i edited the slot to 53 4C 54 43 00 00 00 30 00 00 00 01 00 00 00 01 00 00 00 36 FF FF FF FF FF FF FF FF FF FF FF FF 00 00 28 3D 00 CC CC CC CC CC CC CC CC CC CC CC Post Merge: May 03, 2014, 02:31:40 AMNvm i finally got it to works Bookmarking this page for good Thumbs Up
Oh yeah I just remembered I was going to ask why you don't just use a common5.pac file? If you remove the MotionEtc archives in it it still works, and lets you use a bunch more file space. I ran some calculations and I think it's just enough for a maxed out roster, with 10 costumes each at full resolution for the vanilla characters. There's no drawbacks from it, unless for some reason BrawlEx doesn't work with common5 files.
EDIT:
If you find yourself wanting to just make all the announcer calls silent like I did, I created a swand file for that. You need the Replacement Soundbank Engine. Just put this file in your pf/sfx folder:
just giving out ideas it should load the wait 1 animation for each fighter when you select your fighter Since Phantomwings is God in hacking maybe just an idea.
I've kind of been dead for awhile and no way in hell am I alive again but would someone kindly answer a few questions of mine?
1. Can we add more characters now past fighter 63? I heard rumblings of using boss slots but I am unsure how to utilize them
2. How well does MeleeMaster's ProjectM patch work? Is it glitchy or does it work well? (Using Nebulon's pack)
3. Any new character modules or character ports?
4. Any new major development finds for BrawlEx?
I'd rather not read 200 pages so if anyone could answer my questions that would be most appreciated.
1. yes we can thanks to nebulon for using slot boss,forbidden 7 and unused slots but hes still working on adding more. 2.they exported project m codes and insert them to brawlex and other stuff it has some glitches but works fine. 3.sammi is working on making new module thanks to him also. 4. i dunno i guess
Ah, you've added the Turbo code from SonicBrawler's PM code thread? I'm not sure, but tell me how it is. Is it like Bunny Hood mode but less slippery? Also, let me know if it works with EX if you've already got it in.
Yeah it works on Brawlex Im Not using project m brawlex its fun using it no freezes except hector on turbo mode just his side special n and It replaces Curry susp it does all this combos just regular project m turbo mode Not slippery or fast at running doesn't freeze as well works like charm you should add it on your pack Must use special brawl to play as that mode or the item Supsc whichever but its amazing.
After every match you need to back out of the CSS before your next match. It take 2.7 seconds to do, so it's not too big of a deal, I had to get used to it myself. If you do this every time then it won't freeze. I played for 6 hours/3 hours/ 5 hours the other day doing that method and no freezes
Oh now i see thanks Will it work if im doing special brawl as well You know im using turbo mode.? i thought it was my css at first.
quote author=Nebulon link=topic=65113.msg1252052#msg1252052 date=1398513901] ??? Hmmm, well
1. are you exiting the CSS screen after every match?
And
2. Someone told me that even after using the DL certain files weren't copied so they had to copy them individually from the DL in certain folders.
Are the freezes consistent with certain characters?
I know this doesn't SEEM like it's relevant to the clone engine, but my method for using boss slots is new and I need to diagnose the problems when they happen, as it's the only way to ensure that this method is the surefire way for the Clone engine to move forward, and my pack is currently the only public pack to use this method. This is a Beta almost trying something new out, and I need the feedback as it'll be relevant to everyone on here once I explain how to do it, only after I confirm there aren't any issues.
Post Merge: April 26, 2014, 06:08:43 AMBoss slots don't work as one might traditionally think.
And I am still planning on teaching that. Right now I've managed to get the game up to 93 characters if you count Trainer, AND Pokemon, AND Sheik, AND ZSS. If I can add at least 4 more slots, and it all works this way, then I'll know that this method is the proper method moving forward and I will explain it. I just did some research last night on how to further associate different slots.
After I can get to 97, I will teach people. Why? Because the only slots left will be Warioman, Giga Bowser, and None, and I've been told that messing with the "None" slot can cause corruption. So The cap is 99 characters if you count Giga and Wario, but I'm still going to see what I can do with them.
I'm almost there, just hang on everyone. Post Merge: April 26, 2014, 07:51:46 AMOkay, new development:
With some help from Kagerou, we looked at the code and I was essentially taught what values to change in the configs to get things to work. It's like detective work at this point, I need to figure out what does what, and I can do so by looking at the fighter chart, which displays the values for different configs in hex, which in turn helps me figure out what is being referenced inside the files.
So my new development is that using a new method I successfully got my 94th fighter to work, and so I'm pretty sure I can get 94-97 to work. Using Popo's slot does NOT mess with Popo, I had them both fight and nothing bad happened what-so-ever.
Now... the only problem is that the newest clones I can add now, do not have ingame BPs or result screen information. Instead, they load Mario's. The CSS is fine, I can put in any value corresponding to my CSS files and load any Icon, name, Icon name, and CSPs I want, the issue is that having Blaze the Cat load Mario's BP and result portraits during the end of a match is silly... So... There are different paths I can take here...
I can take Mario's files and move them in my pack to a different ID that my Mario will use, and then replace the default spot for Mario's BPs and Result portrait with a character (Like Blaze as our example) and thus she'll have all her pics, and so will Mario.
But this won't work for the remaining 4... Though... I just hit an idea so I'm going to keep working. Post Merge: April 26, 2014, 08:09:56 AMApparently using cosmetic 24 is perfectly fine. Now I need to decide what other cosmetic IDs are okay... IF I can get at least 3, then I can redirect Mario and get 4 cosmetics for the potential final 4 characters...
But when I finally teach people how to do this...
It's gonna basically be just people reading what I did to set it all up. The bosses and Alloys work in a way that is consistent, however the rest of the files while they do, they have different effects, and so the best way to build your own packs to 99 characters, will be to strictly do what I did, or just DL my pack.
This isn't a ploy for downloads, it's just that every piece of data link out of order and not every piece works... everyone'll see what I mean when I finally show them, and then people can make the decision.
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I Tried your pack it doesn't freeze for me its really epic great.
I know. I've gotten 7 messages telling me so lol so just so that everyone sees it:
It's doing this because of the amount of people trying to download it at once. I was aware of the problem 2 hours after I uploaded it.
So if anyone really needs it now, just pm me your email address. I'll put a reminder in my sig as well. Post Merge: April 23, 2014, 07:27:57 AMAs for Clone engine...
Does anyone know why slot 58 doesn't work?
I might try using Nana's slot to load Fighter, Cos, and CSS 58 and see if that messes up Nana and Popo. If it doesn't then wala, we'll have another slot. Post Merge: April 23, 2014, 07:55:52 AM!!!!!!!!!!!!!!UPDAAAAAAATTTTTEEEE!!!!!!!!!!!
Fighter 58 is what was broken, not the slot, config, or cosmetic...
So I had Slot 58 read Dixie Kong's fighter but still keep the config and cosmetic of 58 and whalla, another new slot
Post Merge: April 23, 2014, 08:09:21 AMSo with my current knowledge, I can add 8 more characters to my current build:
Last 3 remaining bosses
And following the same method as the bosses the alloys should also be possible.
And now this slot.
NOW... I need to figure out what in the slot file commands it to load what cosmetic, fighter, and CSS ID...
Normally it would match up the names like Slot3F would be associated with the other 3 files ending in 3F, but since I can edit the Slot to read fighter... let's say 2D, I can have the slot read 2D while it is also still associated with either the built on disc slot sequence (like the fighter data shows) or in this case, the way that PW organized it where after 3F, you can have the names link up like I did with slots 58.
Moving forward, we'd need to learn how to get the slot to read different parts of data. Empty pieces in the Fighter Char in the OP will be our guide. For instance, if we can get Mario Debug (slot32) to read Toon Sheik (Fighter2B) which I already know how to do, AND also read... the H in the chart (Cosmetic24) and an empty slot (Like 2A) then we'll have ANOTHER slot to work with...
But moving forward may require us to sacrifice Pokemon Trainer... and separate the pokes into their own individuals...
And since Iceclimbers has a slot, I feel like it's not impossible to use Nana's single slot, or poetintially even Popos... but we'll see. But since I've got 8 more, plus a theoretical 9th, along with PKMN, Single POPO, and Single NaNa then that'd be 12 more...
But I'll keep messing around. If anyone knows how to redirect the slots to read different CSSslots and Cosmetics, then PM me.
Good work nebulon as always im going to try it out.
Actually, those are alots we couldnuse as bosses. The bosses don't have slot data. You see, saying 'Boss slot' more refers to everything but the slot. Bosses have cosmetic info, csslot info, and fighter info, but not a slot (accordin to the fighter chart). What we've done is take an empty alot and converted it to read the boss sequence i.e. to read fighter 34 but cosmetic 2C and Csslot 2C. These files are aligned in the game tonload a boss. If we minc the pathway as shown, and then associatethe fighter ID with an empty slot, then you've CREATED a boss slot.
And I was afraid of that... This means that due to Nana being a unusable slot AND undisplayable slot, she cannot fill up a space on the css. Nor can slot 58 for that matter.
So then the cap would be 98 slots until someone finds a fix for slot 58.
People may notice that there are more alots then boss sequences available if you count the empties and the forbidden 7. This means that the last few slots need to read a rigged css,fighter, and cosmwtic sequence, not one that the game has built in. These will be tougher. After that, I think the only way to add in characters would be to replace Giga Bowaer, Warioman, an the alloys. There's a ln empty space alot that it literally empty space, but I think some told me that isn't possible either. I think it's coming to a close...
So a realistic cap would be 96 IF we can get the 4 reamining forbiddenfighter slots to read a manual sequence, AND if you havepn trainer, and pokemon, and zss, and sheik, and Giga, and Warioman.
I'm rushing this response, but 96 is my rough estimate. Post Merge: April 21, 2014, 09:05:42 AMI'm at work so I'll fix typos later
i could try out nana's slot but everytime i try boss slots example (porky) i get Regular mario loaded.