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16  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 25, 2015, 09:52:01 AM

Ah, Cause i had an idea for marth. Where his normal costume was Vanilla, his Red costume used a fire based moveset, Blue was water. etc etc. Because PM did this, but i was hoping that one could further expand upon this. Like what would normally be Fitmarth05, would be a backward's bladed marth that had a totally different moveset.

But having a feature work like Zelda/Shiek would be pretty cool. I don't like having 3 or 4 mario variants that take up 3 more slots than normal.
The Marth thing is possible using the variable I mentioned earlier.
PM me if you need help with the formatting of it in PSA.
17  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 24, 2015, 04:47:18 AM
Hm, i used the search function for this question.
how does one put multiple character PSA's onto one CSS slot?
I had an idea for Zelda (and other characters) that they would have variant PSA's based on Costume. I'm not sure how to do this with BrawlEX. Like the first costume is Vanilla, but after the red/green/blue costumes, you have an extra costume that has a small variant PSA that the chracter could have. I read that it was possible a while ago, but i never bothered trying it.
It's very easy! You just use Basic Variable LA-[54] to compare costume numbers.
So if you wanted, say, costume 5 to be the Zelda with differences, you would split the code up using that variable (If LA-[54] = < 5, do something, else do something else).
18  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Want even more maps? ;) Link me some maps in the thread for review* on: March 22, 2015, 11:22:27 AM
If I already have this, is it possible to still make clone characters?? If it is, will watching the video tutorials still work for me??
Yes, at the moment it is still possible since we haven't used all of the slots yet. You'll have to look in the files and see what slots are left over (I honestly have no idea). Also, the new character you add in won't have any sounds, csps, etc...unless you add them yourself. Lastly, gfx will probably conflict with something else unless you port the character correctly. But yes, inserting a clone character is the same process.
19  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Want even more maps? ;) Link me some maps in the thread for review* on: March 21, 2015, 10:54:43 AM
Docs? Im 69% sure i said pilly the piranha plant
It was a com. It used the final smash but after using it. It remained with the final smash effect.
And you added pilly. But there arent plans for daisy?
And toon link can share the slot with Young link. Being both links from alternate places.
And flygon will be revamped as well? Its moveset is kinda unstable
And for roll please fix her.
-OHHH lol, I thought you said "Pilly" to refer to Doc, you mean Petey Piranha. And I've never had that happen to me before, I just tested it now and it worked as expected.
20  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Want even more maps? ;) Link me some maps in the thread for review* on: March 21, 2015, 07:46:57 AM
ok so i managed to get the game in my hands, i'm really happy to see the audio files for the characters, but i got some glitches
Roll's marvel vs capcom style clothe freezes the game
selecting all 4 alternate links freezes the game aswell = Dark link, skyward link, young link and toon link
pilly has an infinite final smash glitch
and this is just some point, take no offence
but i see no difference at all from ganondorf to oot ganondorf, maybe a different moveset like ganondorf with a sword would be better?
same goes between young, toon and normal link maybe the three of them should use a slot
gyarados is just like mario moveset with different elements, like tornados instead of fire balls
Thank you for posting!
-Can you tell me about Doc's infinite final smash? How did you get it to be infinite? This way I can fix it.
-Ganon and OotGanon have different movesets for the most part, and Oot has different attributes. Demise is a sword Ganon moveset, which can be played by changing Ganon's costume to a Demise costume -- you might like his moveset better.
-I wish we could combine Link, Young Link, and Toon Link into one slot, but it doesn't work like that. Well also, Toon Link and Link are original brawl characters, and a goal of Brawl4All is to not touch any original brawl characters. And Young Link is an old melee character, and another goal was to have the five removed ones (Doc, Roy, Mewtwo, Young Link, and Pichu) be playable exactly as they were. Link is currently being fused with Dark Link, and we have fusion plans for the other two.
-Gyarados is nearly done being revamped, in the next release his moveset will be changed up.
21  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *2GB Dolphin compatible version and code fix for 4GB!!!* on: March 16, 2015, 03:54:24 AM
I've noticed a lot of people having trouble loading the pack. Everyone should follow these steps:
1. Download the pack itself (whether it be the 4GB version or the 2GB version (Dolphin version).

2. Put the pack on to your SD card, and make sure you have the root look like this picture:

3.
  • For the 4GB pack, load it by going to custom stages (like how you would load Project M).
    So load the game normally (instead of going right to gecko), and go to Vault > Stage Builder.
  • For the 2GB pack, load from Gecko normally with a modded wii. This pack will work on Dolphin. As far as I know, there is no way to get the 4GB pack to work on Dolphin. Both packs have the same characters, just stages are different (since the 4GB gives room for the multiple pages of stages).

4. For the 4GB pack, for the "Kirby Patch", you don't need to download it anymore if I recall correctly because the regular 4GB pack download has been fixed to have those files added, the patch was only for people who downloaded the pack Day 1, since we didn't want them to have to redownload the pack again. So just ignore the Kirby patch. If you need the Kirby patch, simply extract the files, and put all of the Kirby files into the pack's Kirby files.

I haven't had any issues since the update, no freezes or trouble, with the exception of Dark Samus being weird with certain characters (but he's being fixed! I suggest avoiding her for now!), and then there's one or two alts (One of the Roll one's and one of the Link one's, this will be fixed soon as well). Otherwise, I haven't had any issues. If you tried to modify the pack in any way (such as deleting any files), I can't help you. If you tried to replace characters with different PSAs, that should work as normal (except you will have gfx conflictions most likely, and sound effects will not exist for that character). Remember, some of the clones in the pack use different modules than what appears on the vault due to Nebulon's and my edits, meaning you might be replacing characters incorrectly. Lastly, adding recolors to characters (like adding on, not replacing) will require you to go into the BrawlEx files and adding in another costume manually.
22  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *2GB Dolphin compatible version and code fix for 4GB!!!* on: March 15, 2015, 01:29:38 PM
Ok, I just have a few questions concerning this awesome mod

1.) When I select a character on the css, the name that the voice says is different from the one I selected. Such as if I select Paper Mario it will say "Knuckles!" I was wondering if Idownloaded it incorrectly or if it does this for everyone??

2.) When i went to fix the patch for fighter kirby, I saw character slots such as Mickey and Lyndis, who are not in the game. Is this because they will be worked on in the future or did I do something wrong??

Also, the game crashes when playing with Dark Samus, Tidus, and Zero in the same game
Thanks for your time
We'll look into the announcer calls. Mickey and Lyndis are no longer in the pack, we still need to rename the files (in the dolphin version they are renamed though). And thank you for the freeze report, Dark Samus has issues with many characters, we're working on fixing her up, for now I recommend her being avoided as much as possible.

and i forgot to make some questions, before i download dthis, is this compatible with  SDHC cards? because i cant  find a 8 gb sd so i have to use a micro SD, and i remember that i had problems with big sd before, but that was long time ago and i wonder if that is fixed now
and, i know you are waiting for a official rosalina release, but since i'm fine with the rosalina PSA over peach, i wonder if the game wont crash if i replace the PSA of peach with rosalina.
and i think i missed out some updates, so now you have combo characters? you have to press some buttons to change the character like, from kirby to fighter kirby? and stages? and that works with wiimote plus and nunchuk?
i think thats all, since i have a big load of homework, i couldnt download the game this time but i will the next weekend
You can put a PSA over Peach if you wanted, nothing should mess up if you do. Smiley
For fusion characters, just change the costumes on the icons with pink backgrounds (rather than the usual blue), and you will see the new character in there, the name will change to the new character as well.
Stages work by pressing X+Y on the gamecube controller before entering the SSS to change stage folders, on the wiimote...I think it's A + (-) but I'm not positive, it says somewhere in the first post I believe.
23  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 15, 2015, 01:18:32 PM
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!

I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.

First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?

Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that]  and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.

Also, I'm not that familiar with the difference between subarticles and articles (Which you said you'd tackle at a later date) - Will I need to worry about these a lot?

Also (sorry I'm rather annoying) but I didn't quite grasp this part:
For the 'Combine' part, how do you tell what amount of gfx the ef_(enemy/etc) can hold? And for the 'Use More Than One', I'm confused as to where you import the other ef_(etc) file.

Again, sorry for the huge amount of questions! Don't feel rushed to respond or anything - I'm going to bookmark this and have a ton of Uni work to do anyway so no rush.
Basically, look at the ef file -- like click the models and look at the textures and such. Anything in there that is different than the original character's = needs to be ported. Roll needs to be ported, it has several things in there like the pink tornado (air side B) and the buster shot and such. Most PSAs need to be ported in the end. To be safe, I would test them out though.

So like, if you open up the Roll PSA's ef file, and then compare it side by side with (in this case) Zelda's PSA's ef file, you'll see how different they are. The conflictions are weird, like when I was first doing them, I noticed sometimes the first match I'd do wouldn't have the two characters conflict (or maybe I just didn't notice), but afterwards they would. I think it depends on which one is loaded first, so if you select Zelda first, and then select Roll, Roll should have the messed up gfx. The ef files load simply by selection on the CSS (before even entering a match), so that's why gfx porting is so important.

Yes, you understand what's going on. Smiley You're just changing the ef file to something else that an existing character doesn't use, so they won't conflict. Since enemy ef files exist in game and can be loaded like normal.
24  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 14, 2015, 10:00:28 PM
itman i know you said only those enemys could be used but what about the assist trophys can they be used?
You can use assist trophies...but if the assist trophy that you ported over comes out while playing with that character, your gfx will be lost for the remainder of the match and until you back out of the CSS. Which is why I don't quite recommend them, despite it being such a small chance.

I didn't know about the SSE stages being able to be ported over, that's great. Smiley
And to get more room for ef files, you can:
A. Combine, or
B. Use more than one

By combine, I mean you can use "ef_kuribo" for example, to hold the gfx of multiple characters (as many as you have room for), and then just that ef file for both. By use more than one, I mean you can physically import another ef file and have two in your moveset.

25  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 13, 2015, 08:38:45 PM
This makes much more sense. Can you steer us in the direction of a tutorial of how to do this? I think a few of the ones I'm using are older and it may be nice to have the gfx work consistently all the time without having to exit the CSS


Here is the only tutorial I know about it on the vault: http://forums.kc-mm.com/index.php?topic=66856.0

But...it's outdated, there is a much easier way to do it (it's discussed in the posts, but not in full).

I'll try explaining as best as I can.

First off, here is a list of all of the enemies that can be ported over (there are more enemies, but only these specific ones can be used. Visit this link for all of the ef files: http://pastebin.com/hac63s9f)

-Enemies-
7D = ef_kuribo [Goomba] *
7E = ef_patapata [Paratroopa] *
80 = ef_killer [Bullet Bill] *
83 = ef_dekakuribo [Giant Goomba] *
86 = ef_gal [Gal] *
8A = ef_melorin [Melorin] *
8B = ef_popperam [Popperam] *
8D = ef_bitan [Bitan] *
8E = ef_mechcannon [Mechcannon] *
8F = ef_mizuo [Mizuo] *
90 = ef_roada [Roada] *
91 = ef_bombhead [Bombhead] *
93 = ef_gyraan [Gyraan] *
94 = ef_bucyulus [Bucyulus] *
95 = ef_tautau [Tautau] *
96 = ef_bubot [Bubot] *
97 = ef_flows [Flows] *
98 = ef_aroaros [Aroaros] *
99 = ef_botron [Botron] *
9A = ef_jyakeel [Jyakeel] *
9E = ef_ghamgha [Ghamgha] *
A0 = ef_pacci [Pacci] *
A1 = ef_faulong [Faulong] *
A2 = ef_deathpod [Deathpod] *
A4 = ef_spar [Spar] *
A5 = ef_kokkon [Konkon] *
A6 = ef_jdus [Jdus] *
A9 = ef_shelly [Shelly] *
AA = ef_ngagog [Ngagog] *
AC = ef_cymal [Cymal] *
AD = ef_teckin [Teckin] *
AE = ef_cataguard [Cataguard] *
B0 = ef_boobas [Boobas] *
B1 = ef_arman [Arman] *
B2 = ef_prim [Prim] *
B7 = ef_robo [Robo] *
B9 = ef_bosspackun [Petey Piranha] *
BA = ef_rayquaza [Rayquaza] *
BC = ef_porky [Porky] *
BD = ef_galleom [Galleom] *
BE = ef_ridley [Ridley] *
BF = ef_duon [Duon] *
C0 = ef_metaridley [Meta Ridley] *
C1 = ef_taboo [Tabuu] *
C2 = ef_masterhand [Masterhand] *
C3 = ef_crazyhand [Crazyhand] *
C4 = ef_falconflyer * [Falconflyer]

So, open the PSA you want to port (not the FitMotion, open the moveset) in brawlbox, and you should see this:

See where it says "ef_mario"? Or in your case, whichever ef file your PSA is currently using. You are going to rename that to the ef file you want to use from my list above. I'll do the first one, ef_kuribo. And then open the ef file afterwards and rename the REFF (the red) and the REFT (the blue) as well. I don't know if that second part is necessary, but I do it just in case.




Okay, woot, halfway done!

Take note of the hex code of the enemy ef file you are using (in our case, referencing the list above, ef_kuribo is hex code 7D)
Now, close brawlbox, and open your moveset in PSA.

What you are going to need to do is go through the subactions, and find where the old ef file is referenced, and change it to our new one. If you follow the link I put above to all of the ef files, you can see all of the character's ef files as well (such as Mario's, Ike's, etc...). In my example, since I used a Mario PSA, all of the ef_file references in the PSA will be called to ef file "1". I want to change that to reference "7D", which is our new one, kuribo. How do we do that?
There are two things we are looking for:

Anytime you see an External Graphic call, it's worth checking out. If the file goes to the original character's file, we want to change it. To know, we need to look at the file ID. This is what I see when I double click the external graphic from my example picture above, and then click the "graphic" tab:

In this next image, I circled the only numbers we care about (the first four):

It says "0001", which is ef_file 1...which is Mario's. I want to change that "0001" to "007D" to be kuribo's. So...that's all there is to it.


For the "terminate graphic effect", do the same exact thing. I know the tabs have no names, but you do it in the first tab, exactly like the external graphic. Remember though, only change it if it's referencing the old ef file. If the external graphic file loads ef file "0000" for example, that is okay, since that is the common one.

So once you change all of those to your new ef file, your character will be ported. To test it, play your character -- you should notice no change/difference -- that means you did it right, and the ef files will no longer conflict.
My advice for finding all of the external graphic calls is to look at the ef file in brawlbox, and see which graphics are used for which attacks. This way, you can go to those subactions and easily change the values. Of course, there might be hidden ones all over the place (and they aren't all necessarily in the gfx tabs), and it IS time consuming, but it's worth it. Once you get the hang of it, you can start knocking them out pretty quickly.

Articles require one extra step (like some Doc PSA's pills), I'll try to post again really soon with the extra step, but for most PSAs this isn't an issue. I hope this helps!
26  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 13, 2015, 09:00:31 AM
i think u gotta exit the css roster every time after a match if u r sharing gfx
that is why i dont use special effect files gfx for my packs

The game shouldn't crash if the character's share gfx files, it'll just load whichever's ef file was loaded first, which is why we now port the gfx files to enemies and such to prevent it from happening (meaning you don't have to back out of the CSS every match). It's a bit time consuming but well worth it. Most PSAs now a days come with a PSA that is already ported as well.
When I used PSAs that weren't ported in the past, I never got a crash, just incorrectly loaded external gfx when two characters that used the same ef file were loaded.
27  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *2GB Dolphin compatible version and code fix for 4GB!!!* on: February 24, 2015, 03:32:05 AM
I want to say well using the 2gb version I was hovering on a character and I changed customs to somoene named Ellinwood and it crashed with the famous screen lock. Sound kept looping the last ten seconds before I scrolled over that character.
I just tried Eliwood out and he worked fine, did you download the newest version of the 2gb?

It's not corrupted. I just downloaded it completely on Chrome.


I'm having trouble accessing the extra stages though. All I can see are the first 2 pages and when I press X or Y on the gamecube controller it doesn't show the additional pages of slides. I'm using a wii + 8gb sdhc card + PM loader.  Any help would be greatly appreciated. Thanks!
The 2gb does not have the extra page of stages, that's only the 4gb -- the second page of stages is too large to fit in 2gb.
28  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Updated to 3.5, and the Kirby patch is now available!!!* on: February 10, 2015, 03:47:09 AM
My experience is this updated pack is pretty glitchy in Dolphin. the 4gb file refuses to load at all and the 2gb file has character select menu errors. It's strange because 3.1 ran pretty much perfectly so for now I'm using the 4 gb file but had to rip out all the RSB4 information so that it worked with the 3.1 codes. With the 4 gb first set of stages and all the fighter information it all works pretty well with the 3.1 codes just get random crashes that always say disk read error but I can usually go 5-10 matches before this happens. Geno seems to work fine, Fighter Kiby is seemingly working without crashing the game. All other characters seem to work correctly as far as I can test. Raptor's forward tilt animation sometimes glitches out on me but every other fighter I've tested seems to work fine so it's a very minor glitch all things considered. Also I haven't found any stages or such that refuse to load with using the first 4gb set of stages.

I think Dolphin is just an entirely different beast and some codes that the Wii accepts don't work at all on Dolphin. I think the reason Project M 3.5 works flawlessly is that it was tested on Dolphin 4.0.2. and they squashed all the bugs related to emulation before release.

Anyways I'll keep testing my cobbled together version but as always this is still the best BrawlEx pack I've found even if I can't use all of it's features correctly as of right now.
Gecko can only load up to 2gb SD cards, so using Gecko with a 4gb card won't work -- I'm in the same boat. I'll take a look at the 2gb version of the pack, there's a couple of things that may need to be done. There was a post a page or two back with someone who said that he figured out how to load more than 2gb in Dolphin, but the video he posted is in a different language and I couldn't translate it.

29  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Brawl 4 All V 3.1 released :) 101 characters!* on: December 09, 2014, 10:33:15 PM
You can't clone the Ice Climbers.

EDIT: Whoops. Double post.
At this point, it doesn't matter what character a PSA is over, they can all be ported/fused (like I did with Petey and Gun Slinger -- there aren't really too many limitations on these things anymore). I already ported Crash, but Nebulon and I feel that the PSA needs to be changed a little bit to represent Crash more, and we will be working on him later on, after our current goals have been reached. If anybody wants to help with Crash actually, you can PM me, I'd love to hear some ideas for moves.

If there is a PSA you want Nebulon to check out, let him know through a PM! It doesn't matter which character they're over, we'll deal with that part. At this point, I think he's seen every major PSA on the vault, but if there is a lesser known one or one that just has a couple of cool moves, let him know.

Also, keep reporting glitches as you find them! Nebulon and I have been very busy over the last week and haven't been able to do a lot of testing, so it really helps us out.
30  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 All *Running late with update because of how big it will be*. on: December 02, 2014, 10:58:55 AM
does this simply re-arrange the layer order of the objects or does it make an object temporarily disappear all together? if so, how does it know which object to make vanish? might be easier to explain zss' expressions to me.
Here's a tutorial on doing model changes: https://www.youtube.com/watch?v=tS79S6VYpnc
I think you're better off doing this if you don't want the object to last the entire final smash.
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