Oh OK. Also, is it possible to change what color is used for team battles? I cloned Mario, and I want to change his red team color from the default.
Yes, it can be done by hex editing in CSSslot config files. Although i wouldn't mess with it right now at the moment because team battle freezes with BrawlEx.
Anyone get this to work in team battles?It freezes when I click team and hover over an icon...
Not yet but I am trying to find fixes for tourney mode and the team battles, i belive team battle freezes because it is missing data in one of the config files. Tourney mode freezes probably for the same reason or missing cosmetics. I will play around with it and see if i can get them to work.
its only perfection left until I release a guide of how to create a transforming character! with perfection, I mean being able to switch Graphic and Action with ease! right now it using Warios Transformation grapfic which is located in Sora_melee :/ need to find how to switch it!
the transformation can only be used with BrawlEx modules!
Impressive work on the modules! This could prove to be a big step up in moveset modding.
independant pokemon don't work. the ID's 1D 1E 1C are the individual pokemon and from what i can tell it looks like you have that in order. it must be something else :/
one more update.....i FOUND A WORKAROUND. i can load up to 69 characters. not through a visual css. im writing a code for now until i can actually make the game SHOW the new slots. but for now, i can add ID's in the css code and change the adress of an already existing characters slot to load it on the fly. meaning i can actually write a code that says 'if hovering over this CSS icon, get it's address in memory from the addresses i found. then if some button is pressed, set the value at that address to 51, then for each subsequent press increment it by 1. until 69 is reached. then set it back to it's original adress and start again.
meaning if i have 4 extra slots on the CSS i can have that slot account for all 19 added clones, while all four players being able to choose one of them.
its a workaround, but still progress. i feel like the ability to add NEW slots visually to the css is being restricted by something im not seeing, or is hardcoded into the game. either way, it will come with time...hopefully
Great to hear you found a workaround, would the cosmetics change on the css icon or does this more or less work like loading ZSS on the roster? (Hold R)
Thanks for all your hard work sammi-husky, not many other people could have figured this out thanks to you we can now get past the 50 barrier. (even if it is just a workaround, still 69 characters!)
Actually I did, on Asf1nk's pack the number is 2C, and I've tried to add 4 more characters, those being Zero Suit Samus and the Pokemons. So, the hex count would be 30, if I'm not mistaken, because 2C + 4 = 30. Something like this:
But still, nothing happened, all the characters from the pack are still there, but no sign of those I've tried to add. Do I need codes like Independent Pokemon Engine and CSS fixes for ZSS?
It's really, its just me pikazz and eternal yoshi making our own exmodules independently of PW. More then likely, if Phantom Wings approves it he would put them in the download. of course they would need testing (that's where you guys come in). you guys combined would do more testing by just playing in 5 minutes then i could do myself in like 5 days.
So whenever we get them straightened out and working, i'm i'll post mine here. i can't really speak for EY or Pikazz, but i'm sure they'll post theirs here too
I'm all for testing, i tried writing BrawlEx rels but i couldn't get past the first two lines of section 8.
OK, stupid question coming through. If you were to delete ASF's cloned characters and replace them with you own, like you didn't even use the same base chracter, and you replaced BPs, CSPs, RSPs, Franchhise Icons, and such. Would they work fine or would they show the original character. The reason for asking is because the CSP tutorial confused me, but thats beside the point.
Yes they will. I replaced Deadpool with Master Chief, Wolverine with Vegeta, and Kid Buu with Mewtwo.
Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.
^ this
I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.
I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!
Impressive work with the transformation rels and good luck with the pokemon method!
About the GFX tutorial, I've been really busy lately, but ill try to get to it soon. Keep in mind you will have to get your hands dirty with PSA if you don't wan't conflicting GFX.
@ToadKart I believe you're using the wrong bx_fighter.rel. You're using BrawlEx v1.1.2.1, but that's only if you're loading the files from DVD.
I figured PSA was involved on decloning characters but it is great to know we can finally have truly independent clones. I look forward to your tutorial.
I'm not sure if this has been already discussed, sorry if it was, but how can I add Zero Suit Samus, Sheik and the Pokemons to the CSS? I've tried to simply add their ID to the CSS code (04 for Zero Suit Samus), but nothing happened. I'm currently using ASF1nk's pack.
Did you add to the css icon count? It will be a different number on Asf1nk's pack like 3C or something. you just add however many characters you put in to that count.
Like this.
3C + 3 = 3F
Anything after F goes to the next actual number like 40. You probably already knew how hex count works, but just incase.
I don't think there's a full list with all the bosses, but after playing around a long while back trying to get Roy's sounds working, I found that Duon's soundbank ID is 13E. His .sawnd file should be named 325.sawnd
I actually uploaded a pack of Roy files that gave him his Project M moveset and voice so someone else could have it. If you want it, it's here.
---Assist Trophies--- 78 Jugem 79 Goroh 7A Joe 7B Waluigi 7C Resetsan 7D Nintendogs 7E Excitebike 7F Devil 80 Hammerbros 81 Metroid 82 Wright 83 Stafy 84 Tingle 85 Katana 86 Lin 87 Andross 88 Littlemac 89 Tank 8A Jeff 8B Heririn 8C Barbara 8D Cyborg 8E Customrobo 8F Robin 90 Saki 91 Kururi 92 Shadow
---Appeal Fox--- 93 SPACE 94 COMBAT 95 CORNERIA 96 ASTEROID 97 BATTLESHIP 98 A 99 B 9A C 9B D 9C E 9D F 9E G 9F H A0 I
---Appeal Falco--- A1 SPACE A2 COMBAT A3 CORNERIA A4 ASTEROID A5 BATTLESHIP A6 A A7 B A8 C A9 D AA E
---Appeal Wolf--- AB SPACE AC COMBAT AD CORNERIA AE ASTEROID AF BATTLESHIP
---Appeal Snake--- B0 Mario B1 Donkey B2 Link B3 Samus B4 Yoshi B5 Kirby B6 Fox B7 Pikachu B8 Luigi B9 CaptainFalcon BA Ness BB Koopa BC Peach BD Zelda BE Shiek BF Iceclimber C0 Marth C1 GW C2 Falco C3 Ganondorf C4 Wario C5 Metaknight C6 Pit C7 SZerosuit C8 Pikmin C9 Lucas CA Diddy CB PokeTrainer CC Dedede CD Lucario CE Ike CF Robot D0 Snake D1 Sonic D2 Purin D3 ToonLink D4 Wolf
Does anyone have a list of the soundbank offsets for the fighter configs? I'm trying to give one of my clones duon's soundbank. Duon doesn't have a fighter config but i need that offset to get this to work.