Yes, the file I have right now is about 613 KB, while the current limit is about 597 KB. I was able to increase the limit to 700 KB, but that ended up breaking Subspace, which is why I had to cancel the project.
Then make 2 versions of the mod, a stripped down version that will work with both Subspace and regular matches and a full version that will only work with regular matches.
I really want to make a Brawl mod pack, but one major pain in the ass that frustrates me to no end is Gecko codes. Which codes should I use? I just want to make a mod pack for regular Brawl, no Project M or Legacy XP or Brawl Minus or anything. All I want is a base set of codes that add as much stuff to the game as possible, for example, more sound banks, effect.pacs, stages, characters, costumes, etc.
In particular, I really want to use some of JOJI's codes, which are definitely some codes I'd want because they can add a lot of stuff to the game, but pretty much the whole site is in Japanese. I don't know Japanese, so it's really difficult for me to navigate the site and I can't read the description of the codes, what they do, how they work, and what I have to do when using the codes. Oh, and Google Translate is not working.
So can someone please send me a .txt file with codes that add as much stuff to the game as possible? You might want to tell me how to set up my pf folder and mod files when using them, too.
<Makes a post saying he or she is going to cancel some projects, including the Solo Charizard Revamp.>
Aww, I really love the Solo Charizard mod, and it's a shame to see the revamp get canceled.
What was the revamp even going to change, anyway? The existing mod already seems pretty polished. And if you post what the revamp was going to, well, revamp, maybe someone else will pick it up.
You could even post your moveset ideas for ALL of your canceled projects. Who knows? Maybe someone else will pick them up.
I figured out why Super Sawndz wasn't working properly. It's because the .brsar file was set to read only. Unsetting the read only status made the .sawnd file insert.
I can't insert .sawnd files into .brsar files using Super Sawndz, including the 44.sawnd. When I try to insert, the box on the left side of the Super Sawndz window says, "Error Opening brsar file: " and then it says the path to the .brsar file I opened, then, "Permission denied". The .brsar file isn't modified. What does it mean, "Permission denied"? That doesn't make any sense! How do I get the 44.sawnd file to insert?
Please add Sans, Papyrus, Undyne, Mettaton, Muffet, Asriel, Chara, or Frisk from Undertale
First of all, I only get well-made PSAs with almost all required pictures and other resources. Second of all, just get that stuff yourself. I posted the link, you can do whatever you want with your copy of the pack.
Fortunately, I have it. I apparently downloaded it about a year ago. I don't think any changes were made since then. I could put up a download link to it if you want.
However, since I downloaded the pack, I've been editing it. I fixed a few issues. I replaced some characters in the original pack that I don't know or aren't interested in with characters that I like. I could also put up a download link to my edited version. Which one would you like?
Please be aware that I'm probably not going to edit my edited version any more because I plan to start my edits over from scratch using this pack as a base instead. The edited version may have a few issues of its own.
Hello, I'm trying to modify your pack for my personal use. I have some questions. (I'm using the 2 GB version with Gecko OS. It seems to be working properly.)
Which version of BrawlEx is being used? Right now, I'm trying to edit the CosmeticConfig files so the game displays the names of the characters instead of the names of the base characters, and I noticed that the files are version 1. This means that you're not using BrawlEx 2.0.0.0 am I right? See, I was thinking about adding some more characters because BrawlEx 2.0.0.0 allows 128 characters instead of 100, right? I don't think I can do that right now because I don't think you're using BrawlEx 2.0.0.0. I highly doubt I can simply replace the existing BrawlEx files with BrawlEx 2.0.0.0's files without breaking everything. Are you planning on eventually using BrawlEx 2.0.0.0 (and maybe adding more characters) or no?
Also, if I go into the "fighter" folder, I can see files and folders for characters that don't seem to actually be in the pack, like "DarkSamus", "Dragonite", "Flygon", and "Gyarados" to name a few. Are those "Work in Progress" characters (characters you're still trying to modify to optimize them for BrawlEx) or .... What are they doing there, because they're really getting my hopes up?
I tried adding the code you provided, and it still didn't work.
Yeah, all of the files you provided are there, including the module, and they're the ONLY ones I have in my build.
Quote from: KingJigglypuff
no one else has experienced this issue (with the exception of me when testing beta versions).
You didn't accidently submit one of your unstable beta builds of the mod, did you? Maybe no one else who has downloaded it used the Link version?
I tried the BrawlEX version of the current version of the mod that's on the vault with this mod being the only clone just for kicks, and it worked perfectly. The game didn't freeze at all when using the BrawlEX version, so I don't know what's wrong with the Link version.
O.K., so I downloaded the current version of your Solo Charizard mod. (You know, the one that's in the vault right now.) I simply wanted to just play around with it in the Subspace Emissary, so I put the "Link Version" onto my SD Card. (It actually doesn't matter which Link version I use to make my point. I get the same results regardless of the Link version I'm using.) Problems arose when I used it on my modded Brawl that all of my other mods are on, so I set up a build where the only codes in my .gct are the File Patch Code, Replacement Sound Bank Engine, Disable Custom Stages, and all of the codes you provide, and the only things in the PF folder, well, it's the same PF folder you provided with the Link Version and NOTHING else! I'm using Gecko OS on a Wii U. I'm using Smash Stack.
So I go to Training Mode, select Link, and the game freezes right after I select the stage. This happens no matter which mode I pick, be it Brawl, Subspace Emissary, you name it! I don't know what's going on, but I tried for an hour trying to get this to work, and every time, the game freezes after selecting the stage.
At this point, I wanted to find out if at least SOME aspects of the mod are working. I've noticed that the Link pictures on the Character Select Screen are still Link, despite the files that should turn Link's pictures into Charizard's. (I can't test the Battle Portraits because the game freezes before I can see them.) However, the Charizard pictures that should appear on the Character Select Screen DO show up properly in Tourney Mode. (Just go to Tourney and pick Link and you'll know what I mean.) Also, on Page 3 in the "Group Records" it says "Charizard" under Link, so I know that those aspects of the mod are working properly.
But my point it, my game always freezes after I select a stage with Link, and I don't know what's going on.
I haven't tested the Brawl EX version of the current version, but I DID play with the Brawl EX version of the version of the mod BEFORE the one that's on the vault right now. It worked, and I loved it.
KingJigglypuff, I really like your mods, especially the Pokémon. You make some of the best mods on the vault. (Well, your thread is certainly the best one in the "Attacks and Animations" forum. It's the only thread in the "Attacks and Animations" forum that I follow.) Keep up the good work, and see if you or someone else can get this fixed.
I tried replacing the "OpenTK.dll" in, well, BrawlBox v0.75b, which still doesn't work, with the "OpenTK.dll" in v0.73. If I double click on "BrawlBox.exe" to open v0.75b, nothing opens. If I double click on a file to open with BrawlBox with this setup, like a .brres, this appears.
I then tried replacing v0.75's "BrawlLib.dll" with v0.73's. When I did, the same things that happened in the last paragraph occurred, except this popped up.
If I replace "BrawlBox.exe", well, then 0.73b and all newer versions are essentially useless
I don't want to keep using v0.73 for everything. It's extremely annoying!
(Sorry this wasn't earlier. I was lazy. ) Post Merge: March 16, 2015, 02:08:08 PMEDIT: Another thing I forgot to say. My friend's computer doesn't get this error. That seems bizarre.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** OpenTK.Graphics.GraphicsContextException: The specified window isn't an OpenGL window at OpenTK.Platform.SDL2.Sdl2GraphicsContext..ctor(GraphicsMode mode, IWindowInfo win, IGraphicsContext shareContext, Int32 major, Int32 minor, GraphicsContextFlags flags) at OpenTK.Platform.SDL2.Sdl2Factory.CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags) at OpenTK.Graphics.GraphicsContext..ctor(GraphicsMode mode, IWindowInfo window, Int32 major, Int32 minor, GraphicsContextFlags flags) at BrawlLib.OpenGL.TKContext..ctor(Control window) at BrawlLib.OpenGL.GLPanel.OnLoad(EventArgs e) at System.Windows.Forms.ModelPanel.OnLoad(EventArgs e) at System.Windows.Forms.UserControl.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.SetVisibleCore(Boolean value) at System.Windows.Forms.Control.set_Visible(Boolean value) at BrawlBox.MainForm.resourceTree_SelectionChanged(Object sender, EventArgs e) at BrawlBox.ResourceTree.set_SelectedNode(TreeNode value) at BrawlBox.ResourceTree.OnAfterSelect(TreeViewEventArgs e) at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv) at System.Windows.Forms.TreeView.WmNotify(Message& m) at System.Windows.Forms.TreeView.WndProc(Message& m) at BrawlBox.ResourceTree.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.