did you change the ID of the module itself to something above 90 that's not already in use? i can't imagine why that would be it..but i haven't had a chance to look at the sdcard yet, so try that for now
Yeah i did that too.
EDIT: Maybe there is something wrong with the config files for Jiggs that were included with BrawlEx or maybe Wisp doesn't work with Pikazz's module. I doubt it though but who knows.
@solidsnake I'll take a looksee at your files when I get a chance today It shouldn't be freezing when selecting him. Is it freezing when you change to him using the code? Or when you actually press a and select him? Or are you changing to him while already having the slot selected?
All of those SHOULD work...make sure your not using an older version of the code, and that you set up the custom css code correctly. Your character count on the css code should be 34..and your second clone should be ID 54.
It freezes when i press R, the cosmetics don't load and it just freezes. My character count is 34 and it's ID is 54, there might be something i am missing but i can't find it.
Hey sammi could you please look at my SD card setup and see what on earth is freezing the 52nd slot?
I added your new code and for some reason character 51, id 53 (Dr. Mario) works but character 52, id 54 (Wisp) freezes the game when i try and select him. All my cosmetics are added, named correctly and indexed. The hex parts are done, the module and files are there but it still crashes.
I have been trying to fix this for HOURS with the same problem over and over again. If you could figure out what's crashing it I'd greatly appreciate it.
Oopsie, it seems the game will only go to 99 slots :p oh well.
@mrUnusual Basically its a prototype of a code I'm making that allows you to expand the roster. It's as easy as making a 51'st slot, hovering over Mario (for now) and hitting R-trigger. This will change Mario's slot to the 51'st ID, then cycles through ID's 52 - 99 (63 in hex). In the final version I'll make it over a different slot :p and work with all controllers if I can
EDIT: well it seems I've done goofed and forgot to implement something. Lemme know if u shield during match and it freezes.... stupid me..
Yeah the shield does freeze, also i'm not sure if it's the code or me messing up on setting the clone/cosmetics up, but my newly added 52nd slot crashes when i try to load him on the CSS. I added all the files, did all the cosmetic slot hexing, added all the cosmetics/indexes/frames with correct names and yet he crashes on the CSS.
heya guys, so this is the latest version of the Ex fighters slot code
This theoretically allows the 100 characters for the css. CURRENTLY you have to hit the r-trigger on the gamcube controller, and CURRENTLY, you must hit it fast as [censored] if you only want it to increment by 1
i'm going to fix all this, but im running out of data on my phone, and i felt like posting this for now. r-trigger increments the slot by 1, L-trigger resets it back to normal.
this also should have fixed the issue where backing out of the CSS while a clone slot was selected crashed the game...should..
Whoa... Going to test this out right now, i will report any bugs i find.
Once this works perfectly, we will just need some more brawlex modules, adding soundbanks, a team battle fix and gfx glitch fixing. (Plus getting 51-100 on the roster but i think your workaround should suffice if we never figure that out.)
Him I never experienced the crash when leaving the CSS. I need to do some testing with that
As for the CSS icon, I'm gonna find a way to fix that.
And the last thing. About the selection cursor going to falcon. For me, of goes to whatever slot the original character that was the base for the clone was. I don't know if i can fix that or not.. But maybe I haven't experimented enough with these things because I've been focusing on making the main part of the code's engine. But I assume I will be able to straighten most of them out
It might be because there isn't a 51st css icon bone and it might need one to rely on a glitch free switch. I'm not sure though.
hmm interesting i guess this method eliminates having to go through the trouble of adding extra bones to the CSS, but than again u dont have extra icons it sounds like an awesome feature nevertheless im just waiting for any developments...
Yeah we will be able to add past 51 once sammi finishes the code and/or writes a guide on how to modify it to our liking. Come to think of it maybe not adding a bone for the icon is the reason it is just a mario icon, the name loads though so i don't really.
Speaking of announcer calls, is there a tutorial for that anywhere? I've been using the Fighting Alloy Team call for the clones, but it would be nice to have individual ones.
Adding Wario's Slot Config fixed my problem with freezing expanded characters, by the way, so thanks for that Don Jon Bravo.
I was going to write a tutorial on it but i completely forgot to, once i have a few hours free i will write a tutorial on it. (or may just do a video/voice tutorial)
EDIT:
I think i found a glitch with the new code sammi, when you hit back from the stage selection screen while having the clone on the mario slot chosen it crashes the game and when you finish a battle the roster icon is selected on captain falcon for some reason instead of the mario 51 clone, plus it crashed once after the results screen but most of the time it didn't after the battle.
Since nobody else has bothered to test out sammi's code, i can confirm that it does work, cosmetics included. I put Dr. Mario over the 51st slot and all the cosmetics load except for the css icon, which just remains mario for some reason. (Could be my fault though.)
So you changed some of the functionality, now wolf vs vegeta is possible! Thanks for this, it seems like new workarounds and glitch fixes are being found every day.
Oopsies. The top line of the code I posted early was wrong.
Change the top line from the experimental BX expansion code to 205B75D8 00CCFFFF
Then it should actually switch it
On and if u do have 2 analogs on classic controller it should work too
I think it worked this time! It froze when i tilted the c stick but i didn't add any cosmetic files for it yet and it was probably supposed to, i will test it with cosmetics soon.
EDIT: I added cosmetics and it worked! The CSP switched to Dr. Mario, the css icon and name didn't but it probably didn't work because it's named menselchrchrface.122 and there is a few gaps between my last css icon named menselchrchrface.118. It's an easy fix but it's great to know that it works! I am excited to be able to add more.
Can't wait for Waluigi version 2, i did import Waluigi over Luigi one slot awhile back but once the BrawlEx clone engine came out and we had a Pit rel i gave the moveset a shot and i loved it! The new version looks like it will be 5 times better and i will definitely rig some models over WAAA's boneset so he has some cool alt-costumes. If you need anyone to test him, i am more than willing to.
well, for me it hasn't given me issues with the random icon not being the last one....it doesn't function as a terminating character, so i can't see a reason why it would need to be. the reason i said it needs to be after the 29, is because that way the random icon actually shows up on the css. if random were the last one in the css then there would consequentially be no random icon on the css screen since it can only handle 50
i haven't tested the codes on a wii yet, but i can't forsee any reason why it wouldn't work. it may be the c-stick, since i actually use a xbox controller for testing on dolphin. i'll try it on my wii right away
if it doesn't i'll come up with a solution possibly button change
Let me know if it works on the wii for you, then i will know if i messed up.
Hmm... it doesn't seem to be working for me, it just loads mario and my new cosmetics don't show up when i tilt the C stick. Has anyone had it work on wii yet? I added the new code, replaced my css code with the new one and i added the module set to 53 on section 8, the new character files and the config files but it isn't working for some reason. I am using a wireless Gamecube controller btw.
and here is the CSS code. its modified from ASF's pack with 5 more slots added, and a 51'st slot. so 1 more then the CSS allows. the ID for the 51'st slot is 53.
just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button
when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.
Going to test this out right now, thanks you so much for all your hard work on this.
Well, seems everyones been busy. While working on the workaround code (with no internet), which is realy hard, I seem to have stumbled across a way to have virtually infinite clones....well..virtualy beacause I THINK it would be more then 100...and I can't really put my finger on a limit..
Anyways, you could have as many clones as you can fit in the css code. (Idk if there's a limit to that?) I'll upload a simple code later for proof of concept hopefully I can make a working engine out of it.
------------------------------ As the For the kirby hats, it would be as simple as adding a new animation and attack to the psa and code it so that it matches the other hats. Wouldn't work with articles without a lot (A LOT) of work.
Possibly infinite clones? That would be incredible. Can't wait for that test code.