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16  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: May 08, 2019, 11:10:38 PM
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.

Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.

It's incompatible in its current form and editing bx_fighter.rel is not trivial. Regardless, I look forward to those new advancements!

my roster keeps coming up blank am I missing something?

What variation of Brawlex are you using? Have you successfully loaded a roster before using Brawlex? If so, what change did you make before this problem first occurred?
17  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: April 19, 2019, 09:21:48 PM
Android: Ubershaders appear to be completely recompiled every time has been fixed.
18  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: March 04, 2019, 08:42:01 AM
50 Costume Code Implementation Guide is a neat modification that complements Brawlex but unfortunately is incompatible with BrawlEx Clone Engine v2.0.0.0 Extended Edition.

Also, this is obvious but it should be documented:
BrawlEx AI Final Smash usage glitch:
Quote
Brawlex clone AI players tend to immediately use their Final Smash when possible.
19  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 04, 2019, 08:24:36 AM
There seems to be some major differences between 50 CC and BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver)'s bx_fighter.rel. Porting the changes of 50 CC to BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) seems like a lot of work.
20  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 03, 2019, 10:55:45 AM
A question before I look into this: Is the 50 costume code compatible with BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver)?
21  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: February 22, 2019, 12:16:57 PM
I believe that All star VS Beta 10.01d [wiiztec] won't work with BrawlEx Clone Engine v2.0.0.0 Extended Edition  Cry

Post Merge: February 23, 2019, 03:05:05 AM
[Legacy TE] Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000

saves a lot of space and works around Brawlex's corrupted Fake costume path bug. Fit*Fake.pac loads as expected with this code.
22  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 22, 2019, 12:13:31 PM
Last time I checked, Mario Kart Wii doesn't use Gecko at all, for mods you use Riivolution.
Yeah that sounds right. The Dolphin Emulator issue was for multiple games but I believe the inappropriate SD write issues are Dolphin's problem at this point.

Also, I believe that All star VS Beta 10.01d [wiiztec] won't work with BrawlEx Clone Engine v2.0.0.0 Extended Edition  Cry

Post Merge: February 23, 2019, 02:56:56 AM
Also,

[Legacy TE] Always use PACs instead of PCS files [DukeItOut]
* 0484CB40 60000000

saves a lot of space and works around Brawlex's corrupted Fake costume path bug. Fit*Fake.pac loads as expected with this code.
23  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: February 22, 2019, 12:04:23 PM
You should also be aware of Gecko OS DSI exception occurs when Emulated or Real Wii Remote is connected. This isn't an issue unique to Android but it can cause sudden crashes on Android. Also, Android can't emulate the Wii Memory Management Unit yet.
24  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 06, 2019, 06:10:00 PM
I suspect this is an issue with Dolphin Emulator but I want to mention a potential issue with file patch codes here. Full explanation: Preservation of SD Cards (Offline/Online)

Quote
I finally got around to looking into this and there does seem to be an issue with writing to the SD card with mods. I'm not sure if this is the mod's, Dolphin's, or WinImage's issue though.

With Brawl, the File Patch Code (FPC, tested on Dolphin 5.0-9475 with FPC versions 3.5.1 and 3.5.1b) seems to write to the SD card when certain files are involved. I isolated one of those files (StrapEn.pac) and put it in the attached SD.raw files. StrapEn.pac contains a custom Wiimote strap screen. The only code included in the /codes folder is FPC 3.5.1b. If I remember correctly, Mario Kart Wii uses a very similar code for mods.

Steps to reproduce:
1. Extract sd.raw. Place one copy in the appropriate location for Dolphin and another copy elsewhere for comparison.
2. Enable the SD card in Dolphin if not enabled.
3. Set Brawl as your default ISO.
4. Launch Gecko OS or Minima Launcher and proceed to play Brawl until you see the custom strap screen.
5. Exit emulation.
6. Compare the copy of sd.raw to the one in the appropriate location and observe a difference between the two files. The timestamps are also different.

Oddly, when I try to extract and compare both the original and "modified" StrapEn.pac files, they are identical. I don't know if this is WinImage being weird. Regardless, something isn't right here. Let me know if you want me to make this a separate issue.
25  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: February 06, 2019, 04:24:16 PM
The workarounds in this thread's original post are still needed.
26  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: January 23, 2019, 04:06:52 PM
BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) is based on BX CSS Expansion v2.0.0.x. It's worth repeating this limitation in the original post:

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

Post Merge: January 23, 2019, 04:18:37 PM
...and typo in BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver)'s fake slot alt paths. Fixed, sorry.
27  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: January 23, 2019, 03:44:06 PM
so anyone knows how the css portraits for this works for the brawlex characters?

It depends on which version of BX CSS Expansion you're using. If I remember correctly, there's no changes for BX CSS Expansion v1.0.2.2. You'll need to keep the restrictive file size limits of sc_selcharacter.pac in mind though.

See the readme included in BX CSS Expansion v2.0.0.x for an explanation on the method of loading CSPs from the SD card (which is how BrawlEx Clone Engine v2.0.0.0 Extended Edition works). Keep in mind that this method can cause significant lag when loading CSPs on real Wiis as many SD card reads are performed. On Dolphin, this lag is minor.
28  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: January 15, 2019, 04:33:19 AM
JOJI has been busy! Their website has some very useful codes! They ask that their codes not be posted on other websites.

Some example codes:
BrawlEx Clone Engine v2.0.0.0 Extended Edition allows for 242 moveset slots and their associated cosmetic data! See this for an example.

The SoundBank Expansion System and Hitbox Sound Effect Change System got bug fixes!

And BrawlEx Clone Engine Final Smash Music Fix (RSBE.Ver) actually works with the SoundBank Expansion System enabled!

This means "105 moveset CSS (still requires more research to work though)" is obsolete:
Minor Brawlex improvement!

My pack is not publicly released since there would be too many people to credit and it contains experimental features

Brawlex can now hold up to 105 slots in the CSS! (Previously 100)
New Limitation if this is used:
Using this modification without unlocking all characters in Brawl will likely cause a crash.

Unfortunately CSSRoster.dat seems hardcoded to only accept 100 slots. Brawlex ignored the added slots after adding them via a hex editor. Well at least this covers the CSS portion of getting to 105 slots. Here are the files (use the two included files to replace the ones in sc_selcharacter.pac -> MiscData30): http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar

My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in ResourcesCommon3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

Best of luck.



And "GLITCH WORKAROUND - Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" is obsolete:
We finally have a workaround for the "Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing" glitch although it's not ideal.

Final smash music is stored as seq instead of the normal strm type in smashbros_sound.brsar. Brawlex's CSS Roster Expansion allows other seq files to play properly (like the Starman music) but not final smash music. Diddy Kong made the enable SEQ hacking - SEQ music bypass hack which solves this problem. It is possible to change the seq references to a strm file in smashbros_sound.brsar with Brawlbox and a little hex editing. He also wrote a nice guide for making these kind of changes: http://smashboards.com/threads/how-to-change-the-item-jingles-in-brawl-not-that-this-community-gives-a.349060/

Conveniently, Smash Custom Music already has the final smash brstms (although you now have the ability to chose whatever .brstm you want)!
Dedede: http://www.smashcustommusic.com/24019
Peach: http://www.smashcustommusic.com/24017
Donkey Kong: http://www.smashcustommusic.com/24018
Luigi: http://www.smashcustommusic.com/24016

Some important things I want to emphasize:
1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable), or use Riivolution.
2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.
3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

Note: Probably incompatible with SoundBank Expansion System (RSBE.Ver) [JOJI]


Post Merge: January 15, 2019, 04:57:25 AM
Duplicating my BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) [JOJI] notes here:
Thanks for posting Lillith! I previously used the unstable BX CSS Expansion v2.0.0.x anyway so this is perfect for me! I can confirm the character select screen (CSS) portion of BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) works with both a real Wii and Dolphin. In my current setup shown below, I am able to use 101 CSS slots!

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

2. There are 2 versions of bx_fighter.rel included in the download on JOJI's website. One is for using special characters (ex. Warioman) and the other does not use them. I haven't tested the special character version but it seems to modify some of the incomplete slots for characters not included in the final roster. This can cause problems if you've already repurposed those slots with elevated config files. The non-special character version had no problem with my elevated config files.

3. Now that a large number of movesets can be used in Brawl, there isn't much room for character names announced by the announcer. I've already replaced all of the Wiimote SFX and some unused sounds for 100 announcer names. I foresaw running out of space so I decided to remove them. I did this by redirecting or replacing the announcer names, "The Winner Is..", and team color names with blank audio files. I plan on seeing if the SoundBank Expansion System v1.4 works with announcer names in the future.

4. The "Ready to fight" bar is definitely in the way now so you may want to check out How to move the "Ready to Fight" bar offscreen

5. If you plan on using the Fake slot for characters, the corrupted path bug is still around but the path has changed:

* Bowser - for some reason Bowser is unaffected by this bug. The Fake slot works as expected.

* Mr. Game and Watch - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\Gamewatch\FitGameWatchfightereeex\FitFighterEEEx.pacfighteredex
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

* All other characters - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\*\Fit*Fakefighteredex
Replace * with the character's name.
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

Images (The sideways names are an experiment unrelated to Brawlex. I wanted to include names without obscuring images. I simply changed sc.selcharacter.pac -> MiscData[30] -> 3DModels -> MenSelchrCname4_TopN -> Bones -> MenSelchrCname4_TopN -> nameNEn's rotation to (0,0,-90) and translation to (8.5,2,-0.3)).

Max potential slots adapted to my setup:


Current setup (101 moveset slots exceeds the previous max of 100 moveset slots!):


I'm liking what I see so far and this is going to be my new default setup!


Post Merge: January 15, 2019, 05:02:08 AM
And I keep losing this so added to OP: Official font for CSP Names
29  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: January 15, 2019, 03:54:26 AM
Thanks for posting Lillith! I previously used the unstable BX CSS Expansion v2.0.0.x anyway so this is perfect for me! I can confirm the character select screen (CSS) portion of BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver) works with both a real Wii and Dolphin. In my current setup shown below, I am able to use 101 CSS slots!

Important notes regarding BrawlEx Clone Engine v2.0.0.0 Extended Edition (RSBE.Ver):

1. This is based on BX CSS Expansion v2.0.0.x and has its limitations. There will be significant lag on real Wiis when loading character selection portraits. This problem is minor on Dolphin Emulator though.

2. There are 2 versions of bx_fighter.rel included in the download on JOJI's website. One is for using special characters (ex. Warioman) and the other does not use them. I haven't tested the special character version but it seems to modify some of the incomplete slots for characters not included in the final roster. This can cause problems if you've already repurposed those slots with elevated config files. The non-special character version had no problem with my elevated config files.

3. Now that a large number of movesets can be used in Brawl, there isn't much room for character names announced by the announcer. I've already replaced all of the Wiimote SFX and some unused sounds for 100 announcer names. I foresaw running out of space so I decided to remove them. I did this by redirecting or replacing the announcer names, "The Winner Is..", and team color names with blank audio files. I plan on seeing if the SoundBank Expansion System v1.4 works with announcer names in the future.

4. The "Ready to fight" bar is definitely in the way now so you may want to check out How to move the "Ready to Fight" bar offscreen

5. If you plan on using the Fake slot for characters, the corrupted path bug is still around but the path has changed:

* Bowser - for some reason Bowser is unaffected by this bug. The Fake slot works as expected.

* Mr. Game and Watch - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\Gamewatch\FitGameWatchfightereeex\FitFighterEEEx.pacfighteredex
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

* All other characters - Rename your .pcs to FitFighterEDEx.pac
The extension change is important. Brawlex expects a .pcs named as a .pac
Place FitFighterEDEx.pac in ...\fighter\*\Fit*Fakefighteredex
Replace * with the character's name.
If you care about transforming or P:M All-star mode, place the normal Fake .pcs AND .pac in their expected locations too.

Images (The sideways names are an experiment unrelated to Brawlex. I wanted to include names without obscuring images. I simply changed sc.selcharacter.pac -> MiscData[30] -> 3DModels -> MenSelchrCname4_TopN -> Bones -> MenSelchrCname4_TopN -> nameNEn's rotation to (0,0,-90) and translation to (8.5,2,-0.3)).

Max potential slots adapted to my setup:


Current setup (101 moveset slots exceeds the previous max of 100 moveset slots!):


I'm liking what I see so far and this is going to be my new default setup!
30  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: October 21, 2018, 07:42:28 AM
Android: Can't detect save data in Super Smash Bros. Brawl appears to be fixed!
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