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31  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 28, 2014, 11:08:13 PM
you don't need one, they are already in the game Wink you're just making a way to select them (just like im gunna do with giga bowser and wario man.) they're playable characters like everyone else, just unaccessible without an icon.
32  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 28, 2014, 10:47:41 PM
So what exactly needs to be added in order to make the alloys playable? Say if i wanted to just add the red alloy how would i go about that? Is it the same process for adding in new slots except i just use the config files for the alloys instead?
start off by grabbing the alloy cosmetics from the OP. It'll have all the cosmetic files properly named and in the right sections in selcharacter (but named by folder instead of in the actual file).

go into your selcharacter file and add all of these in their respective locations with their given names. easy enough

then go into the miscdata[30]/anmtexpat/menselchrfaceA_topN__0 and under face02/texture0 and face 06/texture0, add 4 new entries each

give them MenSelchrChrFace.062 - MenSelchrChrFace.065 for texture and frame index 611-641

then do the whole export replace for faceA through faceI

finally be sure to go into their costume portaits and add another 5 or so for additional slots

you know just like when adding any other cosmetics.


then just use the config editor, open CSSRoster.dat and add the 4 slots for the alloys wherever you want.


now idk why, but i must have messed up these steps to have the wrong tiles attributed to the wrong alloys. have better luck than me!
33  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 28, 2014, 06:25:43 PM
idk about any glitches with either character, if dark link crashes with regular link, I hope i find that out soon or someone reports it to me. klonoa v1.0 was workin fine on a previous build when i used him. either way, he is the final slot, and he's kinda replaceable considering i was loosing patience with PSA's that froze the game. similarly, slot 58 was on equal par and it was smash bros xx link by some japanese guy (though untested cause the slot never worked.) I can replace klonoa with a couple other options if needed
34  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 28, 2014, 04:18:09 PM
MeleeMaster, why are there 2 Randoms in your CSS?
I thought that the extra Random icons freeze the game once selecting them.

it shouldn't be freezing... if it is let me know. anyways, one of those WAS grayfox(now klonoa)... he wasn't working, so i just replaced him with a random slot for the time being (to keep tile order how i wanted). what should happen is it selects the first random icon if you tried to select the second, like my hotfix on the last version which used mario. once i get that slot working (it's different than slot 58) than the second random will be replaced with the actual character.
35  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 27, 2014, 11:08:37 PM
I haven't been working on recolors for any of my slots (i've just included any alts from the packs i've gotten them from if any.) someone also said (relating to my old pack) that only slots 00 01 and like 03 were working, the rest re-routed to 00 for some reason. I hadn't encountered this, but then again, i haven't been testing alts too much. I am using that one costume reorganizing code in this pack if that'll change anything. I'm quite the noob when it comes to stuff that occurred during my hiatus. If anyone finds any glitches in my pack like if this is continuing in my most recent packs, just tell me either in pm or on my texture thread.

I think i'll take a little bit of a break before updating my pack with more slots or costumes, gotta catch up on irl stuff.
36  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 27, 2014, 08:50:13 PM
I'll try it, thanks! I guess that means the max is 42 total slots (including alloys giga and warioman if wario man is an option too lol). with 39 characters the total fighter slots used is 80 (counting separate zsamus, sheik and pokemon), so an 83 character brawl is a pretty good stepping stone.

now if only we got that 7 player brawl code....

JK Phantom Wings, thanks for all you've done!
37  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 27, 2014, 07:42:18 PM
yepyepMAYBE, you just have to link them properly (i somehow messed up with their tile portait, order, so i made all their tiles look the same). but yeah, their own slots and about 6 costumes. I couldnt find any good psas for them which didnt crash (and all their psas have their limitations of not picking up stuff or grabbing ledges ect...)

EDIT: i haven't actually tried different costumes. I just assumed my slots worked and loaded per pac/pcs files you had for alloys... cause idk if alloys are special and can only have one costume or something like g&w

also, slot 58 keeps not working for me (i construct my packs using sammi husky's tool) for all the packs i've made so far. anyone else having trouble with this slot?

(it crashes upon selecting the character, modules should be fine.)
38  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: *MeleeMaster500's Textures* =MeleeMaster's Mega Moveset Mix v.1.00= (3/27) on: March 27, 2014, 03:55:43 PM
I've finished the next update to my pack, fixing all known freezes and many other graphical glitches. I technically have one less new character from the previous pack, but have fixed 4 characters, and added 4 alloys, making my pack have a total of 39 new characters out of the current possible 42 if i could fix klonoa (gray fox's replacement), and add slots for giga bowser and warioman. (while there are psa's for alloys and gigabowser and wario man, they arent good enough to be replacement characters.)

this makes a brawl with 76-80 fighters (80 if you consider sheik, zsamus, and all 3 pokemon as separate)

heres the changelog:
CHANGELOG:
V.1.00
-added alloys raising total characters to 39 out of possible 42 (1 more EX slots and giga bowser and wario man)
-disabled gray fox (now klonoa) and slot 58
-fixed all known freezes(pichu, megaman, megamanx, knuckles, and stages)
-as such, pichu has no motion.pac file (still looks fine, down B is different tho), megamanx and knuckles have different movesets(at least they work)
-fixed random to select from everyone
-added classic stage expansion pack and arwing loading screen
-reorganized the css by franchise kinda
-fixed battle portraits, stages, victory screen names, file names
-added full credits
-added a bunch of alt costumes (mainly recolors) (not for every slot tho)
-added sdhc, unlimited camera, and costume reorganize code
39  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 27, 2014, 12:18:34 PM
Megaman X is over Fox but ported to a special Peach Rel. I had issues with him which is why he's not in my pack.


yeah his module appears to be key. HOWEVER, this megaman x does work, and doesnt have the freefall glitch the other does. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29577

anyways, I'm finished my updated pack, it should have no known freezes. if you've downloaded the old one, delete it from your sd and replace it with the new one in my banner

CHANGELOG:
V.1.00
-added alloys raising total characters to 39 out of possible 43 (2 more EX slots and giga bowser and wario man)
-disabled gray fox (now klonoa) and slot 58
-fixed all known freezes(pichu, megaman, megamanx, knuckles, and stages)
-as such, pichu has no motion.pac file (still looks fine, down B is different tho), megamanx and knuckles have different movesets(at least they work)
-fixed random to select from everyone
-added classic stage expansion pack and arwing loading screen
-reorganized the css by franchise kinda
-fixed battle portraits, stages, victory screen names, file names
-added full credits
-added a bunch of alt costumes (mainly recolors) (not for every slot tho)
-added sdhc, unlimited camera, and costume reorganize code
40  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 27, 2014, 10:10:34 AM
well....... anyone got megaman x on peach working? i believe it requires a no-entry code in order to not crash, but so far every single no entry code i've found is not working. does anyone have one that does?
41  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 26, 2014, 04:50:31 PM
On a semi-related topic, does anyone know where to add the character names shown on the result screen? I can find the franchise icons in stgresult.pac but I can't find the texture for the names anywhere in it.

if you mean the big name that shows who won, you gotta edit the name that shows up on the 3rd line in the cosmedic config files in the brawlex file. just open them in HxD and edit the right side where the name is to be whatever you want to show
42  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 26, 2014, 12:07:01 AM
that would be pit. if anyone knows the answer to my question, i can finally release my newest version which will hopefully be glitch free
43  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 25, 2014, 09:37:46 PM
I believe you can use any other hackless loading method, since i believe, those just load a set of gecko codes.

anyways, i'm really close to another release, but i need a little assistance. as you can tell, i ended up accidentally having the wrong name attributed to mario and dk in the character selection

well i added alloys and they're having a similar problem. take a look at this:
http://i356.photobucket.com/albums/oo10/meleemaster500/roster2.png

the last 4 icons should be alloys and mario and dk have title problems (the other random icons are purposefully there as glitched and hence disabled characters.)

the actual graphics are correctly named and imported, but i think the associations are missing or incorrect in mario's case. under which section in the character selection file do i need to associate?
44  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 24, 2014, 06:05:47 PM
it looks like geno might have been built on rob because he used rob's beams and rockets.... idk if those are articles of his though
45  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: March 23, 2014, 04:29:43 PM
I got it from nebulon's pack. someone must have ported it to marth, but did not post it on brawlvault. same thing with megaman over lucas. I don't know.

Where'd you get it nebulon?

(assuming he read this)
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