblock on that and decided to take a break on it. Try to look at the problem from a different angle.
The two possibilities I'm at, are that since I'm the Wii it DOES allow 1 character passed the 50 limit, I'm assuming that the game is simply allowing it because there IS a bone that isn't being assigned to anything. And that would be the root node for all the others. It could also be that the bone count is only 1 higher then 50 when counting the bones that are being used in the scene.
The other possibility is that dolphin just doesn't give a [censored] about bones, and doesn't crash when there isn't one to assign it to. OR that dolphin is just less picky when it comes to addresses that needs to be changed when the slot is reassigned. In which case I would only need to find the other addresses that need to be changed.
In the meantime though, I haven't just been doing nothing. I'm currently looking into patching articles in ex modules thanks to help from PW. As soon as I fully understand how to find the addresses that need patching as well as fix weird bugs, I'll start making tons of em. The ones I'm currently on are ganon, falcon, fox, and diddy. then toonlink if someone doesn't beat me to it.
Adding more bones was a theory I had, i might try and mess with that and see if i can get it to work.
Great to hear you are working on modules, I am excited for them.
@ShadowSnake I took a look at the gct you made, and it actually seems like the css code has it's character count set to 33, not 34...that could be a problem lol. at least, thats what it is in the text file. i'll test it on my wii after changing that in a bit
My theory is that the Wii is a lot more picky about things not being patched to match...so maybe there are more addresses I'm missing...
Or the CSS code itself is the conflicting code :p I hope i'll be able to figure it out. I tried adding bones, but alas it doesn't really make a difference
Perhaps making 52 read on luigi, 53 on peach, 54 on yoshi etc might give different results. Of course it'd be a pain to encode that but who knows. I just find it really strange that 52 won't read but 51 will, which means 52 must be missing something vital that 51 reads some how.
@shadowsnake Are you loading through the project m launcher by chance? Or just gecko?
It also seems like your not using the latest gecko...right? dunno whether either of those are it, but might as well try Post Merge: January 24, 2014, 10:31:17 PMHmmmm...I tested it on dolphin, it works. BUT on my Wii it freezes on the second clone I don't have a USB gecko so I don't know how I'm gonna fix this ;_;
Yeah i used the PM launcher with the SDHC extension. If it works on Dolphin and not the Wii, then god only knows how this could be fixed. It's weird as hell that it loads 51 but not 52, maybe we should try adding bones to the selcharacter.pac for the icons, the css icons don't switch so maybe this could fix it. This is just pure speculation but it would be a shame if we couldn't get this awesome code to work on the wii.
you could use gecko with the sdhc code that was recently released. it allows sd cards over 2gb on gecko.
@solidsnake try it without custom csp's if your using them, and also try to use it with a different exmodule maybe? i used pikachu and lucas when i was testing so i dont really know if the jiggs that pikazz made works with it
I just deleted Wisp's data and replaced it with a Peach clone instead, as well as tried it without custom csps and yet it still freezes. It must be something in my codeset but i don't know.