Is there any way to make stages that are put over Flat Zone 2 and Hannenbow not make the characters 2D? The stages themselves aren't flat 2D stages (They're Budokai Tenkaichi over Flat Zone 2, and Poke Floats 2 over Hannenbow) but the characters still appear as 2D when played.
There are tutorials on the download page. Note you no longer need to add to the code for the roster.
Thanks. I know about the tutorials - that's how I learned the process in the first place, before I found the clone tool. Looks like I'll be revisiting them soon. Just quickly, what do you mean I don't have to add to the code for the roster? Does that mean I don't have to touch the GCT file again? Is that handled by the CSSRoster.dat file?
Any word from Sammi Husky about a possible update to the Brawl Clone Tool? I completely forgot what to do to put clones in, as it's been a long time since I've tried it, so I'm wondering whether I should relearn how to do it manually or wait for the clone tool
I'm updating my stages, and have two quick questions.
1) I've put in Scout's 'Crateria' stage (over summit), and the stage plays fine, but seems too high up - you enter the sky blast zone really quickly, although get K.O's at a reasonable percentage. I think this may have something to do with the stage being made for PM 3.5, but I run vanilla Brawl. Can I use BrawlBox to edit this somehow - like position the stage lower or the screen higher?
1.5) (BONUS QUESTION) I also use the Budokai Tenkaichi stage, where the grass = death. I love this stage, but the screen goes REALLY high - to the point where the characters on the arena are covered by the HUD. Is there any way I can make the screen lower, or move the stage higher up?
2) I really dislike Lylat Cruise, but have no clue how to go about putting another stage over it, as anytime I do it freezes. I have no problems with any other stage - just this one. Any ideas? I really want to put Sector Z over it
I heard you have to move a certain bone somewhere so it's off-screen.
I think that's for the name on the Character Select Icon. I found a nice little tutorial telling me how to do that one so I'm gonna give it a try soon.
Sorry for being annoying, but I'm stuck. I made a topic in the help section, but I figure maybe the OP (ShinF) might know the answer, so I'll try here too.
How do you make Battle Portraits for the last two costumes (No. 11 & 12) for the characters who have 12 costumes? The ones I tried to make are crashing my game, and are the only issue I need to fix up
Haven't done this for a while. How do I remove the names that appear on the CSP when a character is selected? I'm not referring to the names above the icons, but the names that appear over the CSP (the part where if you click it, you change colour/costume).
Also, is there a way to get rid of the 'READY TO BATTLE' thing that pops up once 2 or more characters are selected?
I've still got issues with my selmap.pac, but once I'm able to get rid of those names my CSS will be complete.
I think I'm all covered. Thank you very much! I'll let you know if I run into any difficulities Post Merge: January 21, 2015, 04:34:12 PMI always forget if it post merges automatically, so sorry if this is a double post.
Ganondorf, Wolf, ROB, Toon Link and Sonic are the characters that can have more then 10 costumes. Is the maximum number they can have 12, given the fighter config has that many options to select?
Also, where do I insert the new textures? Do they go in the same file part (eg. Misc Data 19) or somewhere else. And what about Result Pictures and Battle Pictures?
So it is arranged to match the cbilss portrait order? Awesome - that'll help a lot!
A few more I just though of:
- I never touch Game and Watches files. So long as I don't move any of it's config files (I'll check the phantomwings graphic to find out what his id is), I should be fine right? - I need to include all the extra files for some specific characters that came with the cbilss download, don't I? Things like Peach's entry files, and pkmn trainer's final smash files, etc.
Otherwise, I think I'm set! Thanks so much for getting back to me
I downloaded your stock files, although I'm still thinking about doing it myself. Just a few quick questions:
- Does Wario still have 12 costumes, or only 10 now? - I got 2 different CSSSlotConfig folders in the download. One of them is called 'CSSSlotConfiig (cbliss order)', whereas the other one is just 'CSSSlotConfig'. Does the cbliss folder one match the cbliss sc_selcharacter.pac file included in the orginal cbliss download (i.e portrait 00 = default, 01 = red team, 02 = green team, 03 = blue team, 04-09 = rest). I just want to know if I should start a whole new sc_selcharacter.pac file, or if I can use the cbliss pac file as a template/guide.
Thanks for the files and tutorial! They're going to help a lot
I'm about to embark on a new build of Brawl using BrawlEx, and wanted to get clarification on something before I start.
What are the file size limits for the important files, like the sc_selcharacter.pac and sc_selmap.pac? Also, how do you reduce the file size for these files (selmap especially)?
I'd need to check a tutorial for that and how to use BrawlEx with it.
Only in case if my SSBB disk fails.
BrawlEx should work the exact same way as how you currently use it. I'm not sure how to phrase it any better - just from my experience adjusting to using a USB loader for running codes and BrawlEx, I didn't have to adjust anything specific aside from PAL to NTSC-U adjustments, so you should be okay.
Now I've heard some people say that some methods of stage expansion don't work with BrawlEx, which is something I'm just now thinking about messing around with. Does 'Phantom Wing’s Stage Expansion Code 2.0' and/or 'Eternal Yoshi’s Maxed Out CSS' conflict with BrawlEx, and if they do, how do I get the stage expansion to work while also using BrawlEx? Can I choose what songs these new stages play? Post Merge: December 30, 2014, 08:39:41 PMI have no idea how to do a post merge - hoping it works automatically. If not sorry!
I'm trying to use cbliss in conjunction with BrawlEx. Anything I should be aware of, like codes not working together, or what to do as both BrawlEx and clbiss have their own STGRESULT.pac, or anything else like that?
I'm not 100% positive if I can help as I've never tried to use someone elses BrawlEX pack on mine, but I use CFG USB Loader to load my own and it works fine. Make sure you have the Ocarina option turned on, and that the hook is 'AXNextframe' or whatever the one that starts with AX is called.