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« Reply #8265 on: November 05, 2015, 10:34:29 AM » |
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Oh wait I misunderstood you I thought you used everything within project m. Thats why I found it so weird because noboby has been able to clone a character within project m because of the GO issue as I mentioned before.
I didn't use everything within Project M but I did use 95% of their codes and files into my pack, it's a little strange why it crashes for you at the beginning of a match.
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« Reply #8266 on: November 05, 2015, 10:42:18 AM » |
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I didn't use everything within Project M but I did use 95% of their codes and files into my pack, it's a little strange why it crashes for you at the beginning of a match.
Not only for me but for everyone who tries to use it just look at the D.I.Y. page.
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« Reply #8267 on: November 05, 2015, 10:46:38 AM » |
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Not only for me but for everyone who tries to use it just look at the D.I.Y. page.
I saw the page not too long ago, I would link you my current codeset but I am not quite done polishing it. Post Merge: November 05, 2015, 05:11:48 PM
Has anyone been able to combine P:M 3.6's common2.pac with BrawlEx's?
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« Last Edit: November 05, 2015, 05:11:48 PM by daniel741852 »
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« Reply #8268 on: November 08, 2015, 01:02:09 PM » |
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It's most likely due to the fact P:M D.I.Y. only decoded 3.02 and not 3.6.
I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself. its well since been updated. the problem is a change they made to AllStar mode from 3.5-3.6. it is now set up to read stocks for each character in a match when you play that mode. however it seems that its a universal change as it affects how stocks are loaded in all instances. it overwrites the BeX coding so stocks don't load correctly. once we find that change and remove it BeX should be compatible again. we currently have someone lookig into it.
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« Reply #8269 on: November 08, 2015, 01:45:12 PM » |
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I take offense to that >.> xD jk PM 3.6 is coded to use BeX, i decoded all the files myself. its well since been updated. the problem is a change they made to AllStar mode from 3.5-3.6. it is now set up to read stocks for each character in a match when you play that mode. however it seems that its a universal change as it affects how stocks are loaded in all instances. it overwrites the BeX coding so stocks don't load correctly. once we find that change and remove it BeX should be compatible again. we currently have someone lookig into it.
All star mode you say? https://www.youtube.com/watch?v=yys0gtvns3g
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« Reply #8270 on: November 08, 2015, 02:08:42 PM » |
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The video is private and no-one can watch it.
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #8271 on: November 08, 2015, 02:13:01 PM » |
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The video is private and no-one can watch it. my b, try again.
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« Last Edit: November 08, 2015, 02:16:49 PM by daniel741852 »
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« Reply #8272 on: November 08, 2015, 03:09:15 PM » |
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my b, try again.
It seems to work fine, but the clones have Mario's icon.
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #8273 on: November 08, 2015, 10:11:14 PM » |
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it works on dolphin but probably not on the wii
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« Reply #8274 on: November 08, 2015, 10:53:29 PM » |
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Oh, right. Most glitches found on Wii are never found on Dolphin.
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #8275 on: November 08, 2015, 11:39:46 PM » |
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hmm this is interesting. even on dolphin its been crashing, tossing up errors about being unable to load the stock icons. we've been stumped for MONTHS. how did you get it to work? I am the head of DiY, feel free to PM me if you have any questions.
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« Last Edit: November 09, 2015, 02:03:42 AM by Sirkura »
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« Reply #8276 on: November 09, 2015, 04:34:57 AM » |
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it works on dolphin but probably not on the wii
Tested on the Wii and it works perfectly. It seems to work fine, but the clones have Mario's icon.
I think I can fix this issue as I believe I have finally pinpointed the code inside the GCT that controls the stock icons, I can't make any promises however because I am not the best at these kind of things. Post Merge: November 09, 2015, 04:43:21 AM
Has anyone got PM Squirtle, Ivysaur, and Charizard to load successfully without the Pokemon trainer?
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« Last Edit: November 09, 2015, 04:43:21 AM by daniel741852 »
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« Reply #8277 on: November 09, 2015, 05:27:30 AM » |
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I can't use the clone tool. it crashes when I load my private/wii/app/rsbe/pf folder. I am using clone engine 2.0.0.0 and css expansion 2.0.0.X. can someone help?
this is the error
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentException: Parameter is not valid. at System.Drawing.Bitmap..ctor(String filename) at WindowsFormsApplication2.MainWindow.LoadClones() at WindowsFormsApplication2.MainWindow.SelectFolderB utton_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlEx Clone Tool Assembly Version: 0.1.0.0 Win32 Version: 0.1.0.0 CodeBase: file:///C:/Users/Joey/Desktop/New%20folder%20(6)/BrawlEx%20Clone%20Tool.exe ---------------------------------------- BrawlLib Assembly Version: 0.18.5113.26520 Win32 Version: 0.18.0.0 CodeBase: file:///C:/Users/Joey/Desktop/New%20folder%20(6)/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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« Reply #8278 on: November 09, 2015, 10:53:46 AM » |
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it works on dolphin but probably not on the wii
I noticed that with my stock icon problems as well regarding classic mode. They wouldn't load at first on the css and the game worked fine, but on actual wii hardware they used to crash. A lot of alt costumes and etc on the vault seem to be untested for wii hardware too, I find I often have to change shaders around to make models load properly or reduce the resolution on textures to avoid frequent crashing.
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« Reply #8279 on: November 09, 2015, 05:09:50 PM » |
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Tested on the Wii and it works perfectly.
I think I can fix this issue as I believe I have finally pinpointed the code inside the GCT that controls the stock icons, I can't make any promises however because I am not the best at these kind of things.
Post Merge: November 09, 2015, 04:43:21 AM Has anyone got PM Squirtle, Ivysaur, and Charizard to load successfully without the Pokemon trainer?
I think PM has them load individually to conserve filesize. if we had an REL they would probably work with some edits. for now i think we might need to rebuild them fromt he ground up.
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