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391  Help & Tutorials / Help / Re: Loading an STGCUSTOM stage freezes the game. on: December 10, 2015, 09:36:05 AM
I used that stage a long time ago and it worked for me. Assuming you're using the USA version of Brawl, you're putting STGCUSTOM##.pac in \private\wii\app\RSBE\pf\stage\melee and st_custom##.rel in \private\wii\app\RSBE\pf\module right? The ## portion must match.

Did you properly edit the .rel for use as a custom stage?
392  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 03:09:49 PM
I'm was a little hesitant to answer Nebulon's question because I know someone will eventually try the "20 CSPs for all Brawlex characters" setup and waste hours improperly renaming files.

For my peace of mind, I'm going to post my working MenSelchrFaceA_TopN__0.pat0. It can be used in troubleshooting or a base for setting up Brawlex.

If you download this file, do note that you can deviate from what I chose. You will also end up renaming/editing A TON (POSSIBLY THOUSANDS) of files depending on how many characters you have.
http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0


Update: Masquerade made this idea obsolete.
393  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 02:52:14 PM
My bad, I forgot frame count which goes up by 20 for each additional character. 2100 seemed high since I got everything in 1891 frames for MenSelchrFaceA_TopN__0.pat0 but you should be (theoretically) fine as long as framecount doesn't exceed 2551.
394  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 07, 2015, 02:01:58 PM
Regarding this issue, I'm about to try expanding all my Ex character costume slots so I'll be going up to a framecount of around 2100 or so (if I did my math right, I've got up to MiscData[208] for my csps). I'll let you know how that works out for me and if I hit any limitations.
2100 seems high. Did you move your first Brawlex character to a lower slot like MenSelchrChrFace.048 and start naming from there? The reason I did that was so Cosmetic##.dat's Cosmetic ID would not exceed 0xFF. I think you'll end up exceeding 0xFF which isn't supported by Brawlex.
395  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Project M Resources Thread on: December 05, 2015, 02:22:55 AM
I wanted to release my build too but between the hundreds of names I'd need to credit and working out consent for releasing developer's exclusive (non BV) content it became too much of a hassle. I'm instead opting to release my own stuff and hoping I can guide people to make a good build.

The P:M story also makes me feel a little uneasy about making model imports but I don't think I'm violating anything.
396  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 03, 2015, 06:00:30 PM
@Nebulon, looking at Dolphin logs is probably the best way to sort out those kind of problems. Use only one of your RS* folders to stay below 2GB.

I don't know if this info will help but I managed to max out the possible characters on the character select screen. I also skipped every other ID so all my characters can support up to 20 CSP slots (although 14 is the current max). My MenSelchrFaceA_TopN__0 framecount is currently 1891. After MenSelchrChrNmS.047 (sonic), I set Brawlex up to load the first character using MenSelchrChrFace.048. The next was MenSelchrChrFace.050 (for 20 CSP slots). And so on...

Filling up the CSS using this method spanned MenSelchrChrFace.048 - MenSelchrChrFace.188 for Brawlex characters. I also skipped any slot occupied by boss characters just in case there could be conflicts.
397  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 02, 2015, 06:48:37 PM
So the project M codelist got posted. Looks like one of those misc codes might have been relevant after all.
http://www.mediafire.com/view/0p5px0c9c9jbt4c/Project_M_Codeset.txt

FINALLY!
398  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 01, 2015, 02:48:37 PM
Thanks for the detailed feedback, guys! You've already made a fix that much easier. Regarding the single-alt issue, I have a feeling that the code just stops after iterating through a for loop once, and the pointer regions that I haven't examined likely contain bad values. Since I don't play vanilla brawl very often, I didn't check to see if the region of memory I used in my ASM codes was actually free in vanilla Brawl. It's probably just a matter of finding a different free area of memory. I can confirm that, on my setup (PM 3.6 with BrawlEX manually added), the Z alts that I loaded seemed to work fine; I did not make any changes to the default naming of PM's alternate stages. Expect a fix soon, but I can't promise anything instantaneous - I'm pretty busy with school at the moment. Again, thanks for the bug reports! It's incredibly helpful.
Thank you too for working with the ASL code! Don't feel rushed, the AFL code will suffice until more progress is made.
399  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 30, 2015, 01:56:10 PM
hmm the PMXP dev team has only been able to load _A stages ourselves. + base stages i believe. and PL said he only had A alts when he tested it. could you try making an _A alt and let me know if it loads? also PMXP is not using any music codes except the song forcer code. Anyone is free to come chat with us in dev chat:

https://discord.gg/0bP53Vo0lW3M0GF1
Thanks for the info Sirkura! I could not load _A stages either. I'm curious about the status of loading alt .rels too. I'm still hopeful that BrawlDJ will be eventually fixed!

More odd things happened to me when I used this code:
1. Trying to access my music would not let me leave, nor let me navigate or choose a song.
2. On the CSS, I couldn't change neither the player's name, nor the CPU's level.
I can reproduce both of those issues too. Thanks for the info! It seems you, secretchaos1, and I have similar enough setups for testing purposes.
400  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 10:19:25 PM
With how hyped we are I'd say that's very much a possibility. I think if we can get a look at and play around with a working build with P:M we might be able to get an idea of why it's working there but not in vBrawl. But until we hear back I'll be done with experimenting for now.
Agreed.
Random observation: This Project M XP says that it has BrawlDJ in the WIP phase. Sirkura, does this mean BrawlDJ isn't dead?
401  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 09:55:25 PM
I find it a bit unusual that it's dependent on something else in P:M. The original code worked fine in vBrawl and only had issues due to Ex confliction, so if the Ex conflicts have been solved it seems so weird that we aren't getting any reaction from the codes at all. Are we missing part of the code maybe and because the rest of it is present in P:M it works fine there?
I'd guess that the Ex conflicts haven't been truly solved yet. Either that or a typo.

Supposedly "Project M XP with both BrawlEx and ASL" is working (https://www.smashladder.com/blogs/view/25rn/2015-07-22/super-smash-bros-project-m-xp). This might be the next best place to look.

EDIT: Nevermind, that version is not released yet.^
I'll just wait to hear from PyotrLuzhin or Sirkura
There's also a third option, we're all overlooking something silly.
402  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 09:02:07 PM
I found the solution to my crashing and Bowser's Castle issues. I have updated the ASL experiments. There was a flaw in my P:M stage setup that is addressed in step 7 of my setup. I also added a 4th test case. Is anyone else having RSE 1.20 issues when using the new ASL?

Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

http://www65.zippyshare.com/v/oeM6uB4u/file.html

Unfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.

My setup: BX 2.0, Experimental BX CSS Expansion 2.0
1. Delete old AFL code if present
2. Copy the contents of Brawlex's \private\wii\app\RSBE\pf\stage\melee and \private\wii\app\RSBE\pf\module to a backup location
3. Replace Brawlex's \private\wii\app\RSBE\pf\stage\melee folder with P:M 3.6's folder.
4. Overwrite P:M's stgresult.pac with your backup stgresult.pac
5. Delete all st_*.rel from Brawlex's \private\wii\app\RSBE\pf\module folder
6. Copy all st_*.rel from P:M's module folder to my module folder
7. Copy the contents of your backup melee and module folder into Brawlex's melee and module folder. SKIP any files with the same name.

Test Case 1 (Minimal codes for ASL to work)
ALL codes in my .gct = FPC 3.5.1b, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 2 (Minimal codes + 3 Unknown codes)
ALL codes in my .gct = FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 3 (The .gct I normally use except AFL has been replaced by new ASL)
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.

Test Case 4 (My normal .gct + my pre-ASL stage configuration (i.e. ignore my setup steps 2-7))
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.
403  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 07:08:17 PM
As in a STGCustom? I never bothered to try, I was just testing with Battlefield when I did my own edits to the code, and then to STGEarth when I was testing the PM code (since I know for sure it has an alt to load in PM).
And yes, I've been trying without P:M integration.
Yeah, I was referring stgcustom. If I'm the only one getting the result screen freeze though then I'll need to look into that further. Thanks!
404  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 06:29:44 PM
You're using Brawlex (without P:M integration) right secretchaos1? If so I'll take a look into my stgresult.pac and config files to see if I tried something fancy that is causing crashes for me.

Post Merge: November 29, 2015, 06:32:13 PM
And did you get an expansion stage working when using the new ASL?
405  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 06:08:04 PM
I'll test this myself when i can, also @ ebola, how big is your SD card for dolphin?
For Dolphin it's 2GB. For my real Wii it's 4GB. The SDHC code doesn't seem to interfere with non-SDHC so I always keep it enabled unless otherwise stated.

Post Merge: November 29, 2015, 06:18:48 PM
I should also mention that the total size of my Brawl-related mods is 1.93GB for both Dolphin and my real Wii.
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