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61  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 09, 2015, 10:53:46 AM
it works on dolphin but probably not on the wii
I noticed that with my stock icon problems as well regarding classic mode. They wouldn't load at first on the css and the game worked fine, but on actual wii hardware they used to crash.
A lot of alt costumes and etc on the vault seem to be untested for wii hardware too, I find I often have to change shaders around to make models load properly or reduce the resolution on textures to avoid frequent crashing.
62  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 29, 2015, 01:52:55 PM
I might take another look around on it and see if I can get the music playing again, but somehow I don't expect it's going to be as simple.

As for loading from an iso I wouldn't know unfortunately. I'd say trial and error but that could take an awfully long time if it isn't something obvious. Maybe if you dig around through the file you might find another file path that leads to the iso that you can use as reference? Other than that I wouldn't have a clue.
63  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 28, 2015, 11:45:15 PM
Changing the path might do it, it's certainly worth a shot. I'm not exactly sure what the file path looks like for reading from the iso however. I did glance by a few file paths in some of my module digging though, so I can't imagine finding and changing it would be too difficult.

As for the music issue did you figure out exactly how to fix it with that? Cause I'd love to apply that to my stock icon fix. It's really weird having Dedede do his dance sans music. I was only able to fix up the stock icon because I found "InfStc." with some % and numbers after it in the module. I figure the weird characters that followed somehow told it to check the costume slot and load that file and just axxed them from the code. If it's something plainly visible like that I could definitely take a crack at it, but anything more and I probably won't be of much help.

I think riivo working with backups is way more of a long shot unfortunately. I feel like if it was going to happen it would have by now (last I checked wii homebrew in general was on a decline), and I think the old appeal to get it working was just for Newer SMB. People just ended up cracking the riivo exclusivity instead.
64  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 28, 2015, 04:59:45 PM
I can imagine your experience would vary on dolphin depending on your computer ( I have a slow laptop, so I try to aim for console mostly ) but iso loading could be quicker. Unfortunately that means backup loading for anyone on console and I know a lot of people are against the idea of that (I use a USB loader because my main wii has a dead disc drive though, so I could still take advantage of it).

Anyhow, in other news I've been playing around with classic mode now that stock icons isn't an issue. Classic mode cosmetics are setup based on the cosmetic ids used with BrawlEx, so if you've repointed all of your base fighters for additional costumes it's going to make a lot of them crash when trying to load up their congratulations videos.

You can fix this by renaming them on the iso, however the File Patch code doesn't load up videos iirc, so I don't think there's a way to fix that there. Renaming the files used in the pf/menu/intro folder can fix up crashes caused when loading stages however. They use the same value your csps use + 1.
65  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 27, 2015, 09:39:15 PM
Oh trust me I know, I have them cut down to half of their original res at this point and I really wish I didn't have to.
Unfortunately battle pics aren't stored in the sc_selcharacter.pac at all, they're individual files in the pf/info/portrite folder. So removing them won't do much good at all. The only real solution to csps would be that alternate system Phantomwings was working on to load them from individual files like how result pics are loaded. Unfortunately in its current state it takes much too long to load every time you highlight a character. I did a demo video before showing what it would be like with 2 players trying to select a character (https://www.youtube.com/watch?v=uczvjrKrKR8) , and it's pretty easy to imagine the impact of more.

I think if that ever got perfected though, that would likely be the only way to get high quality csps. I still have all of the original res versions of my csps just in case it ever comes to be.
66  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 27, 2015, 07:18:53 PM
original scselcharacter is 3.79mb
how much does it reduce?
and does it include removing all characters battle portraits, as in "normal characters"?
Battle portraits should remain unaffected, this is just for the stock icons in MiscData[90].
The archive had a limit with how many unique icons could exist in the file and because of that I wasn't able to have a stock icon loaded for every costume (The game would crash if it was unable to find a stock icon).

What I managed to do was edit the module in common3.pac that controls how stock icons load, and change it so that it only loads "InfStc" instead of "InfStc.XXX" depending on the costume and character loaded.

So basically you don't need to have a ton of stock icons to make additional costumes and fighters compatible with 1p modes, and you can remove all of the original ones too since they're only really used on that menu. I think they're maybe on the stage select menu as well, though there might be a second set of those in sc_selmap, I've never had any crashes or problems there before so I never checked.

I deleted the miscdata[90] from the original sc_selcharacter.pac and it freed up about 100kb, so it should probably be somewhere close to that much extra space you'll get if you haven't modified your stock icons. If you've put in a bunch of new ones you might save more, or less if you're like me and replaced them with placeholders (I saved about 40 - 50 kb I think). I think the main attraction here is that costumes without stock icons no longer crash on certain menus.

Anyway, here's the modified common3.pac: https://www.mediafire.com/?0mfg5475t12q2pc

It should work with the newest version of BrawlEx, just make sure you have a single stock icon named "InfStc" in your MiscData[90] archive, in your sc_selcharacter.pac file. You can have more icons in there but it won't read them, so there's no point.
67  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 27, 2015, 03:51:57 PM
Well after a lot of trial and error I finally found out how to redirect all the stock icons to load up a single file.
A bit busy at the moment, but I'll put up the necessary files and explain how to do it later. This should free up a bit of sc_selcharacter.pac file space for us, as well as make single player modes compatible with every alt costume and fighter!
68  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 11, 2015, 06:46:02 PM
So now that we've got the 14 costume slots working there's been another glaring issue I've tried tinkering with before but had no luck at solving.

With so many characters and costumes it's impossible to have enough stock icons to accommodate single player modes (It's not even a size issue, you literally cannot store that many files in the archive at one time without it crashing). I'm using 2x2 blank images to cut back space and make as many slots compatible as I can but I've hit the limit long ago, and naming all of the files for each individual outfit was quite a chore.

So instead of adding in new ones to fix all the new costumes I think I'm going to try and mess with it and get it to load either a single image for every stock, or none at all. I've tried removing various models associated with it in the sc_selcharacter.pac file but that only seems to cause crashing whenever they would be loaded.

Does anyone have any sort of idea as to where and how I might look into this? Even a best guess is fine, I'm just going to be doing trial and error to see if I can't get something to work.

Edit:
Well I've reached a little snag in the 14 costumes.
Seems like Kirby crashes the game with costumes 11 and Spy when swallowing any character that has multiple kirby files (DK, Falco, Olimar, Snake, etc). Changing them to single in BrawlEx doesn't stop the crash from happening either.
The Dark costume won't swallow at all, and only spits out the enemy. Not sure if its in his psa that causes that or something else.

Edit 2:
Still going through the costume setup.
Game and Watch can't use the "Dark" slot. BrawlEx tries loading another glitchy clone directory.
"(SD): Open failed (/private/wii/app/RSBE/pf/fighter/gamewatch/FitGameWatchkirby/FitKirbyBAYONETTA.packirby/FitKirbyISAAC.pac)"

Cool thing to note though, he does load the "Spy" file instead of another colour palette. So you can have a second model of Game and Watch now.

I'm kind of curious about checking to see whether or not the "Fake" file works for other characters or not. It didn't load properly for Diddy, but considering the "Dark" file doesn't load for game and watch perhaps the Fake costume still works for other characters.
Never mind, I checked with Mario and it tried loading the exact same file as Diddy, going to assume it's the same all around.
Game and watch however can load colour slot 13 however it only loads another Game and Watch palette from FitGamewatch00.pcs.
69  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 09, 2015, 08:38:15 PM
I've heard the last released version of the clone tool isn't up to date with the newest BrawlEx. Doing things manually is a bit more time consuming, but at least it'll work out proper.
70  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 06, 2015, 11:29:19 AM
Don't know what to tell you then. I'd say maybe find a working pack and build off from that? Or maybe try setting up BrawlEx from scratch?
I've personally never had any issues with the SSS related to BrawlEx directly so I don't really know where the problem would lie.
71  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 04, 2015, 06:07:16 PM
None, i'm using the default SSS.
I'd suggest using trial and error to pinpoint the mod causing the source of the problem. I'd disable anything you're currently using one by one until the game stops crashing, that way we can have a better idea of why it's happening.
72  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 03, 2015, 10:30:38 PM
I'd get the last option, if i wait a while on the SSS or move the cursor it would freeze. I just tried using the normal character files (completely plain Mario) and it still froze.
Alright, and when you don't use a modified sc_selmap.pac the crashing doesn't occur?
What changes have you made to the SSS?
73  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 03, 2015, 03:15:15 PM
My game is crashing at the SSS Screen. Somtimes I am able to play one match but the next time i go to the SSS screen it crashes. Can anyone help?
Are you changing characters or costumes between matches?
Does it happen consistently with any specific character or costume?
Will it happen if you wait on the css instead of jumping to the sss?

If yes to any of those it could be to do with file size when unloading and loading up different files. I used to find certain costumes, especially on clone characters, would cause crashes sometimes when being unloaded even if they worked in game. If I reduced their file size either from the psa itself or the problem costume I found I could reduce the crashing or stop it altogether.
74  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 02, 2015, 03:14:50 PM
Yeah, I kinda figured it must've been an issue on the BrawlEx side of things.
Good to know the spy slot is exploitable however, since I never use invisible brawl I'll definitely be taking advantage of it.

So I'm assuming the characters that use the FitSpy## files can access more than one FitSpy costume? I know that Wario on default has FitSpy00 and FitSpy01 (I assume for his warioware and overalls respectively).

Also thanks Asf for clearing all that up, I knew the spy files had to be accessible somewhere but I would've long given up finding them with how far in they were.
75  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: September 27, 2015, 09:58:22 PM
I believe the Clone Tool has been on hold or something to that effect, either way it isn't fully compatible with the newest BrawlEx from what I recall.
I've always found it easier just to control everything manually myself anyway, less convenient but I prefer doing things the direct way.

Edit: Turns out I'm the last poster so I'll throw my comment in this way.

I finally got all of my base roster's cosmetics spaced out and positioned nicely to allow for extra costumes on all of them. I'm doing some trial and error to try and find the file ID number used for the fake costume.
I'm using Diddy to test with since I know he uses a fake costume on default. Starting with 0D I've already encountered a silent crash (game doesn't freeze, can still use the home menu etc). So I'm assuming this means that 0D does point to a file, I just need to figure out what number or name it's trying to load up.

Edit 2: So with the magic of Dolphin I was able to see exactly which file it was trying to access:
File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/diddy/FitDiddyFakekirby/FitKirbyISAAC.pac)

So for some reason it's looking for a "FitDiddyFakekirby/FitKirbyISAAC.pac" file. By the look of it, it's searching for the FitDiddyFake file, but then it seems like it crashes into the kirby data for one of my clones. Perhaps it's a bug with BrawlEx? Especially since PW likely didn't anticipate us to try and access the FitFighterFake.pcs.
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