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31  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 15, 2015, 01:39:58 AM
I think the biggest advancements as of late would've been increasing our amount of selectable costumes to 14 and the work that's being done to get a compatible ASL. The latter of which is still being actively worked on.
32  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: December 08, 2015, 11:43:21 PM
I can't seem to access the vault anymore. I was getting Error 500 a lot and now the vault page loads but I get:
"Database Error
Please try again. If you come back to this error screen, report the error to an administrator. "
Where the vault itself should load up. It looks sort of like an error page within the page, I'll post a screenshot link here if that's alright: http://screenshot.sh/ouUVfBoj0vL6D

Edit: Seems to be working again now. I'll let you guys know if it persists.
33  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 08, 2015, 05:42:07 PM
Could someone remind me which brres in the sc_selcharacter.pac I have to edit in order to allow added Cosmetic brres files to work with it?
Are you talking about the csp archives in char_bust_texLz77? Those are determined by the number of the miscdata archive, the number of the archive corresponding with the fighter's cosmetic value. To have proper names and etc load up you need to direct them in MiscData[30]. In the AnmTexPat subsection you need to edit MenSelchrCName4_TopN__0  and all of the MenSelchrFaceX_TopN__0 X being A - I (they're all identical so you can do the first one, export it and replace all of the others with a copy of it). You can edit MenSelchrCMark4_TopN__0 as well to include new franchise icons if necessary.
I'm assuming you remember how to edit them but forgot which ones they were? I can get more specific from there if you'd like, but I'll stop there just for now in case that's all you need.

Edit so I don't double post:

So I've redone all the cosmetics for my clones, no issues that I can find. I've got them going all the way up to cosmetic ID D0 without any issues. Sounds like you might have made a mistake somewhere in your sc_selchar.pac editing, Nebulon. I know if you save some of those AnmTexPat files without setting the total frame count on them first they can get all messed up and out of place, but I'm not sure where else the problem could lie.
34  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 03:17:40 PM
I'll stick to my own because I already have all my base characters set and I don't want to potentially have to go through all of that again. I had to do some trial and error to get them right too when it came to skipping over reserved cosmetic slots.
The BrawlEx slots are all blank though, so I don't think I'll run into any problems with them. I don't need to worry about using up a reserved slot and bumping things back, renaming everything etc, etc.
Heads up, there's a nifty program called "Bulk Rename Utility". It's free and really useful for renaming bps and result pic archives. Saved me a lot of time.
35  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 02:54:53 PM
That's what I assumed, but I'll let you guys know when I actually take it out for a test run. I don't think I'll ever come close to using all those costume slots, but the setup is nice to have in place should the need to slip an extra costume in here and there arises.
36  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 02:23:54 PM
FF is 255, so no I'll be fine. And yeah, I started from right after my base characters. Sonic is in MiscData[88].
I skipped [50] for random and 51 to keep the even trend of using 20 cosmetic slots per fighter. I then skipped 60 - 65 for reserved slots. I've got my css filled and I'm using the max allowed amount of CSP archives without player four causing crashes.

Edit: Like I said I might've done my math wrong on the framecount, I usually keep count with my csp archives since I modify those the most. I'm just estimating around what it'll be when I go to do it, I haven't actually gotten to fixing those files up quite yet. I still need to rename all my ex csps.
37  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 01:52:18 PM
Regarding this issue, I'm about to try expanding all my Ex character costume slots so I'll be going up to a framecount of around 2100 or so (if I did my math right, I've got up to MiscData[208] for my csps). I'll let you know how that works out for me and if I hit any limitations.
38  Welcome / Rules / Feedback / Brawl Vault / Re: We changed hosts. on: December 06, 2015, 07:53:44 PM
Running smoothly now, it's been a long time coming but I'm glad you guys finally managed it. No more constant F5ing. Thanks!
39  Super Smash Bros. Brawl Hacking / Programming / Re: ~ASF1nk's Misc. Codes~ Update: 12/5/2015 on: December 05, 2015, 03:07:06 PM
Ooo, that stock icon could would've been useful before but I figured out how to edit brawl ex's modules not long ago to produce the same effect.
That memory allocation bit looks interesting though. I don't bother playing online, nor would my setup be compatible with it, so axing online memory for some more wiggle room sounds like a nice compromise. I'll have to play around with that and see if it increases stability and reduces file size related crashes.
40  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Project M Resources Thread on: December 04, 2015, 08:36:33 PM
I was honestly pretty keen on taking some bits and pieces of the unfinished Knuckles and working them into my own mishmash, but because I include all of my stuff in a publicly released pack I think I'll opt to avoid doing that until if and when any of this legal trouble gets cleaned up.
Wouldn't be right to go spreading stuff like that if it could potentially get some innocent modders into a lot of hot water.
41  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Project M Resources Thread on: December 02, 2015, 03:29:30 PM
Odd that this wasn't shared around here first, but I found this shared on a Facebook group.
https://drive.google.com/folderview?id=0BySHBbBt4ThEeFVCbDJSYzUwTXc&usp=sharing

Assuming it's the final dev build. It's got all the unfinished characters on there though I haven't tested any of them in game yet.
42  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 02, 2015, 11:59:25 AM
So the project M codelist got posted. Looks like one of those misc codes might have been relevant after all.
http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt

Edit: Yeah in particular the one listed as possibly related 2 seems to be part of the full code. The first one is to do with loading multipac stages in classic and all-star (ie. lylat cruise, castle siege) and the last is entirely unrelated, so we can ignore it from now on. I'm pretty sure we have all of the code aside from that but it can't hurt to double check, it's right near the top of the list.
43  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 01, 2015, 08:51:19 PM
Expect a fix soon, but I can't promise anything instantaneous - I'm pretty busy with school at the moment. Again, thanks for the bug reports! It's incredibly helpful.
Gonna second Ebola16, you take as long as you need to with it. We've been waiting a long time for an ASL fix and waiting a bit longer won't kill us, thank you so much for finally making it a reality! I'll be waiting to give your next revision a test.

Also Skides, yes you can change the shadows I believe however they're part of each character's costume models. There's two models in most FitCharacterXX.pac/.pcs files, one for the actual model and a low poly variant for the shadow. There's only a few model imports I've seen that actually change the shadow however, so you'd probably need to make / import the low poly shadow models yourself if you wanted to make everything that legit.
TLDR: It can be done with model importing, shadow is stored in FitCharacterXX.pac/.pcs .
44  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 30, 2015, 04:36:05 PM
Thanks for the info! It seems you, secretchaos1, and I have similar enough setups for testing purposes.
Well I typically use Dolphin just for quick tests and so I can see the code log. I use my wii for actual play since my laptop can't handle the emulation as well as the real thing.
I should add that I also had the My Music issue (I thought it was perhaps an emulation glitch at first), however I believe it occurred while I was using the full selection of codes, including the unknown ones. I'll need to verify it happens with the core codes as well.
45  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 30, 2015, 11:52:54 AM
A bit busy today but I should have some time to test it out later tonight. The base PM code is set to load _Z files so that would explain why it had no effect. I'll setup my Battlefield test code for loading _A.
Did they have any success with rels at all, or just stages? I figure if the rels are working it'll only take a moment of trial and error to determine which set of code determines stages and which determines rels.

Edit: Well I changed the code to load up STGBATTLEFIELD_A and had no luck in dolphin. I find my dolphin tends to be a bit funny with inputs though (exiting a match early never seems to work) so I want to test it on console later just to be sure it wasn't an issue on my end. If it'd be possible to get an exact copy of the working code their using that'd be great, then I could see if maybe it's an input issue as well (I believe I'm using L on gamecube at the moment to test).
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