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« Reply #1350 on: August 12, 2016, 07:53:55 PM » |
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Question:
So I downloaded the Classic Expansion Pack 7.0 from the OP, and when I took a look at sc_selmap.pac's MiscData80, I noticed that only origins from Super Smash Bros. 64, Melee, Brawl, and Smash 4's exists.
So my question is:
If I wanted to re-add an origin into the MiscData80 again, For Example: Star Fox, would stages like Lylat Cruise and Corneria have their stage listed that they're from Star Fox? Or would it still say the stage origin is from Super Smash Bros. Brawl and Melee?
Edit:
Nevermind, I tested it myself and the it exceeds the file size limit. I already came up with an alternate solution on including origins for stages, while keeping the file size limit from exceeding. It won't look nice but it's for the best.
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« Last Edit: August 14, 2016, 10:22:01 AM by Unit »
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« Reply #1351 on: August 12, 2016, 08:37:41 PM » |
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When I get home I'll check what size sc_selmap needs to be in order to work. Apparently sc_selmap needs to be 1214283 bytes or less. What size is yours? If it's smaller than that, the problem must be with something else, and I'm not sure what is causing it.Where's the SDHC code? I've never seen it.
http://forums.kc-mm.com/index.php?topic=65342.0
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« Reply #1352 on: August 14, 2016, 05:39:55 PM » |
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When I get home I'll check what size sc_selmap needs to be in order to work. Apparently sc_selmap needs to be 1214283 bytes or less. What size is yours? If it's smaller than that, the problem must be with something else, and I'm not sure what is causing it.Where's the SDHC code? I've never seen it.
So sorry for not gettign back sooner, the thread got burried while i was away >.< anyway the SDHC code is here: SDHC Extension 1.1[Bero] C23CB3D8 00000004 546302D7 41820014 38600001 3C808058 60840300 90640000 2C1D0000 00000000 C23EEE18 00000007 80610014 54630253 41820028 38000009 8061000C 5463C43E 38630001 1CC30400 3C60803E 6063EE58 7C6903A6 4E800420 80A1000C 00000000 C23CB620 00000008 3D60805A 616B9350 816B0000 2C0B0000 41820024 2C040040 4182001C 39600001 91610008 3D60803C 616BB410 7D6903A6 4E800420 9421FFC0 60000000 00000000 C23CB4AC 00000003 38C00000 2C160000 41820008 38C00001 60000000 00000000 C23CB5D4 00000009 807C001C 2C030001 806DCE1C 41820034 80030000 90190000 80030004 90190004 80030008 90190008 8003000C 9019000C 3C60803C 6063B5E0 7C6903A6 4E800420 60000000 00000000 043EEA20 48191905 043EEC1C 48191709 06580324 00000028 3F008058 63180300 83180000 2C180000 4182000C 7CB92B78 48000008 7F2531D6 548006FF 4E800020 043EEB6C 481917E1 043EED68 481915E5 0658034C 00000028 3C608058 60630300 80630000 2C030000 4182000C 3B390001 48000008 7F39BA14 4E800020 00000000 043CBA24 481B48E1 043CBD60 481B45A5 06580304 00000020 3EC08058 62D60300 82D60000 2C160000 41820008 7C802378 7C040040 4E800020 C23EE0BC 00000003 38000000 3C60805A 60639350 90030000 3C60805A 00000000 PM and B- already have this code included. no glitches.
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« Reply #1353 on: August 15, 2016, 12:31:42 AM » |
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Woah, I didn't know the ASL got fixed up for vBrawl! Just tested this out and can confirm your pack works with BrawlEx as well.
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« Reply #1354 on: August 15, 2016, 03:33:23 PM » |
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Woah, I didn't know the ASL got fixed up for vBrawl! Just tested this out and can confirm your pack works with BrawlEx as well.
Yep i actually suggested to pyoter to send this to lib, it was one of the issues we had to overcome for BeX +PM. pyoter can take most the credit tho xD i was only able to point where memory adresses were conflicting. thats about the extent of what i can do code wise. Anyway always makes me happy seeing others benifit from our work <3 If you happen to find any bugs let me know. i'll try to iron them out.
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« Reply #1355 on: August 15, 2016, 07:54:36 PM » |
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Oh, I knew it was the one he was working on. He was properly credited on the code list and I knew he was working on it. Just been waiting awhile, glad it finally got released!
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« Reply #1356 on: August 16, 2016, 11:17:38 AM » |
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Hey, so I just tested all the levels on the Classic expansion pack 7.0. I just noticed that Pokemon Stadium (Melee) tends to freeze upon loading. Is there a fix on that issue on 8.0? EDIT: So I just found out what my culprit was in the Classic Expansion Pack version 7.0. Since it's not letting me post images for some reason, I'll leave here in links: Image set 1: My Music - Menu disguising as Pokemon Stadium http://imgur.com/gibI6Lhhttp://imgur.com/pw6n1liImage set 2: My Music - Menu http://imgur.com/EQBjmv6http://imgur.com/a/ezaeOIt was a little confusing at first since Custom Stages appear as Pokemon Stadium on the My Music Menu, but since I kept referring to the Stage Selection menu, I was able to find out which Pokemon Stadium Icon was the REAL Pokemon Stadium, and not a Custom Stage on the My Music Menu. Which is supposed to be the Icon that comes right after Big Blue (see image in the link in Set 1). But since I was able to make it easier to explain my situation, I discovered that the Main Menu was also disguising up as Melee's Pokemon Stadium, even though, it has an icon of it's own that should only appear on the My Music Menu. Since playing on the Main Menu as a stage would crash, it explains why Pokemon Stadium wasn't able to work when I selected it to Brawl on as a stage. So to summarize it: The Pokemon Stadium Icon on the Melee's Stage Selection page is what I believe to be the Main Menu, and it freezes because it doesn't actually load up Pokemon Stadium. So anyone familiar with the Custom Stage Selection Code, wanna help me out on how to get Melee's Pokemon Stadium to work again on this code? It's the only stage that crashes because it supposedly leads to the Main Menu when trying to Brawl on it. Edit again: I just decided to download the latest pack, which fixes the issue.
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« Last Edit: August 17, 2016, 08:48:00 AM by Unit »
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« Reply #1357 on: August 24, 2016, 12:44:54 AM » |
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Excellent work on a vBrawl compatible ASRL! I was able to integrate it into my build! Some information: I believe the documentation for "Classic Expansion Pack 8.0s - no ASRL.7z.exe" and "Classic Expansion Pack 8.0s - with ASRL.7z.exe" is switched. A few notes for anyone who tries to use ASRL with Brawlex: 1. The layout of the custom SSS code that accompanies the new ASRL is slightly messed up but well documented. You can use your old custom SSS code and just replace the new STGCUSTOM26-28 if you want too. Switching the association of STGCUSTOM26-28's stage cosmetics with their replaced stage is easier than making whole new stage cosmetics (and PAT0 entries...). 2. Big Blue is missing from the ASRL setup but it works fine if you add it. (Unlike Castle Siege and Lylat Cruise) 3. The DATA section of "ASRL - Stages" and "ASRL - Modules" codes are identical. The ASL tool edits the "ASRL - Stages" code so you can just copy over the changes for the "ASRL - Modules" code. 4. The old Custom Sound Engine is incompatible with the new ASRL. The new Custom sound engine must be used. Keep in mind that it loads files from a different location and has slightly different acceptable filename ranges. 5. The Tracklist Modifier code is compatible with STGCUSTOM26-28 too (don't forget about the byte count!)
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« Last Edit: August 24, 2016, 02:04:02 AM by Ebola16 »
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« Reply #1358 on: September 14, 2016, 02:59:19 PM » |
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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.
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« Last Edit: September 14, 2016, 03:06:12 PM by Ebola16 »
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« Reply #1359 on: November 01, 2016, 11:20:51 PM » |
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Alright, guys. I found it, finally! The code that allows two/three sets of all existing stage slots, via RSBE02, RSBE03, and '04. The code is in the GCT file (obviously), and it works by changing the SSS and stage data from one folder to another when holding X/y/R/B while changing stage roster pages. That maxes it out to the ironical number of 666 with three alternates per stage (calculated for PM, not vBrawl), but that's still so many more. 333 regular stage slots with three possible alternates each. Now, talk about "expansion." https://www.youtube.com/watch?v=UZ51A6ow4Lo (Note: This message is generally directed at libertyernie, but it's out here in the open for all to see and comment on. Cheers~!)
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« Last Edit: November 01, 2016, 11:27:28 PM by CalvinHedgewolf13 »
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« Reply #1360 on: November 04, 2016, 12:06:53 PM » |
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Ooh, wow! If I ever make another version of this pack I'll keep that in mind.
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« Reply #1361 on: December 01, 2016, 02:00:25 AM » |
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I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. Unlike the other stages, the values expected for the "ASRL - Stages" (0x47570E50) and "ASRL Modules" (0x47570E52) codes are not the same.
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« Reply #1362 on: December 01, 2016, 05:47:35 PM » |
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Woah, I didn't know the ASL got fixed up for vBrawl! Just tested this out and can confirm your pack works with BrawlEx as well.
yes and for me its work great thnks
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« Reply #1363 on: December 02, 2016, 10:38:06 AM » |
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I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. Unlike the other stages, the values expected for the "ASRL - Stages" (0x47570E50) and "ASRL Modules" (0x47570E52) codes are not the same.
Neat! What are those two values? I assume one is 0x18 and the other isn't?
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« Reply #1364 on: December 02, 2016, 08:46:18 PM » |
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Neat! What are those two values? I assume one is 0x18 and the other isn't?
Sorry that I was not clear. 2nd try: I noticed that the ASRL Flat Zone 2 .rel issue was solved in secretchaos1's Smash Bros. Infinite. The value for Flat Zone 2's ASCII identifier is 0x47570E50 in "ASRL - Stages" and 0x47570E52 in "ASRL - Modules" To my knowledge, this is the only stage that has different ASCII identifiers for the same stage within the ASRL.
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