You do not need the BRSAR in the ISO for SFX; ONLY for adding NEW music [external references/brstms]. You can basically create your own soundbanks and RWSD entries using latest BrawlBox. Keep in mind the SFX IDs of new sounds might be offset by "1" if created in new banks. Also there's currently a bug where interactions with Bosses freeze; this includes Boss Battles, Master Hand in Classic modes, and possibly SSE.
When using this the SFX folder becomes obsolete.
So if I am ok with editing the .brsar directly then there is no need for FPC 4.1 right? And is there any tutorial for creating new soundbanks and RWSD entries yet?
You can try my setup although it's not the default one. I used EYoshi's Maxed Out SSS as my custom SSS base. Castle Siege has been replaced by STGCUSTOM26 and Lylat Cruise has been replaced by STGCUSTOM27 since the original stages interfere with the Brawlex ASRL. Every stage (except flat zone 2) has: Y button activator for *_Y X button activator for *_X Z button activator for *_Z (I haven't added any *_Z files yet so this one is untested)
Also, alt .rels are enabled on every button activator. STGCUSTOM## require alt .rels even if the alt .rel is the same as the base stage.
You can try my setup although it's not the default one. See if you can get these codes to work and compare them to yours. I used EYoshi's Maxed Out SSS as my custom SSS base. Castle Siege has been replaced by STGCUSTOM26 and Lylat Cruise has been replaced by STGCUSTOM27 since the original stages interfere with the Brawlex ASRL. Every stage (except flat zone 2) has: Y button activator for *_Y X button activator for *_X Z button activator for *_Z (I haven't added any *_Z files yet so this one is untested)
Also, alt .rels are enabled on every button activator. STGCUSTOM## require alt .rels even if the alt .rel is the same as the base stage.
I'm successfully loading *_X and *_Y alt stages using the ASRL. Are you using the correct version of the ASRL for your setup? Brawlex and PmEx use different versions of the ASRL (Brawlex version is linked in my original post). Are you modifying the _* letter in the ASL tool? If you didn't change it from the default values that may explain why those alt stages aren't loading. The letter can be changed in the "Edit buttons" option of the ASL tool.
On my Brawlex (without Project M integration) setup, clone AIs immediately use their Final Smash regardless of opponent positions. Replacing the AI with a default one did not solve this problem. Does this occur for others or did I mess something up?
In All-Star Versus mode, selecting random loads a different character each life. However, random never loads added characters/clones. I have already updated the CSSroster.dat, including the random list. Added characters are picked by random in normal brawl, but still not in All-Star Versus mode. Is there any way to add new characters to the random selection process for All-Star Versus mode? Thanks!
I tried using All-Star on Brawlex (without Project M integration) setup but the game would randomly seem to make all my selections "Mario". I haven't looked into it in too much detail but All-star didn't work for me. It'd be nice to hear from others on this though.
Just FYI, I'm not sure if the shaders of Lloyd are corrupted but there is a noticeable visual difference between Dolphin and a real Wii. I made an issue for this model some time ago in Dolphin's issue tracker. https://bugs.dolphin-emu.org/issues/9268#change-724417
I should also add on that the SDHC code doesn't work with Gecko OS' app. Project M 3.6's loader app or USB Loader GX's Gecko codehandler should be used.
You're welcome! Troubleshooting your setup is too off-topic for this thread. Post those kind of questions in the help board or the Brawlex thread. Post Merge: September 06, 2016, 10:21:21 AMI mistakenly said that the SDHC code and Gecko OS were compatible. They are not and I corrected my previous posts. Use Project M 3.6's launcher or USB Loader GX's Gecko codehandler with the SDHC code. Post Merge: September 07, 2016, 05:29:08 PMHyperL!nk sent me an interesting link for using shared pallets to reduce the filesize of sc_selcharacter.pac Shared CSP data - near CI8 quality, sub-CMPR size
It's true that there are some errors in Brawlex that will cause crashes and they're more like to occur as more characters are added. My roster holds 100 movesets. If you exit the CSS after every match it very rarely crashes (even if you don't it can still be 30+ random 4 player matches before a crash occurs). Try to avoid having a player select an original brawl character for one match and then select a clone based on that character for the next match as this can cause instability (backing out of the CSS after every match can avoid this problem but the crash is infrequent enough for me that I don't think it's worth it).
Most errors are caused by improper setups though. The best way to determine what causes crashes is to have Dolphin emulator's log enabled while one occurs. Post Merge: September 04, 2016, 09:51:36 PMI should also probably add this to the original post. Brawlex .rel conflict glitch:
Try to avoid having a player select an original brawl character for one match and then select a clone based on that character for the next match as this can cause instability (backing out of the CSS after every match can avoid this problem but the crash is infrequent enough for me that I don't think it's worth it). Possibly the cause of SSBB Alloc Buffer failed. Some of the codes on JOJI's website may help with this problem.
I haven't looked into resolving the flicker (likely z-fighting) issue since it is really minor on my setup. It can probably be done by editing the positions and animations of MenSelchrPos_TopN in sc_selcharacter.pac -> MiscData30 to resolve the overlap. It may get complicated if you want to retain compatibility with Brawl's resizable CSS though.
The bottom two rows of the CSS have 15 slots as of BX CSS Expansion v1.0.2.0 Stable's release.
Use Project M 3.6's launcher or USB Loader GX's Gecko codehandler with the SDHC code.
The SDHC Extension 1.1[Reinsertion support] code allows SDHC cards to be used with Brawl Mods on a real Wii with Project M 3.6's launcher or USB Loader GX's Gecko codehandler. The SDHC code does not work with the Gecko OS app though.
Weird issue. I was added as a collaborator for a submission on BV. When I tried to correct some of the problems of the submission, I couldn't get the options to expand after choosing "Type of Entry." I've tried editing it on multiple days and this is the only entry of mine that seems to have this issue. Here is the link I tried to use to edit it: http://forums.kc-mm.com/Gallery/BrawlAdd.php?Number=212793
I'm not quite sure what you're asking but codes that are tested in Dolphin tend to work on real Wiis too. If they don't it may be worth filling a bug report on Dolphin's issue tracker.