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« Reply #600 on: January 05, 2014, 10:29:36 PM » |
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it does affect the exslots. cool. that means you can set the size of the slot after you configure the slot in the css code. i should be able to make it fit 100 lol.
or more...possibly. i wonder if there's like, a memory limitation for this. the configs only take up 22 KB for 1 clone of every character in the game. not including the rels
What affects the ExSlots?
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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 #601 on: January 05, 2014, 10:31:10 PM » |
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What affects the ExSlots?
This. v ooooo look what i learned how to do
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« Reply #602 on: January 05, 2014, 10:46:21 PM » |
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the new thing im gonna work on, is allowing it to go over 50.
i do believe that it CAN'T go passed 50.
because in sc_selcharacter.pac each slot has a bone, animation, and visibility entry attached to it. there are only 50 of them....in theory it should be possible to add them.
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« Reply #603 on: January 06, 2014, 12:01:12 AM » |
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Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.
My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE. It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss.
The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.Result Camera Engine [ASF1nk] 80000000 80B29750 80000001 80586100 8A03FC01 00000000 049367D0 3CA08058 049367D8 38A56100 04936B24 3C808058 04936B2C 38846100 049367D4 380000FF
ResultCam Data for 3F [Roy][ASF1nk] 065864FC 00000014 0000003F 3F800000 40E00000 40C00000 40C00000 00000000
ResultCam Data for 40 [Cloud] [ASF1nk] 06586510 00000014 00000040 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 41 [Zero] [ASF1nk] 06586524 00000014 00000041 3F800000 40C00000 40F00000 40E00000 00000000
ResultCam Data for 42 [KidBuu] [ASF1nk] 06586538 00000014 00000042 3F866666 40C00000 40C00000 40400000 00000000
ResultCam Data for 43 [Deadpool] [ASF1nk] 0658654C 00000014 00000043 3F8A3D71 4114CCCD 4114CCCD 4114CCCD 00000000
ResultCam Data for 44 [Waluigi] [ASF1nk] 06586560 00000014 00000044 3F800000 3FC00000 40E00000 40800000 00000000
ResultCam Data for 45 [Wolverine] [ASF1nk] 06586574 00000014 00000045 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 46 [Shadow] [ASF1nk] 06586588 00000014 00000046 3F7851EC 40900000 40900000 40600000 00000000
ResultCam Data for XX [ASF1nk] 06586588 00000014 000000XX YYYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
XX = Character ID YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000] ZZZZZZZZ = 1st Winning animation float Value moves camera up/down. VVVVVVVV = 2nd Winning animation float value moves camera up/down. SSSSSSSS = 3rd Winning animation float value moves camera up/down.
Floating point to hex converter
To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.
Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.
So the new slot should look like this: ResultCam Data for 47 [ASF1nk] 0658659C 00000014 00000047 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX 00000000
------------------------------------------------------------------------------------------------- By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.
What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.
If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.
You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes. you need to add the color and the .pac number. before the '0C' terminator.
The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.
No extra costumes
4 extra costumes
Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.
Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.
EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 and just grab the bx_fighter.rel from there and replace it in the module folder.
Ok, I have tried this pack and the others posted in this topic on my Wii using an SD card with nothing on it, and when I go to the stage builder like normal nothing happens. I have tried several different things like setting up all of the folders the way I previously had them(I've noticed these packs are set up differently). So do these only work on Dolphin, or am I just missing something obvious? I've put back Project M 3.0 and it loads fine so I know it's not a problem with my SD card or Wii or anything.
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« Last Edit: February 04, 2019, 12:55:23 PM by Ricky »
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« Reply #604 on: January 06, 2014, 12:04:38 AM » |
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take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.
then everything should work smoothly :p
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« Reply #605 on: January 06, 2014, 12:05:51 AM » |
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take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.
then everything should work smoothly :p
Tried that, still didn't work.
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« Reply #606 on: January 06, 2014, 12:13:28 AM » |
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Tried that, still didn't work.
Keep trying. I could get it after a few tries.
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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 #607 on: January 06, 2014, 12:18:43 AM » |
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Tried that, still didn't work.
i assume you have used this stacksmash method of loading before..right? i dont personally use stacksmash...so i dont know the ins and outs of it. :/
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« Reply #608 on: January 06, 2014, 12:19:36 AM » |
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Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong
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« Reply #609 on: January 06, 2014, 12:23:12 AM » |
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oh, you may need to make a folder in private/wii/app/rsbe called 'st' and copy the contents from the same directory on your project m setup to the new folder Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong have you tried one of my video tutorials on the OP of the forum? near the bottom under 'video tutorial' it might help alot. The random icon means that brawlEx either isn't started, or that the files were configured wrong. also, how are you loading the game?
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« Reply #610 on: January 06, 2014, 12:26:48 AM » |
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I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.
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« Reply #611 on: January 06, 2014, 12:35:40 AM » |
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Did you set the hook type in gecko options to axnextframe?
Do that and try a couple of times.
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« Reply #612 on: January 06, 2014, 12:36:53 AM » |
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I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.
so, your able to boot from custom stages into gecko, right? if it doesn't work and all else fails, try changing your hooktype to axframenext. if that still doesn't work, you may want to try downloading ASF's pack a few pages back in this thread. EDIT: lol, thanks jade. your on it. beat me to it
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« Last Edit: January 06, 2014, 12:37:44 AM by sammi-husky »
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« Reply #613 on: January 06, 2014, 12:37:08 AM » |
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The what?!
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« Reply #614 on: January 06, 2014, 12:38:51 AM » |
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The what?!
in gecko. go to config options and change the hooktype from default the axnextframe
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