It's been over year since I last looked at the USB Loader GX documentation but many important codes (including the File Patch Code) explicitly search for SD card paths so you'll still need an SD card. I don't believe anything can do SD emulation from a USB device on the Wii yet, which would be needed for many codes to work without an SD card.
I currently use USB Loader GX to load my ripped (and WIT modified) .iso As long as your USB device has the necessary free space (and isn't listed as incompatible here: https://wiki.gbatemp.net/wiki/USB_Devices_Compatibility_List), it should work.
USB Loader GX has the ability to read .iso from the SD slot but I haven't tested it (SDHC compatibility and read/write speed may be issues though). Using the SD card for Brawlex codes and files with a USB loader is not a problem though.
And I'd suggest looking to google for USB launcher installation instructions as they've likely changed since I installed mine.
If you're using an SDHC card without the SDHC code that I previously mentioned your SDHC card will be ignored. The links to the Code Manager in the resources section seem to be down but Brawlbox also has a code manager in the tools menu. I haven't used the Brawlbox code manager but it should be able to convert a list of codes in a .txt file to a .gct
If you're using an SDHC card, you'll need the SDHC Extension 1.1 code in your .gct. Also, Gecko has issues with that code so you'll want to use Project M's launcher (or USB Loader GX's Gecko codehandler) to load your mods from an SDHC card.
Neat! What are those two values? I assume one is 0x18 and the other isn't?
Sorry that I was not clear.
2nd try:
I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. The value for Flat Zone 2's ASCII identifier is 0x47570E50 in "ASRL - Stages" and 0x47570E52 in "ASRL - Modules" To my knowledge, this is the only stage that has different ASCII identifiers for the same stage within the ASRL.
I don't know when I'll get around to testing this further but we may be hitting another filesize limit when using WIT to increase the size of an .iso. My primary .iso is at 7.59GB and has no problems. I tried integrating my fighter folder into the .iso which increased the filesize to 9.12GB.
After increasing to 9.12 GB, Dolphin fails to open boot.pac. Post Merge: December 02, 2016, 08:35:19 PMAlso, the best way to get SDHC support in Dolphin Emulator is to draw attention to https://bugs.dolphin-emu.org/issues/8823 on the Dolphin emulator forums. SDHC support can really expand the amount of space we have to work with mods but developers must have interest in adding it.
If you are and the problem persists you may be encountering the read errors I mentioned when using more than 1.95GB of SD data with Dolphin (https://bugs.dolphin-emu.org/issues/8823).
The best way to get SDHC support in Dolphin is to draw attention to the above issue on the Dolphin emulator forums. I want SDHC support too but developers must have interest in adding it.
I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. Unlike the other stages, the values expected for the "ASRL - Stages" (0x47570E50) and "ASRL Modules" (0x47570E52) codes are not the same.
I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. The value for Flat Zone 2's ASCII identifier is 0x47570E50 in "ASRL - Stages" and 0x47570E52 in "ASRL - Modules" To my knowledge, this is the only stage that has different ASCII identifiers for the same stage within the ASRL.
Original post has been updated. Post Merge: December 02, 2016, 09:00:52 PMOutdated Brawl WIT-modified file size limit? (Needs more testing) WIT has the ability to increase the size of an .iso. There may be a limit to this however. My primary .iso is at 7.59GB and has no problems. I tried integrating my fighter folder into the .iso which increased the filesize to 9.12GB. After increasing the .iso to 9.12 GB, Dolphin fails to open boot.pac.
Alright try pausing and saving after you complete each step in that tutorial. The problem may be something else unrelated to adding bones and knowing the exact step that causes the crash can help narrow the problem down.
Using Kirby's Spy costume slot outside of Clear brawl can cause crashes relating to the copy ability, even if it is replaced with another model. Dark and Fake costumes do not have this problem.
After a few matches (2-4) in a row where Spy costume Kirby copies an ability, there is a high chance that Brawl will freeze when trying to start the next match with Kirby. Dolphin logs indicate the crash occurs shortly after beginning to create Kirby's fighter instance.
Using Kirby's Spy costume slot outside of Clear brawl can cause crashes relating to the copy ability, even if it is replaced with another model. Dark and Fake costumes do not have this problem.
After a few matches (2-4) in a row where Spy costume Kirby copies an ability, there is a high chance that Brawl will freeze when trying to start the next match with Kirby. Dolphin logs indicate the crash occurs shortly after beginning to create Kirby's fighter instance.
You should just be able to press Ctrl + Alt + N on any bone to add a new child bone. If that's causing a crash try the latest version of Brawlbox (v0.77).