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Author Topic: The Brawl Expansion Project  (Read 2846838 times)
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Sammi Husky
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    « Reply #1140 on: January 16, 2014, 03:41:37 PM »


    I'm also working on transforming chars Tongue when I get the process down to a science I'll make a video tut.
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    KingJigglypuff
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    « Reply #1141 on: January 16, 2014, 04:01:44 PM »


    I'm also working on transforming chars Tongue when I get the process down to a science I'll make a video tut.
    That would make my day.
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    « Reply #1142 on: January 16, 2014, 04:14:44 PM »


    okay, I need to say a thing about this "2" character per slot. yes, it is possible to have 2 slots on one character, with or without transforming.

    but here comes the tricky part! if it is over an extra slot (or any otherslot), you cannot be the secondary! even if it is over Zelda it will not work cause somehow, you cant select "Sheik" from the start :/

    the only thing that works 100% is using the Samus slot by holding in R to be the second character like in my video! even using her stuff for the extra slot doesnt work :/

    But I havent test the Pokemon Trainer by using its stuff! it might work that way but I kinda expect same result

    EDIT: Also... Its now 100% working! except for 2 glitches
    Let the Swap begin! [Advanced Brawl Hack]
    « Last Edit: January 16, 2014, 04:57:49 PM by pikazz » Logged

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    Don Jon Bravo
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    « Reply #1143 on: January 16, 2014, 05:18:02 PM »


    hmm
    i just got an idea

    what if half of the costumes are 1 character, and the other half are other character
    using this method

    for example 00-05 are jiggly

    00-10 are Marth

    that would kinda like give u 100 slots

    of course we will sacrifice the other Icons...

    « Last Edit: January 16, 2014, 05:28:18 PM by Don Jon BravoEX » Logged


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    « Reply #1144 on: January 16, 2014, 05:25:29 PM »


    hmm
    i just got an idea

    what if half of the costumes are 1 character, and the other half are other character
    using this method

    for example 00-05 are jiggly

    00-10 are Marth

    that would kinda like give u 100 slots

    of course we will sacrifice the other Icons...
    the only problem with that would be to make the 6-10 to be load with the Module 40 while the 0-5 would be load with Module 3F
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    « Reply #1145 on: January 16, 2014, 05:28:50 PM »


    Ok in another approach
    if we learn to handle the CSS slots like shiek and zelda
    as when u pick to the left/right corner of the character, the cosmetics and character changes
    and if we do it like the Pokemons
    we would be able to have 400 characters Im srs here
    50*4=200

    and we may not even have to temper with adding bones to the existing sc_selcharacter screen
    as there will be 1 bone for 4 slots
    « Last Edit: January 16, 2014, 05:30:25 PM by Don Jon BravoEX » Logged


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    « Reply #1146 on: January 16, 2014, 05:33:41 PM »


    Ok in another approach
    if we learn to handle the CSS slots like shiek and zelda
    as when u pick to the left/right corner of the character, the cosmetics and character changes
    and if we do it like the Pokemons
    we would be able to have 400 characters Im srs here
    50*4=200

    and we may not even have to temper with adding bones to the existing sc_selcharacter screen
    as there will be 1 bone for 4 slots
    I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!
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    « Reply #1147 on: January 16, 2014, 05:36:52 PM »


    I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!
    remeber
    u will probably have to add cosmetics for them too
    like a CSS icon
    and their corresponding CSP's
    it can be a temperal solution for adding more characters
    though truly i would prefer a monstrous screen of slots like Mugen Lol


    also if we break the pokemon trainer slot, transformation may be possible in between whatever characters are set in those files
    « Last Edit: January 16, 2014, 05:44:10 PM by Don Jon BravoEX » Logged


    SpoonTheMan
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    « Reply #1148 on: January 16, 2014, 05:50:34 PM »


    i would prefer a monstrous screen of slots like Mugen Lol

    I agree, well maybe not as many characters as some mugens (It's over 9000! XD). I'm not at all saying 100 isn't enough. for a good amount of time, if we can get this game to allow all 100 slots on the CSS, I think people will be satisfied.
    « Last Edit: January 16, 2014, 06:40:12 PM by SpoonTheMan » Logged

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    « Reply #1149 on: January 16, 2014, 07:04:08 PM »


    I'm also working on transforming chars Tongue when I get the process down to a science I'll make a video tut.

    That would be great, also can't wait for the cap and ganon rels. Have you figured out patching articles yet?

    I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!

    Impressive work with the transformation rels and good luck with the pokemon method!
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    « Reply #1150 on: January 16, 2014, 08:05:48 PM »


    Once I get a new laptop charger and get back to modding the game, I will try to learn everything I can front to back about this BrawlEx mod (I'm really excited to test it) and once I fully understand it and the codes, I will try to cook up a mod that includes that, cBliss and the Melee/64 Expansion mod if that's ok with everyone including PhantomWings and the creators of the cBliss and Melee/64 Expansion mods.
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    « Reply #1151 on: January 16, 2014, 08:39:02 PM »


    Once I get a new laptop charger and get back to modding the game, I will try to learn everything I can front to back about this BrawlEx mod (I'm really excited to test it) and once I fully understand it and the codes, I will try to cook up a mod that includes that, cBliss and the Melee/64 Expansion mod if that's ok with everyone including PhantomWings and the creators of the cBliss and Melee/64 Expansion mods.
    cBliss ain't compatible. Just saiyan.
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    « Reply #1152 on: January 16, 2014, 08:40:24 PM »


    cBliss ain't compatible. Just saiyan.

    Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.
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    « Reply #1153 on: January 16, 2014, 08:52:19 PM »


    Of course, we don't need it since we can expand the number of costumes a character has anyways through editing Fighter and Cosmetic Config files.

    ^ this

    I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.
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    « Reply #1154 on: January 16, 2014, 09:36:28 PM »


    ^ this

    I believe some characters like ganon who have gaps between csp/bp IDs can have 0-12 costumes. I haven't tested that yet but it should work and PW programmed that in for a reason.

    That would be awesome.

    We should make some stock files to max out the costumes for every character. I haven't expanded anyone myself yet, but I'm going to look over the tutorial again and try it.
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