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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: August 15, 2016, 07:54:36 PM
Oh, I knew it was the one he was working on. He was properly credited on the code list and I knew he was working on it. Just been waiting awhile, glad it finally got released!
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 15, 2016, 12:34:00 AM
Been testing out the version of the ASL used in libertyernie's Classic Exp. Pack and it seems to work fine with my BrawlEx setup. Just wanted to forward it here since I know it's been highly anticipated by some of us: http://forums.kc-mm.com/index.php?topic=20291.0
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: August 15, 2016, 12:31:42 AM
Woah, I didn't know the ASL got fixed up for vBrawl! Just tested this out and can confirm your pack works with BrawlEx as well.
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 04, 2016, 11:40:22 AM
Using the Dolphin log is your best bet to narrow it down. In personal experience though, I know I've gotten freezes from random when a costume is set in a character's fighter data but I don't have the actual file present. I find it's easy to miss since a costume is never really accessed otherwise if the CSSSlotConfig doesn't have it setup properly to appear on the CSS.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 03, 2016, 11:50:00 AM
Seems like a good idea, you should probably reserve a couple of posts after the OP though if we're going to fill it up with info. I've got some stuff that I felt would be useful that I've copied and pasted from the thread for future reference, I can add it to the thread later but I don't know if I have all of it credited.
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 02, 2016, 08:20:47 PM
I personally just made a thin, transparent frame around the regular icon frame texture to avoid the flickering effect from the overlap, so that might be another route you could take too if you want to avoid messing with any of the positions.
I think you can edit what comes up in random with CSSRoster.dat as well, I don't think its dependent on the usual rule of having the icons come before random but I'm not 100% certain.
7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 31, 2016, 12:26:21 PM
That's cool, I'll end up testing it myself when I get around to setting it up any how. Awesome find, man!
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 30, 2016, 05:24:50 PM
Woah, awesome find ebola! I never thought to try naming the .pcs as a .pac. I'll need to keep this in mind when I go adding more costumes again, sounds a little messy but if it gets me a few extra costumes in I don't mind my folders getting a little dirty.
Do you know where it tries to load costumes from for modes that use .pac files? I think the only offline mode that comes to mind for this though is the end of classic mode, when you fight Master Hand. Or would this be like with transforming characters, where the .pac is still loaded from the correct path?
9  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 01, 2016, 06:00:45 PM
@Daveybird
If you check the vault there's a version of PM's Mewtwo that's modified to work properly with vBrawl.
Also yes, the Clone Tool is obsolete and no longer compatible with the latest BrawlEx. Gotta stick to manual editing for now, though it's not too bad once you get the hang of it.
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 30, 2016, 06:29:14 PM
Okay, I'm using original Brawl, and anytime I try to modify the character select screen, it freezes and hums when I click on the versus (Brawl) button. Even when I do something as simple as make Mario the only selectable character. What am I doing wrong?
Are you editing Roster.dat? Or using a code? CSS organizing codes are incompatible with BrawlEx, edit Roster.dat instead.
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 19, 2016, 04:47:08 PM
Sorry for the late answer. ASL was updated to work. tho it needs further changes to work for vbrawl. we are actually tinkering around with that. i'll keep you updated.
Really glad to hear back on that too. The Hold Shield for Alt character works like a charm in vBrawl too btw, going to have some fun with it.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 07, 2016, 06:17:39 PM
I've been using 2 stages per slot, so I know you can get previews to push the limit if you keep them really simple. It's a sacrifice of quality on the SSS for quantity of stages unfortunately, I don't think there's really any surefire way around that at this point.
I think that might have in part been why PW wanted to manipulate the stage builder selection, because it loads its previews from a different location but that's just speculation.
I remember Dantarion put up a video of a 3rd stage selection page at one point, that would be really useful in terms of fitting more icons on screen but I don't think it was ever released.
13  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 06, 2016, 08:43:46 PM
What we could use right now is BrawlEX for stages

That would be pretty [censored]ing sweet
Well we already have that to an extent, the custom stage system PW has right now supports a lot more stages than the sss has room for iirc. I remember he was saying he wanted to manipulate the stage builder selection into somehow loading up custom stages instead, but unless its being worked on in secret I doubt we'll see it any time soon.
14  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 05, 2016, 10:45:01 PM
If you don't mind using it as a work around, you can also use the "Hold Shield for alternate character" code that Pyotr recoded to be more flexible.
It's on his thread here: http://smashboards.com/threads/pyotrluzhins-lab.434012

You should be able to access the extra slots with that no problem. I recall people using boss slots back when we were really limited too, so you might be able to exploit those as well. I plan to use it to push my limits a little bit for sure.

Also itman, an improved PSA would be excellent. There's a lot of missing information and such in the version I'm using at least, and as far as I'm aware only old version of BrawlBox can edit articles. If you were able to get that Crash back that would be awesome, I'm not sure what Nebulon is up to right now. Don't keep up too much but he does check in here in the BrawlEx thread from time to time, so if he still has it hopefully he'll see this.

And Segtendo, I'd try using your current setup in your normal wii to verify that it isn't an issue exclusive to the Wii U. I'd also try remaking your CSSRoster.dat file, or double checking it to make sure it's setup correctly.
15  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 04, 2016, 11:54:48 PM

Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

Those are just a couple things that come to mind to me.

No. The extra costumes on the default characters work fine. They have their portraits and all.
My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.

vWii and Wii shouldn't work any differently. When you put the same SD card back in the Wii it works fine? It should be reading your CSSRoster.dat fine, or else no one would show up on your CSS at all. I'd double check that file though for sure, since that's where BrawlEx finds which new fighters to put on the CSS.
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