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1  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 21, 2020, 05:20:33 PM
Anyone have any idea how to get rid of those 8 Mario icons on the CSS in the 242 build?
I looked into this awhile ago and found that PMEX's sc_selcharacter.pac file causes this. Removing that file and replacing it with vBrawl's fixed the issue, and it's not present in the vBrawl 242 build. Kitsu later found the offending piece inside the file, something to do with the CSS background (I forget the exact one...). Not sure why, but it causes the extra 8 Marios.
2  Help & Tutorials / Help / Re: Official Sonic Pokemon Z Bugs and Issues Thread on: February 23, 2018, 08:06:13 PM
I unfortunately don't have a Wii to test on right now. Black Kuyrem in theory should be getting the same issues you have been on Wii, since unlike Dolphin there isn't really much potential variance...is your card definitely SDHC, or is it SDXC? The extension code only works for SDHC. Otherwise I'm not sure why it won't work on Wii.
3  Help & Tutorials / Help / Re: Official Sonic Pokemon Z Bugs and Issues Thread on: February 23, 2018, 06:30:23 PM
I got it working.
This version of Dolphin has to be used: https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/
I had to turn Panic Handlers off.

Also when the game starts up (at least for me), all buttons map to 'A'. It's because a default control scheme named '1' is set, which for some reason causes this. You need to add a new name entry and change to that in order to play normally.
4  Help & Tutorials / Help / Re: Official Sonic Pokemon Z Bugs and Issues Thread on: February 18, 2018, 09:16:19 AM
I troubleshooted a bit...but can't really do much since I don't know exactly how your pack works (similar to Smash2's structure but not quite...). I found that removing the sc_selcharacter.pac file makes the game work (but without any clone characters obviously since BrawlEx needs one), but I'm pretty sure it's this file that's causing the problem (which it usually is when it comes to issues like this). The file isn't even close to being passed the filesize limit, if anything it's really tiny. If there's a corrupted image somewhere in there, even if it's just one image out of the many in there, the game will freeze. Otherwise, I don't really know what is causing it, or why you haven't had the same issues unfortunately. It'll be impossible for you to fix if you can't replicate the bug yourself.
5  Help & Tutorials / Help / Re: Official Sonic Pokemon Z Bugs and Issues Thread on: February 17, 2018, 09:41:29 AM
Hey, so I've been noticing a lot of people having trouble with your pack (Sonic Pokemon Z) in this thread, so I decided to give it a shot -- I have the same issues as everyone else, immediate crash when trying to load up the CSS from "Brawl" or "Training" (Adventure mode does work though). Seems to be a problem with your pack since every other pack works just fine using the same methods that everyone uses. My Dolphin has SDHC support, properly loads the mods with Gecko the usual way, card is all fine, and if there is anything 'special' that needs to be done further than the standard way of loading a pack, that should be documented since it seems that a lot of people can get this pack working (both here and from looking at Youtube comments). I tried out a few older versions, and while I have no idea what order they came out in because the naming is all over the place...Sonic and Pokemon M Super+ did NOT work and gave me the same issues, but regular Sonic and Pokemon M Super (without the +) did work (all though the game itself still shows the '+' in the title screen, it is definitely a different version that I could get working). I've never encountered this glitch before so I don't know how to fix it, but this isn't a "standard" glitch and it isn't just one or two people having it. I would like to see your pack work because you have worked hard on it, if you need any help troubleshooting feel free to ask for some help.
6  Super Smash Bros. Brawl Hacking / Programming / Re: Do no entry/ no crawl codes work in brawl Ex? on: January 06, 2018, 12:50:44 PM
I don't believe those codes will work, however that's because BrawlEx configs take care of this. Open the fighter config in the BrawlEx Config Utility tool and you can set the specific flags that codes used to do, such as No Entry, Can Crawl, etc.

BrawlEx Config Utility Tool can be downloaded here: https://www.dropbox.com/s/r5h1a0d6r5ilw1y/BrawlExConfigUtility%20v1.3a.zip?dl=0

7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 30, 2017, 08:11:15 PM
Well my first recommendation is to never use anything remotely close to one of nintendo's icons for the app. That's how they DMCA'd mine. Other than that, don't bundle brawlEx files like I did. Just have them select their brawlEx install directory.

I'll try to get around to making something at some point, and maybe some exmodules

I'm surprised you got DMCA'd -- you would think the entire Brawl Vault would be shut down at that point since so many partition files are available on here. Also there are so many applications out there using Nintendo made things. Plus it's not like you were making any money off of it. Thanks for the advice though, I'll be careful.
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 27, 2017, 04:37:53 PM
If anyone actually want an explanation for this finally, it's because Nintendo DMCA'd me and got all my accounts hosting it taken down.

I should maybe make a new one now that i actually know what i'm doing and went to school for programming. I made that tool WAY before. Before i started working on BBox even.

Hey, I'm actually in the middle of making one, and I'd love some input from you! I'm trying to streamline the process as much as possible.
9  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Changing The default Costume on: March 18, 2017, 09:41:36 PM
You should just be able to put in a FitLink00.pac and FitLink00.pcs in the folder. Since PM doesn't change the default costumes for Link, the files aren't needed as the game will just load the original model. Also, I recommend including both .pac and .pcs files (newer brawlbox versions can save files as "Pair" making both, otherwise any .pac can be saved as a .pcs using brawlbox) because at certain points in the game one is loaded over the other.
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawlex Max ID on: March 15, 2017, 12:33:36 PM
IDs 3F - 7F for the most recent Brawl Ex release, I do not know about PMEX but I assume it's the same
11  Help & Tutorials / Help / Re: How do I port characters? on: May 17, 2016, 04:28:54 PM
To do it the "true" way --
There's a tutorial on Youtube here: https://www.youtube.com/watch?v=wTeSwmpHLuc

It's not a fun process. Basically once you get the model working (as shown in the video), you need to copy all the code from one moveset file to the other. Also you obviously can't use articles from that previous character but you can use articles from the new character.

To do it the rel way --
I've never done this but here's a tutorial on youtube (that I've never watched):

To do it the "ehhhhh" way --
Just stick everything over the other character with no changes. Like literally just rename the files and see what happens. Sometimes it works and there will be minor glitches that you can just buff out in PSA -- some can't be fixed. I don't recommend this but ehhhh it does the job sometimes. If it freezes, try doing the model editing shown in the video posted under the "true" way and give it another go. I've had success doing this method in the past by putting things over Marth and Ike. I forget much about doing it this way though, because I now only do it the "true" way for lasting stability, but ehhhhhhhhhhh.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 05, 2016, 10:31:49 AM
I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

Those are just a couple things that come to mind to me.

I ported Crash a long time ago, but I don't have the file anymore -- I sent it to Nebulon years ago though, he might still have it. I can do it again I guess when I have time. I do want to port the rest of the PSAs that can't be used with BrawlEx though, so I guess I'll start with Crash whenever I get around to it.

Unfortunately, I know very little about Brawl's engine or how it works. Being a programmer doesn't automatically mean I can I know everything about modding Brawl's game engine (as much as I wish it did). I was thinking making a new Project Smash Attacks program in the future to make moveset editing even easier, but that's if I have as much time as I'd like.
13  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 04, 2016, 11:01:47 PM
Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!

Yes, but you can use the articles of the character you're porting over. Or just use none -- the only reason I chose Marth in the past was because Marth had a large moveset file and I wasn't working with articles anyway.

For example, a long time ago (and still when I have time) I have been working on revamping the Gyarados PSA. I currently have it ported over Samus rather than Mario like it originally was. I cannot use Mario's fireball article anymore (for his B move) but I now can use any of Samus's articles (which is what I wanted). The same can be applied to any PSA.
14  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 04, 2016, 06:07:18 AM
Ok I had a thought. Theoretically even with no more BrawlEX updates a perfect version can be available.

I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we? 

Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.

What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.

Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
15  Help & Tutorials / Help / Re: How to Clone Characters with no .rel file(Exmodule) like Fox on Brawlex on: April 07, 2015, 05:17:32 PM
If you want to port a character the fastest way possible:
Start by just putting your new character over who you want to port him to. Like even the PSA and FitMotion. Rename the files of course...and then play the character.
If you didn't get a freeze, then yay. Scout for glitches, and then use PSA and either cover them up or actually fix them. Good coding skills are pretty much mandatory for this.
For example, I ported the Silver PSA (the one over Falco) over Marth awhile ago. A glitch I had was the up B and side B had no momentum when they should. I fixed that by changing the momentum codes. There were a few other things, but they were all little like that.
However, putting TRex over Marth, works 100% (as far as I could tell) except he can't do air moves. I tried everything to fix it, but the game simply will not go to another action when A is pressed in the air. It does this for all Yoshi PSAs from what I could tell.
So that's a quick method...moves involving articles will virtually never work, which is why I used Marth for everything, since he won't freeze when an article is attempted to be summoned since he has no articles himself.

For the slow but always effective method, you can actually remake the entire PSA into a new PSA of the character you want, like I did for Petey Piranha in Brawl4All. It took some work, but he is now cloneable as Marth. I recommend this way since there might be glitches you don't catch -- in Brawl4All, Axl is ported using the first method over Marth, which has now caused us to realize a glitch that we can't fix so many months later, so he will now be fully remade on to a different PSA when the next update comes out.
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