Sweet! so a release by monday/sunday? because i'm going to have to redo my build, which isn't a problem. Also, when adding a moveset, do i use Brawl's Variables, or PMs?
PM's, probably. I don't want to rush this, because I thought it was completely bug-free two weeks ago. Boy was I wrong lol
Is it the same as the last code you released? Because that one was incompatible with vBrawl.
Also Sirkura, I believe I got passed that issue by cropping some of the icon borders, that way they wouldn't overlap with each other and thus not flicker.
honestly I have no idea why it didn't work for vBrawl... I think that I improperly transcribed the code I posted last time, so in the next release, everything should work.
well, I fixed the Kirby - Poketrainer glitches, and I identified the source of the tag glitch; it's from one of my own ASM patches to make ASL work lol. I'll have to rewrite that one little patch, but it's really close, it seems.
I've had to rewrite a good amount of code to get this all to work. As of right now, ASL+BeX+PM all work perfectly (Stock icons and Roy and Mewtwo's Kirby hats work perfectly too), except for a tiny bug which is annoying the heck out of me lol. Whenever you open the tag choice window or the cpu level selector on the CSS, the little window closes immediately. I personally hate it, so I'm trying to fix it before we set this up for release.
so they are still limited then. BeX had the same limitations in v1, i beleve it expands in one of the fighter resource memories now if i'm not mistaken, it was also limited by the CSS code. wich only supported up to 50 entries. the roster file is a lot simpler to use too. tho it can cause flickering if the CSS isn't spaced well. from what i remember its an easy fix tho. i am just lazy with my own project to do it. pretty sure pm's is already spaced. i've never had that issue. once this is complete i think i'll restart Myth.
speaking of BeX tools, would you mind sending me a link to the clone tool (with all the templates) you're using? I think mine is from V1, and the properties window doesn't work.
XD god i dabbled in that xD BeX is so much easier to use, and doesn't have as many limitations. its not particularly hard to add a clone with PM's engine, its just really tedious. also are they still limited to 50 slots? or did PM ever bypass that? anyway, BeX is better in my opinion. more simplified and dynamic. so much easier to tweak without hard coding anything in. it allows you to add things on the fly.
Now that I've used BrawlEX, I don't know if I'd ever want to go back lol. The big issue with PM's clone engine is the memory allocation issue, which, if left uncorrected, does some weird stuff to a person's game. I figured out a way to add 5 more slots, but it's not particularly worth it now that BrawlEX works as well as it does.
Awesome! Now I'm kinda pumped! I'm not trying to be a bother or anything, But when shall we expect a release? No rush, just asking. And also, are the previously missing codes also present? Like for example, you can't meteor cancel(At least i never did. I'd have to test it more.), i remember having to add input assist and auto L cancel, and a couple others.
Hmm... I'll have to test out the meteor cancel code, but I think that the only codes removed are Masquerade, all of the cosmetic codes, the Custom CSS code, and a couple others that I don't remember offhand. I think that everything else should work, but this is why releases take a little while haha - I'm a bit of a perfectionist, and I'd like for everything to work perfectly.
sweet! I know PM heavily modified rel data, so it makes since. i appreciate all the help youve given me.
Yep, I'm surprised I hadn't realized that this was an issue until now lol. Yeah, no problem. My super-secret ulterior motive in all of this is to keep people from asking me how to use the PM clone engine lol.
wow, your good! i don't even know what to really do anymore. i guess i'll continue looking for some glitches. i hate being useless at any given time lol. So about ASL now, is it able to work with more than one ASL stage now?
It always did for me after I patched it... I have no idea why it didn't work for anyone else. Maybe I accidentally included a typo when I was formatting it for release.
Last question, did you just use mewtwos PM cosmetics? or make your own? BeX has a known issue with the stocks not changing. or perhaps the new code overwrites that segment? hmm interesting. also i'm curious, how are you changing the ex modules exactly?
Yep, I used both Roy and Mewtwo's Cosmetic IDs from PM. One thing I haven't had time to test out yet is All-Star VS, but if it doesn't work I can fix it up easily. As for the EXModules, I have to rewrite some assembly code relating to variable access and instance memory allocation in each one. Currently I only have the transforming characters left to fix, since they have weird nuances in those departments. In doing this, I ended up fixing the glitches that you reported involving Ganon's side-b grab, Link's boomerang, etc.
Sweet! You figured out the stock icons and ASL. What exactly did you change?
I don't know why ASL didn't work for anyone before. I guess it might have just been the EXModule issue tbh. As for the stock icons, I had to rewrite the code lol... it was a bit of a pain, but it looks great, so it was worth it!
Now, I don't know if people with coding skills will actually contribute, but we'll see. I plan to help out a bit when I have time, between other projects, extracurriculars, and schoolwork.