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16  Help & Tutorials / Programming Tutorials / Re: How to achieve the cBliss effect in BrawlEx on: March 01, 2015, 08:47:52 PM
That was exactly the problem. The funny thing was, I actually did check them - I even made sure of it at the time. Maybe I didn't save it in the end?

But anywho, thanks for the help! Kirby Dance
17  Help & Tutorials / Programming Tutorials / Re: How to achieve the cBliss effect in BrawlEx on: March 01, 2015, 08:25:08 PM
Hi there! I'm back, but with a new query:

So I followed the tutorial on the first page to give a brawlex clone 10 costumes, and I thought I did everything right, but something went weird.

Basically, all the texture assets loaded fine - All 10 Character Select Portraits, Battle Portraits and Result Screen Portraits loaded fine for each character and correctly for each character. However..

For some reason, the actual costumes don't load for the extra costumes added on (slots 7-10). Instead, the default costume (No.1) is loaded anytime the additional slots are. And I have no clue as to why. The costume files (in this case, FitMarisa06-FitMarisa09 pac and pcs files) are all correctly named, are different costumes (so not copies of the first costume).

Any ideas?
18  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 19, 2015, 10:17:20 PM
I was only trying to help. I don't know much about this CSS code stuff and conflicts, but I tried to answer with my own knowledge about BrawlEx.

Thank you. I appreciate any effort from anyone who tries to help me out. I just figured this would be the place to ask regarding possible conflicts - there's nothing worse then getting all the files done correctly and making your own textures and stuff, and then finding out that it won't work due to a conflict.

On my 14th extra stage, and everything's working fine thus far Kirby Dance
19  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 18, 2015, 07:31:46 PM
That's fine - just wanted to check. Thank you so much!!
20  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 18, 2015, 07:23:32 PM
Sweet! Thanks a bunch!

So can I only have one track for each stage? Or can I put the code in more then once

Eg. Could I do this:
28708ceb 00000040
4A000000 90180F06
14000076 FF0027F0
E0000000 80008000

28708ceb 00000040
4A000000 90180F06
14000076 FF0027F1
E0000000 80008000

I feel like if I tried this it would only load one song, as I wouldn't be able to adjust the appearance rate in the 'My Music' menu, so it would only ever load the first song. I could be completely wrong though.
21  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 18, 2015, 06:52:18 PM
Sorry I don't think I'm reading it right.

I am starting fresh - I haven't added any new characters yet, only added icons for Sheik and Zero Suit Samus, as well as re-arranged the order of the CSS.

I'm working off the included tutorial from this download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17147

Would I even need the CSS code, considering I'm editing the CSS via the cssroster.dat file? Could I just use the PhantomWings code and have it work?

Or is there a better method then the link I provided?
22  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 18, 2015, 06:27:52 PM
I asked this in the past, but completely forgot the answer and couldn't find it when I checked the last 10-15 pages or so.

Do either of these codes conflict with BrawlEx?
Phantom Wings Stage Expansion Code 2.0
E0000000 80008000
04043B20 380000FF
04043B40 1C060018
04043B58 38840018
04949C8C 3884B460
04949D10 3884B460
04949E20 3884B460
04949EFC 3884B460
C294A588 00000003
A063001A 2C030040
41800008 38600000
60000000 00000000
C294A1D0 00000003
7C7D1B78 2C03FFFF
40820008 3FA0003F
60000000 00000000
04015564 48000010
2042AEB0 00000041
0442AEB0 00000000
80000000 8042AEB0
80000001 8042AEB0
60000030 00000000
8A001801 00000000
86000000 00000024
86000001 00000018
62000000 00000000
0042B348 024B0000
0442B348 00000040
0642B34C 00000010
73745F63 7573746F
6D00002E 72656C00
80000000 8042BC18
80000001 8042B460
8A010001 00000000
0442B560 8042BC14
0042BC18 010F0000
0642BC14 00000008
43757374 6F6D0000
E0000000 80008000
04043B34 483E783C
0642B370 00000050
2C060031 4080000C
80040000 48000040
3806000F 7C030000
40820030 3866FFD0
38C4000F 38860001
3CA08042 60A5B450
38E00000 7E6802A6
4BFCB811 7E6803A6
38C00031 4BC1878C
3884FFE8 4BC1877C
04949C88 4BAE1749
04949D0C 4BAE16C5
04949E1C 4BAE15B5
04949F08 4BAE14C9
0642B3D0 00000060
9421FF80 BC610010
7C6802A6 9061000C
2C000040 41800030
7C030378 3863FFC1
3CC08042 60C6BC1C
38860001 3CA08042
60A5B450 38E00000
39200000 4BFCB7AD
38000040 540013BA
8061000C 7C6803A6
B8610010 80210000
4E800020 00000000
0042B455 00000078
0442B45C 00000002

EternalYoshi's Maxed Out CSS
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 00000027
066B99D8 00000027
00010203 04050908
0A0B0C0D 0E0F1114
151A1917 06131D1B
1C1F2021 22252423
27280710 12161800
006B92A4 00000027
066B9A58 00000027
1E262A2B 2C2D2E2F
30313233 34353637
38393A3B 3C3D3E3F
40414243 44454647
48494A4B 4C4D4E00
06407AAC 000000A0
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40204121
42224323 44244525
46264727 48284929
4A2A4B2B 4C2C4D2D
4E2E4F2F 50305131
523D533E 543F5540
56415742 58435944
5A455B46 5C475D48
5E495F4A 604B614C
624D634E 644F0000

If they do conflict, is there any way to get extra stages for BrawlEx without using the Alternate Stage Loader method (where there's two or more stages for the one base, a la Mushroomy Kingdom [eg If you select Final Destination, 1 of 3 possible stages is loaded])

Also, how do you make the stage load with music that you choose? i.e can I edit it so the stage loads a track or two of my choosing, like say a Subspace Emissary track or the Tournament Grid theme, etc. I can replace those tracks easy enough, but don't know how to make it so those tracks play on the extra inserted stages of my choosing
23  Help & Tutorials / Help / Re: Too Many Lines of Code? How do I fix this? on: February 17, 2015, 04:57:25 PM
...I'm so stupid.

I thought I was using that one. Apparently I was using an older version or something, as I just downloaded the one from the resources page and it now works fine.

Thank you so much. I didn't realise I wasn't using the right version, or that there was another version at all
24  Help & Tutorials / Help / Re: Too Many Lines of Code? How do I fix this? on: February 17, 2015, 03:44:38 PM
I'll be sure to do that, but the other problem is that the code manager tool itself won't let me export the gct, meaning I can't actually make the .gct file to put onto the card.

I think I've already got the gameconfig.txt file anyway

Post Merge: February 17, 2015, 04:35:37 PM
UPDATE: I tried to create one using the Gecko Codes GCT creator. I was able to create the GCT but the game would just load into a black screen and freeze on it. I've included the gameconfig.txt and it said it found the codes and didn't mention a problem with loading them.

I think I probably stuffed up using the GeckoCodes gct creator. That's why I use the Ocarina Cheat Code Manager, but it won't actually let me create one with over 256 lines of code. How do you use the GeckoCOdes gct maker? Do you just put the numbers in, or do you have to give it a title and then include the code, or some other method?

(Ironically, if I were to get rid of the Unrestricted Pause Camera code, I'd have exactly 256 lines. But I'm not getting rid of it, and I was hoping to add more code in the future anyway)

So yeah, I still need help.
25  Help & Tutorials / Help / [SOLVED] Too Many Lines of Code? How do I fix this? on: February 16, 2015, 09:12:14 PM
Hi all!

SO I'm using the 'Ocarina Cheat Code Manager', and I've put in the codes I need, but when I go to try and export the file to a GCT, I get a message saying 'More then 256 lines of code active! Please Select Less Codes!'

Is there any way I can work around this? For reference, I'm trying to use the 'File Patch Code' (the one included in the BrawlEx Clone Manager), the 'Unrestricted Pause Camera Code', the 'SDHC Extension Code', and the 'Replacement SoundBank Engine Code', all of which are kind of necessary.

I really hope there's a way, as I wish to include more codes in the future relating to adding additional stages into the game
26  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 16, 2015, 08:52:18 PM
Too easy - about to test it out. Thanks a bunch!
27  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 16, 2015, 08:21:40 PM
Thanks man!

So I'm completely new to replacing sound effects. Feel free to link me somewhere that's more appropriate but I can't find a main thread explaining it. They say the RSBE code is an 'addition' to the File Patch Code - does that mean I attach it to the end of the File Patch Code, or put it in as a seperate code (Eg The File Patch Code and Unrestricted Pause Camera code are separate codes)?
28  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 16, 2015, 06:08:16 PM
Hi all! This isn't 100% related, but it does have BrawlEx in mind.

I want to start experimenting with changing some of the sound effects in Brawl (I've never done it before). Just wondering where the best place to start with this is. I want to replace base character (eg. Mario, Meta Knight, etc) as well as BrawlEx once I become more proficient at everything.

So do I use the 'Sawndz' program, or the 'Super Sawndz' program, or something else entirely? Do I have to worry about the Replacement SoundBank Engine, and if so, does the code conflict with anything to do with BrawlEx?
29  Help & Tutorials / Help / Re: Can I make characters not 2D on stages put over Flat Zone 2 + Hannenbow? on: February 12, 2015, 07:57:11 PM
It's a start at least, but I really need it for both. I didn't know you could do it via code though - I'm gonna have a look myself and see if I can find anything
30  Help & Tutorials / Help / Re: How to use hacks in Brawl vault downloads on: February 11, 2015, 10:52:58 PM
On another note though I am having issues with stages.  I tried to get matching stages for the kids characters which I downloaded:

1) Franzea 2 By Hacksponge.zip - This contained 2 folders BRSTM that contained R03.brstm.  The other folder called STAGE has 2 files STGPLANKTON.pac and a Use.rel.txt.  

This one is a Loco Roco stage.  When I load the stage with the one it replaces called Hanenbow, the screen freezes at that point.  After troubleshooting here, I understand the BRSTM is the sound file for the stage.  And what I think is the issue is the rel file.  But the included "Use.rel.text" is blank when I open it in notepad +.  It seems some have said that I need to put some sort of forward in it so it knows which file to replace.  Any pointers on this one?  

And if I can figure out the above, where would I replace the image of the stage icon in the menu selection?

2) Spongebob Stage by Hacksponge.zip - This contained the STGFINAL.PAC

This one I will try later tonight to see if it works as it did not contain a rel file so possibly this one won't need one.



Hi there! Looking at this makes me think of when I first discovered Brawl modding - it can be difficult to work out at first but it gets easier the more you get used to it. I'm gonna try and tackle your questions.

1) Make sure you have your file paths set right. The actual stage file (eg STGPLANKTON.pac) goes into a folder called 'melee', and the file path goes like this:

(SD CARD ROOT)\private\wii\app\RSBE\pf\Stage\melee

and the .rel file (eg st_plankton.rel) goes into a folder called 'Module' - the file path is:

(SD CARD ROOT)\private\wii\app\RSBE\pf\Module

Looking at the stage you're talking about, it appears to need a rel for Final Destination (The base stage) over Hannenbow (the stage that will be replaced). I haven't downloaded the stage myself, so I don't know if it contains a .rel file already, but if you need a .rel file, use this site:

http://www.lakora.us/rel/

It'll have two sections: BASE REL (on the left) and TO REPLACE (on the right), as well as options for NORTH AMERICA or EUROPE. Simply click the base stage for the stage you want to put it (In this case Final Destination) on the left side, and the stage you are going to replace (In this case, Hanenbow) on the right, as well as the region of your game (If NTSC-U, it's NORTH AMERICA, if PAL, it's EUROPE), and click download. Put the STGPLANKTON.pac file in the 'Melee' folder, and the st_plankton.rel file in the 'Module' folder, and it should work.

The BRSTM file is indeed the music that will play on the stage, and is put into the 'strm' folder, which has the file path:

(SD CARD ROOT)\private\wii\app\RSBE\pf\sound\strm

R03 happens to be the only track that plays on Hanenbow so just put that in and the music will definitely play when playing the stage.

The stage image icons are located in the sc_selmap.pac file, which has the file path:

(SD CARD ROOT)\private\wii\app\RSBE\pf\menu2

The images are in the 'Textures' folder within the 'MiscData80' brres directory. The small icons are titled 'MenSelmapIcon', and Hanenbow's is 'MelSelmapIcon.31, is sized 64x56, and must be encoded as 'CI4'. The Larger stage preview icon, which appears on the right when a stage is highlighted over or selected, is also in this directory - they're called 'MenSelmapPrevBase', and Hanenbow's is 'MenSelmapPrevBase.31'. These are sized 176x176, so you can use any image that is of the 1:1 ratio and it'll work. These are typically encoded as "CMPR'. The stage names are also located in this directory, if you're interested. Have a look and you'll see them for yourself!

2) STGFINAL.pac goes over Final Destination, so you can simply put the file into the 'melee' folder if you want to use the stage over Final Destination. If you want to use it over another stage, simply use the website I linked above and select 'Final Destination' on the left side, and whatever stage you want to replace on the right, and place the downloaded .rel file in the 'Module' folder.

QUICK NOTE: If you're using the NTSC-U game, the file paths listed above will work. If you use PAL, change the 'RSBE' folder to 'RSBP'

If you have any other questions, ask away! CSP's are really easy to make in actuality - if you don't have Photoshop, or don't want to use the method suggested by windhunter7 (who helped me out when I started to make CSP's - thanks buddy!), download 'Gimp', and you can do it through there. I can teach you how if you want
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