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46  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 08:48:34 AM
If you have 7-Zip, you can open the sd.raw and extract the folders and files and put them onto your SD Card, given you have either Gecko OS (Homebrew) or the Stage Builder exploit file (Hackless) on your physical SD card.
47  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 08:40:01 AM
I only encountered the issue during the very old beta stages of 50 CC and was fixed with the things I mentioned.

If you're not using an extensively edited Project M build, I'd recommend you to take a look at the pre-made build I made for ease of access to advanced features.
48  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 07:55:35 AM
Alright, did you edit your Fighter00.dat to enable the two unknown flags under the costume flags?
49  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 16, 2019, 06:40:46 AM
I think I might know what the problem could be. Could you add this code to your GCT and relay what happens?

Quote
Three Team Costumes for Ganon + Costume ID Fix[PyotrLuzhin]
C284CFF8 00000003
2C17000D 4180000C
38600001 48000008
7C83B830 00000000
C284CF64 0000000D
2817000D 38800000
40820050 28170003
40820048 38800001
48000040 2817000B
40820038 38800001
48000030 2817000C
40820028 38800001
48000020 2817000D
40820018 38800001
48000010 2817001B
40820008 38800001
28040001 48000008
60000000 00000000
C26998DC 00000004
80A301B8 541CD97E
2C050014 40820010
2C00001F 40820008
3B800002 00000000
C2699C20 00000006
80A301B8 541CD97E
2C050014 4082001C
2C000020 40820008
3B800002 2C00001E
40820008 3B800001
60000000 00000000
046974f0 41820034
C26974EC 00000009
7F44D378 2C1F0014
4082003C 2C190002
40820034 2C040000
4082000C 3860000E
48000020 2C040001
4082000C 3860000C
48000010 2C040002
40820008 3860000D
2C190002 00000000
04684978 41820034
C2684974 0000000A
881801C4 809801C0
7FA3EB78 2C030014
4082003C 2C000002
40820034 2C040000
4082000C 3860000E
48000020 2C040001
4082000C 3860000C
48000010 2C040002
40820008 3860000D
2C000002 00000000
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: March 06, 2019, 07:20:51 AM
For those whom are using the pre-made Ridley build, I've made numerous updates to it, which include bug fixes, added features, and new characters. So please re-download if it you've downloaded before March 6th, 2019.

Download Link (MEGA)
51  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: March 04, 2019, 04:35:22 PM
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.

Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.
52  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 04, 2019, 04:26:52 PM
Oh, the bx_fighter.rel is different? In that case, I have a miniature guide on how to expand costume slots by editing the bx_fighter.rel.
Open bx_fighter.rel in a Module Editor, go to Offset 0x580 in Section[8] and add an equal amount of bytes at the end of every section (there's a total of 0x80 sections in the vanilla bx_fighter.rel, each being 0x20 bytes).

Afterwards, go to Offset 0x3C8 in Section[4] and update 0x00200020 based on how many bytes were added to the costume section.

Example: If adding 0x10 bytes to the vanilla file, 0x00200020 would be updated to 0x00300030.
Though since you'd be doing this with over 200 slots, it's going to be a very long and tedious process, especially if you end up messing up somewhere and having to start over because of it.
53  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 03, 2019, 01:03:36 PM
Now that's something I wouldn't know, as it's not something I'd use, but in theory, it should.
54  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 03, 2019, 07:52:25 AM
Since they're in the beginning of your codeset, maybe they're being overwritten by a later code, perhaps? Could you try putting the 50 CC codes at the bottom of your codeset, rather than the top?

For inserting codes, I just hex edit the GCT.
55  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 02, 2019, 07:19:06 AM
Looks like I forgot FighterXX.dat only goes up to the 11th costume. Additionally, I forgot to mention you're supposed to skip FitFighter12, as costume slot 12 will load FitFighterDark instead. No idea about FitFighterFake though, as I'm using FitFighter13 and FitFighter14 just fine.

Though for the FighterXX.dat configuration, in addition to your vanilla costume selection, you'll need to enable both Unknown Flags under your costume count.

Another thing, the code to fix the Classic Mode Stock Icons is the correct one right? I tried a few times in case I messed something up but either you accidentally posted the wrong code or it's just not being loaded for me. Originally I had it attached to the main 50CC but then tried it as a separate code and it still didn't load. I am using a Virtual SD Card to play the American copy of Brawl on the Dolphin Emulator. Since you didn't provide a separate code for it, it shouldn't matter that I'm using a PMEX Build but might as well mention it just in case.
Yes, the codes provided in the opening post are the correct ones. So it must be an issue on your side, but I wouldn't know how I could help you troubleshoot it. Would you happen to have a codeset for your build on hand? Additionally, you could send your build to me prior to attempting the 50 CC conversion? As that might be the best way to help you troubleshoot, as I would be experiencing your issues firsthand.
56  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 01, 2019, 08:41:19 AM
I have an entire section in the tutorial dedicated to InfFace file conversion.

-Converting InfFace files-
When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.
57  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: February 28, 2019, 07:22:49 AM
If your build doesn't use either of those, then you don't even need to use 50 CC, as what 50 CC does is multiply Cosmetic IDs for Stock Icons and BPs by 50 to prevent cosmetic bleeding with more than 10 costumes.

CSPs don't bleed into each other, as those go by ID, rather by name.
58  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: February 28, 2019, 07:19:33 AM
That's great to know. Every now and then, I would get complaints from some people about having to be logged in to view a tutorial or guide I linked to them.

As for more lenient Necroposting restrictions, back in the day, I suggested increasing the time from 3 weeks to 6 weeks, though with the state these Forums seem to be in, I could see it being 9 weeks.
59  Help & Tutorials / Texture and Portrait Tutorials / [Intermediate] 50 Costume Code Implementation Guide on: February 26, 2019, 04:16:52 PM
-Introduction-
For those out of the loop, PyotrLuzhin had plans for a 20 Costume Project (dubbed 20 CP), which would allow users to surpass Brawl's 10 costume limit (15 if you took the time to edit cosmetics to prevent cosmetic bleeding) with a new 20 costume limit. In Pyotr's absence, DukeItOut has released a 50 Costume Code (dubbed 50 CC), which further pushes that limit to 50 costumes. This guide will help you implement 50 CC into your custom build.

-Credits-
PyotrLuzhin: For his work on 20 CP.
DukeItOut: For his work on 50 CC.
Sammi_Husky: For his work on the bx_fighter.rel

-Requirements-
-Your sc_selcharacter.pac file (located in pf > menu2).
-Your info.pac file (if using a Project M-based build, located in pf > info2).
-Your STGRESULT.pac file (located in pf > stage > melee).
-Your InfFaceXXX.brres files (located in info > portrite). You must extract every single file and put them into their own folder. If you're missing any vBrawl files, then dump them from your ISO and insert them into the same folder (skip any file conflicts, as otherwise, you would be replacing your custom InfFace files by mistake).
-Duke's edited sora_menu_main.rel file (place this inside the pf > module directory)
-BrawlCrate (Current version is v0.23)

-Disclaimers-
General Disclaimer: In case of potential user-side mistakes, please back up your build before attempting to implement 50 CC into it as we will not be held responsible if something happens in your build.

Disclaimer for adding costumes: Avoid using Costume 12, as that's what FitFighterDark uses.

Disclaimer for Brawl users: The Stock Icons used on the Stage Selection Screen (sc_selmap.pac) are currently unsupported by the 50 CC Engine. While they can be converted to prevent crashing, I would recommend editing your sc_selmap.pac file to remove them them through other means, as I will not go over on how to convert your sc_selmap.pac file.

Disclaimer for BrawlEx/PMEX Users: In addition to the requirements above, you'll also need to replace your bx_fighter.rel (located in pf > module) with this edited version (made by Sammi_Husky and I). Additionally, you'll need to increase the size of whichever CSSSlotXX.dat files you plan on adding additional costumes to in addition to editing your FighterXX.dat files to enable the two unknown flags under the HasCostume flags (you can use BrawlCrate to do both of these tasks).

Note: This edited bx_fighter.rel is based off of BrawlEx v2.0.0.0, so make sure to update your common2 and common3 files to the latest version before progressing.

Disclaimer for adding more than 10 costumes: Upon adding an 11th costume, BrawlCrate's conversion will assume your 11th costume onward is a new Cosmetic ID and will require you to manually rename any associated textures and PAT0 entries, or else they will crash upon loading (because the game tried to find a texture that doesn't exist)

-Required Codes-
Before you begin, you'll need to insert the following codes into your codeset (GCT file):
Quote
Set Masquerade Costume Count to Zero to have up to 50 costumes [DukeItOut]
* C284CFFC 00000004
* 700CFFFE 41820014
* 3D808084 618CD004
* 7D8903A6 4E800420
* 7C600039 00000000
* 0484D00C 56E506BE
* 0481C3D4 540306BE
* 0045A374 00000034
* 020E1F0E 00000BB9
* C20E1F24 00000003
* 2C1F002D 40A2000C
* 38602328 48000008
* 1C630032 00000000
* C20E8B08 00000003
* 2C050035 40A2000C
* 38602328 48000008
* 1C630032 00000000
* C20E8C04 00000003
* 2C050035 40A2000C
* 38602328 48000008
* 1C630032 00000000
* 0484D518 56E606BE
* 0484D814 56E606BE
* 0484DAF0 56E606BE
* 0484DED4 56E506BE
* 0484CC28 56E006BE
* 0484CB6C 56E506BE
* C20E1F24 00000003
* 2C1F002D 40A2000C
* 38602328 48000008
* 1C630032 00000000
* 0482A830 54C016BA
* 0482AB20 54C016BA
* 0482AB3C 54C0073E
* 0482AB5C 54C0073E
* 0482AB6C 54C0073E
* 0482AB8C 54C0073E
* 0482ABAC 54C0073E
* 0482ABBC 54C0073E
* 0482ABDC 54C0073E
* 0482ABFC 54C0073E
* 0482AC0C 54C0073E
* 0482A84C 54C0073E
* 0482A86C 54C0073E
* 0482A87C 54C0073E
* 0482A89C 54C0073E
* 0482A8BC 54C0073E
* 0482A8CC 54C0073E
* 0482A8EC 54C0073E
* 0482A90C 54C0073E
* 0482A91C 54C0073E
This code is the 50 CC Engine and will require converting all your BPs and Stock Icons to work with the 50 CC system (I'll go over how to do so with the next section).

Quote
* 00692507 00000032
* 046A17D8 30346400
* 00692DA7 00000032
This code applies a patch to the Stock Icons used in the Classic Mode CSS and Co-Op Single Player Mode CSS. For organization purposes, you can just add this code to the end of the 50 CC Engine code.

Now this next code is entirely dependent on if you're using a Project M or PMEX based build.

If your build is based off Project M, then search for this code...
Quote
Individual Stock Icons (info.pac) V2.4 ASV [ds22, wiiztec]
* C20E2168 0000002C
* 818100E8 3D609018
* 896BF37F 2C0B0002
* 4082007C 392000A5
* 3D408058 614A8000
* 897F0002 1D6B00A0
* 7D4A5A14 896A009E
* 80BF0020 2C050006
* 41810020 2C050000
* 40820030 3CA08128
* 60A5AE64 80A50000
* 2C050006 4081001C
* 7D8A58AE 2C0C00CC
* 4082000C 39600003
* 48000008 396B0003
* 7D8A58AE 2C0C00CC
* 40820014 2C0B0000
* 4182000C 39600000
* 4BFFFFE8 3FA08045
* 38C0003D 3BBD56D8
* 38E00000 7CC903A6
* 88DD0002 7C0C3000
* 4182001C 88DD0003
* 7C0C3000 41820010
* 3BBD0010 38E70001
* 4200FFE0 2C07003D
* 4082000C 3FA08045
* 3BBD56D8 899D0000
* 2C0C0042 40A20008
* 39800025 88C100ED
* 2C0900A5 4082002C
* 7CCA582E 54C6801E
* 54C6463E 396B0003
* 996A009E 2C1B0004
* 40820010 892A009C
* 39290003 992A009E
* 1D8C000A 7D8C3214
* 38EC0001 2C1B0000
* 4082000C 7C882378
* 7FFCFB78 3D8080C2
* A18C4314 3BA05F65
* 7C0CE800 4182000C
* 6D1E8000 48000008
* 6CFE8000 83BC008C
* 60000000 00000000
* 040E215C 60000000
* 040E2160 60000000
* C203D8B4 00000005
* 2C09000B 40820018
* 3C600006 38631C00
* 3C800002 38847180
* 7C641A14 881B001C
* 60000000 00000000
* 044218EC 00095F00
* 0442190C 00180000
* 04494990 00095F00
* 044949EC 80C23A60
* 044949F0 00180000
..and replace it with this code.
Quote
Individual Stock Icons (info.pac) V2.6 50CC [ds22, wiiztec, DukeItOut]
* C20E2168 0000002C
* 818100E8 3D609018
* 896BF37F 2C0B0002
* 4082007C 392000A5
* 3D408058 614A8000
* 897F0002 1D6B00A0
* 7D4A5A14 896A009E
* 80BF0020 2C050006
* 41810020 2C050000
* 40820030 3CA08128
* 60A5AE64 80A50000
* 2C050006 4081001C
* 7D8A58AE 2C0C00CC
* 4082000C 39600003
* 48000008 396B0003
* 7D8A58AE 2C0C00CC
* 40820014 2C0B0000
* 4182000C 39600000
* 4BFFFFE8 3FA08045
* 38C0003D 3BBD56D8
* 7CC903A6 88DD0002
* 7C0C3000 41820020
* 88DD0003 7C0C3000
* 41820014 3BBD0010
* 4200FFE4 3FA08045
* 3BBD56D8 7D876378
* 899D0000 2C0C0042
* 40A20008 39800025
* 88C100ED 2C0900A5
* 4082002C 7CCA582E
* 54C6801E 54C6463E
* 396B0003 996A009E
* 2C1B0004 40820010
* 892A009C 39290003
* 992A009E 1D8C0032
* 2C07002D 40A20008
* 39802328 7D8C3214
* 38EC0001 2C1B0000
* 4082000C 7C882378
* 7FFCFB78 3D8080C2
* A18C4314 3BA05F65
* 7C0CE800 4182000C
* 6D1E8000 48000008
* 6CFE8000 83BC008C
* 60000000 00000000
* 040E215C 60000000
* 040E2160 60000000
* C203D8B4 00000005
* 2C09000B 40820018
* 3C600006 38631C00
* 3C800002 38847180
* 7C641A14 881B001C
* 60000000 00000000
* 044218EC 00095F00
* 0442190C 00180000
* 04494990 00095F00
* 044949EC 80C23A60
* 044949F0 00180000
This code replacement will convert the Stock Icons used in Multiplayer battles for 50 CP compatibility.

However, if your build is based off of PMEX, then you would instead search for this code...
Quote
[PMEX] Individual Stock Icons (info.pac) PMEX0.5 ASV [ds22, wiiztec, PyotrLuzhin]
* C20E2168 0000002C
* 818100E8 3D609018
* 896BF37F 2C0B0002
* 4082007C 392000A5
* 3D408058 614A8000
* 897F0002 1D6B00A0
* 7D4A5A14 896A009E
* 80BF0020 2C050006
* 41810020 2C050000
* 40820030 3CA08128
* 60A5AE64 80A50000
* 2C050006 4081001C
* 7D8A58AE 2C0C00CC
* 4082000C 39600003
* 48000008 396B0003
* 7D8A58AE 2C0C00CC
* 40820014 2C0B0000
* 4182000C 39600000
* 4BFFFFE8 3FA0817D
* 38C0007D 3BBD5AC0
* 38E00000 7CC903A6
* 88DD0002 7C0C3000
* 4182001C 88DD0003
* 7C0C3000 41820010
* 3BBD0010 38E70001
* 4200FFE0 2C07003D
* 4082000C 3FA0817D
* 3BBD5AC0 899D0000
* 2C0C0042 40A20008
* 39800025 88C100ED
* 2C0900A5 4082002C
* 7CCA582E 54C6801E
* 54C6463E 396B0003
* 996A009E 2C1B0004
* 40820010 892A009C
* 39290003 992A009E
* 1D8C000A 7D8C3214
* 38EC0001 2C1B0000
* 4082000C 7C882378
* 7FFCFB78 3D8080C2
* A18C4314 3BA05F65
* 7C0CE800 4182000C
* 6D1E8000 48000008
* 6CFE8000 83BC008C
* 60000000 00000000
* 040E215C 60000000
* 040E2160 60000000
* C203D8B4 00000005
* 2C09000B 40820018
* 3C600006 38631C00
* 3C800002 38847180
* 7C641A14 881B001C
* 60000000 00000000
* 044218EC 00095F00
* 0442190C 00180000
* 04494990 00095F00
* 044949EC 80C23A60
* 044949F0 00180000
...and replace it with this code.
Quote
Individual Stock Icons (info.pac) V2.6 PMEx + 50CC [ds22, wiiztec, DukeItOut, PyotrLuzhin, KingJigglypuff]
* C20E2168 0000002C
* 818100E8 3D609018
* 896BF37F 2C0B0002
* 4082007C 392000A5
* 3D408058 614A8000
* 897F0002 1D6B00A0
* 7D4A5A14 896A009E
* 80BF0020 2C050006
* 41810020 2C050000
* 40820030 3CA08128
* 60A5AE64 80A50000
* 2C050006 4081001C
* 7D8A58AE 2C0C00CC
* 4082000C 39600003
* 48000008 396B0003
* 7D8A58AE 2C0C00CC
* 40820014 2C0B0000
* 4182000C 39600000
* 4BFFFFE8 3FA0817D
* 38C0007D 3BBD5AC0
* 7CC903A6 88DD0002
* 7C0C3000 41820020
* 88DD0003 7C0C3000
* 41820014 3BBD0010
* 4200FFE4 3FA0817D
* 3BBD5AC0 7D876378
* 899D0000 2C0C0042
* 40A20008 39800025
* 88C100ED 2C0900A5
* 4082002C 7CCA582E
* 54C6801E 54C6463E
* 396B0003 996A009E
* 2C1B0004 40820010
* 892A009C 39290003
* 992A009E 1D8C0032
* 2C07002D 40A20008
* 39802328 7D8C3214
* 38EC0001 2C1B0000
* 4082000C 7C882378
* 7FFCFB78 3D8080C2
* A18C4314 3BA05F65
* 7C0CE800 4182000C
* 6D1E8000 48000008
* 6CFE8000 83BC008C
* 60000000 00000000
* 040E215C 60000000
* 040E2160 60000000
* C203D8B4 00000005
* 2C09000B 40820018
* 3C600006 38631C00
* 3C800002 38847180
* 7C641A14 881B001C
* 60000000 00000000
* 044218EC 00095F00
* 0442190C 00180000
* 04494990 00095F00
* 044949EC 80C23A60
* 044949F0 00180000
This code does the same thing as the previous, except edited to be compatible with PMEX's memory range.

Once you have your codes inserted and your files extracted, you'll then need to use BrawlCrate to convert your files.

-Converting sc_selcharacter.pac-
After opening your sc_selcharacter.pac in BrawlCrate, navigate to MiscData[90], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Delete this, as the sc_selcharacter's Stock Icons do not require a PAT0 animation to work. Save afterward.

-Converting info.pac-
After opening your info.pac in BrawlCrate, navigate to MiscData[30], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". The associated PAT0 animation will automatically update alongside the conversion. Save afterward.

-Converting STGRESULT.pac-
After opening your STGRESULT.pac in BrawlCrate, navigate to MiscData[120], right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Open this PAT0 animation, rename its texture reference from "lambert87" to "stock_lambert87", export it, navigate to MiscData[110], and replace the PAT0 animation of the same name with the PAT0 you exported. You can then delete the leftover PAT0 in MiscData[120]. Save afterward.

-Converting StockFaceTex.brres-
After opening your StockFaceTex.brres in BrawlCrate, open the Textures folder, right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. You can delete this PAT0 animation and save afterward.

-Converting InfFace files-
When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.

Update (01/11/2021): When I say to update the InfFace files, this means all of them, Single-Player content included. This post update includes a shared zip file to update the BPs for Sandbag, Master Hand, Crazy Hand, and the Alloys. https://cdn.discordapp.com/attachments/301887313708056588/798404965876891658/Single_Player_50CC.zip

Once you're done converting all your files, you can now insert them back into your SD Card (or Virtual SD Card if emulating) and enjoy the benefits of expanding your costume count.
60  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: February 25, 2019, 06:05:09 PM
Thanks for the elaboration, Br3. I'll be looking forward to any developments.
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