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46  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 10:09:30 PM
I'll just wait to hear from PyotrLuzhin or Sirkura
There's also a third option, we're all overlooking something silly.
With how hyped we are I'd say that's very much a possibility. I think if we can get a look at and play around with a working build with P:M we might be able to get an idea of why it's working there but not in vBrawl. But until we hear back I'll be done with experimenting for now.
47  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 09:36:56 PM
I find it a bit unusual that it's dependent on something else in P:M. The original code worked fine in vBrawl and only had issues due to Ex confliction, so if the Ex conflicts have been solved it seems so weird that we aren't getting any reaction from the codes at all. Are we missing part of the code maybe and because the rest of it is present in P:M it works fine there?
48  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 07:24:23 PM
I know how to set up the ASL data for it when it's in a working state. the ASL uses ascii data to check which files to load, so you'd just need to convert the first couple ascii characters of custom to hex and use that value to identify the stage in that SSSSSSSS line.
There's a link to an ascii to hex converter in the original Alternate File Loader thread on smashboards, I used it to make sure the stage ascii values hadn't changed any since previous versions of the code.

Edit: I've added in the other codes, still getting no attempt to read anything other than the default file.
Is part of the code perhaps dependent on the modified File Patch Code used by P:M? I wouldn't mind trying whichever version of it you have working with P:M + BrawlEx. Nevermind, I looked into the P:M DIY patch and it seems like you guys replaced the modified FPC with the regular one, so that can't be it.
49  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 07:03:35 PM
As in a STGCustom? I never bothered to try, I was just testing with Battlefield when I did my own edits to the code, and then to STGEarth when I was testing the PM code (since I know for sure it has an alt to load in PM).
And yes, I've been trying without P:M integration.
50  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 06:21:10 PM
I'm having no luck with it so far. I've only been using the confirmed codes, not the stuff I was unsure of. I don't get any crashes, but I can't get any alt stages to load.
I modified the asl data to load a battlefield_z.pac file, then I tried using the default PM code  with dolphin so I could check the code log. The game doesn't seem to be attempting to access anything other than the usual stages. I'm going to mess with enabling / disabling stuff and see if it tries to read it, but it doesn't seem to be acknowledging it at all right now.
51  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 02:46:41 PM
Oh, that's not a good sign already! I'll still do some testing tonight on wii hardware and see if there's any difference.
On another note I see how the code is set up now, the stages to be loaded and rels to be loaded are all bunched up into the main code. It should probably be split up like so:

Code:
ASL 3.6 -PATCHED- [Members of PMDT, patched by PyotrLuzhin]
C23FA360 00000030
91620000 90E20004
91820008 90620010
91220014 3C607072
60636F6A 80E10020
7C033800 4082013C
3C602F73 6063745F
80E1003F 7C033800
41820024 3C602F53
60635447 80E10044
7C033800 40820114
39800ACE 80E10048
48000008 80E10043
3D60DFDF 616BDFDF
7CE75838 3D60805A
616B7CB4 2C0C0ACE
40820008 396BFFFC
816B0000 806B0000
892B0004 880B0005
2C030DED 418200CC
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 4182005C
396B0008 A0EB0000
3C608058 606358B8
A0630002 3D408059
894A82F8 2C0A0001
40820018 3D408059
A14A82FA 2C0A0000
41820010 48000014
7CE71839 4082000C
3929FFFF 4BFFFFB4
3D408059 B16A82FA
886B0003 48000024
2C000000 4182004C
3C608058 606358BC
80630000 7D2303D6
7D2049D6 7C691810
38E05F41 7CE71A14
B0E6FFFC 3C602E72
6063656C 2C0C0ACE
4082000C 3C602E50
60634143 9066FFFE
38A5FFFE 38C60002
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

-ASL Data 1-
46000010 00000000
44000000 005A7CB0
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

-ASL Data 2-
46000010 00000000
44000000 005A7CB4
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000
52  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 02:27:02 PM
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

http://www65.zippyshare.com/v/oeM6uB4u/file.html

I'll get to some testing tonight, thanks for the shoutout for finding the codes by the way!

I'm assuming one block of the custom patch function is used for stages, the second for their corresponding .rels?
Would I also be right in assuming it follows the same format as the original ASL? I figure as much, since that's how I was even able to find the codes in the first place.
53  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 24, 2015, 10:16:40 AM
I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
I'm on wii console as well and the version I have works flawlessly. I can send it to you, but I've modified it slightly to be less broken (not in terms of crashing, but before she could do inf jumps, and her final smash lasted way too long).
54  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 19, 2015, 02:10:06 PM
Hi all! Been a while since I've been here, nice to see this place hasn't died off completely!

Something I've been confused about for a while, how do some people get both original and extra characters onto their build that don't have a BrawlEx Module? For example people that have Spider-Man over Sheik but still also have Sheik available. how do they do this? In this case there is a zelda-shiek module & a Zelda-alone module, but there's a few other examples I've seen in packs but I can't remember them from the top of my head.

Also can anyone inform me of the state of the Beta Modules? I've had no issues with the Falcon one (I think from memory it's only problematic if it tries to load the Blue Falcon final smash. so if you've got a PSA that replaces the final smash it should be right), but can anyone tell me how functional the samus-alone and pikmin modules are? Might try them out if they work semi-consistently.
Most of those characters you're talking about have hard ports over others (For instance Spiderman has a marth port I do believe).
I've heard the pikmin module crashes occasionally so I haven't played with it much. I've used zss alone with no problems.
55  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 18, 2015, 11:12:43 AM
What would happen I added P:M Mewtwo to Brawl Minus? Would it work?
P:M Mewtwo relies on P:M's custom module. Use the backported P:M Mewtwo for vBrawl and it should work fine. Just do a search for Mewtwo on the vault and you should be able to find it.
56  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 17, 2015, 10:07:36 AM
appearantly that concept of coppy PF folder here to pf folder here is really hard for some people >.> so it would lesson some confusion.
Ahh, nevermind I understand you completely now. I get a lot of questions like that about setting up my pack when it comes to copy/pasting stuff and renaming .gct's so I know exactly how you feel.

iPod, I believe there's some tutorials in the OP. I'd suggest reading it through thoroughly and giving them a good watch, then experimenting with what you've learned to see if you can figure it out.
Download a pack anyway even if you don't intend to use it, you can utilize it as a reference if something isn't working right to help you troubleshoot.
57  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 16, 2015, 09:15:25 AM
I suppose it could be convenient, but you'd still need to change the directory of your codes folder every time you load, wouldn't you? Unless there's a loader that supports setting up multiple .gct files at launch.
58  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 14, 2015, 06:17:55 PM
Oh shi~
Well, let's see how far AFL will take me...
Thanks for the answer!
AFL will allow you to load one alternate per stage slot. It's the best option for now without using multiple RSBE folders with the later versions of the file patch code.
59  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 13, 2015, 02:21:23 PM
Mewtwo's shadowball is invisible, (there is a way to fix this i don't remember how)

I fixed an issue like this for the PM Mewtwo that was backported to vBrawl. The animation for his shadowball had an extra keyframe it wasn't supposed to or something to that effect, after I changed it back to the way it was supposed to be he worked fine.
I'd suggest looking there to see if it's amiss.
 Aside from what I pm'd about the ASL I don't really know how you could fix the rest. I know there's some variables that can be changed in the fighter data that people often used codes to do (number of jabs, can crawl, can glide, etc) but I'm not sure if your boomerang issue would be solved by anything in there.
60  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 12, 2015, 12:43:53 AM
I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself.

Sirkura, I don't have too much interest in PM myself but I was wondering if I could ask if you decoded a specific part of it. Namely Dantarion's Alternate Stage Loader. Were you able to get it working with BrawlEx? I've been able to pull it out from the PM 3.6 GCT (or at least in some part of it) and it seems to be formatted the same way as before. I can't seem to get it working at all in game however, it doesn't seem to be acknowledged at all.

Is it working alongside BrawlEx in your PM build? I feel like this would be a great thing to isolate as the next best alternative at the moment (Almas's Alternate File Loader) can only load 1 set of stages, 1 per icon, whereas Dant's is far more flexible.
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