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Author Topic: The Brawl Expansion Project  (Read 2847408 times)
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Don Jon Bravo
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    « Reply #1245 on: January 18, 2014, 10:02:39 PM »


    Yes those codes are required.

    http://forums.kc-mm.com/index.php?topic=6201.0

    Those codes should be at the bottom of the OP there. ^
    i belief individual pokemons are yet to be compatible
    nope
    individual pokemon codes are not compatible

    i think the css fix for sheik and samus do work though
    but most codes having to do with css wreck havoc

    i think the proper way of fixing this is by editing the character ids in the config files
    have not yet tried to do so myself
    « Last Edit: January 18, 2014, 10:04:13 PM by Don Jon BravoEX » Logged


    ShadowSnake
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    « Reply #1246 on: January 18, 2014, 10:04:52 PM »


    i belief individual pokemons are yet to be compatible
    nope
    individual pokemon codes are not compatible

    i think the css fix for sheik and samus do work though
    but most codes having to do with css wreck havoc

    Oh really? I didn't keep the pokemon seperate so i could save 3 exta css slots. I know Zelda/Sheik and Samus/Zss do work for sure though.
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    Don Jon Bravo
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    « Reply #1247 on: January 18, 2014, 10:08:15 PM »


    yea
    any engine codes dont work
    giga company/ind. pokemon
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    Sammi Husky
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    « Reply #1248 on: January 18, 2014, 11:03:29 PM »


    independant pokemon don't work. the ID's 1D 1E 1C are the individual pokemon and from what i can tell it looks like you have that in order. it must be something else :/

    one more update.....i FOUND A WORKAROUND. i can load up to 69 characters. not through a visual css. im writing a code for now until i can actually make the game SHOW the new slots. but for now, i can add ID's in the css code and change the adress of an already existing characters slot to load it on the fly. meaning i can actually write a code that says 'if hovering over this CSS icon, get it's address in memory from the addresses i found. then if some button is pressed, set the value at that address to 51, then for each subsequent press increment it by 1. until 69 is reached. then set it back to it's original adress and start again.

    meaning if i have 4 extra slots on the CSS i can have that slot account for all 19 added clones, while all four players being able to choose one of them.

    its a workaround, but still progress. i feel like the ability to add NEW slots visually to the css is being restricted by something im not seeing, or is hardcoded into the game. either way, it will come with time...hopefully Tongue
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    « Reply #1249 on: January 18, 2014, 11:10:48 PM »


    independant pokemon don't work. the ID's 1D 1E 1C are the individual pokemon and from what i can tell it looks like you have that in order. it must be something else :/

    one more update.....i FOUND A WORKAROUND. i can load up to 69 characters. not through a visual css. im writing a code for now until i can actually make the game SHOW the new slots. but for now, i can add ID's in the css code and change the adress of an already existing characters slot to load it on the fly. meaning i can actually write a code that says 'if hovering over this CSS icon, get it's address in memory from the addresses i found. then if some button is pressed, set the value at that address to 51, then for each subsequent press increment it by 1. until 69 is reached. then set it back to it's original adress and start again.

    meaning if i have 4 extra slots on the CSS i can have that slot account for all 19 added clones, while all four players being able to choose one of them.

    its a workaround, but still progress. i feel like the ability to add NEW slots visually to the css is being restricted by something im not seeing, or is hardcoded into the game. either way, it will come with time...hopefully Tongue


    Great to hear you found a workaround, would the cosmetics change on the css icon or does this more or less work like loading ZSS on the roster? (Hold R)

    Thanks for all your hard work sammi-husky, not many other people could have figured this out thanks to you we can now get past the 50 barrier. (even if it is just a workaround, still 69 characters!)
    « Last Edit: January 18, 2014, 11:15:21 PM by ShadowSnake » Logged

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    Don Jon Bravo
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    « Reply #1250 on: January 18, 2014, 11:24:02 PM »


    nice work, sammy
    will the css icon change?
    and csp's?

    also found a work around for sfx

    people who have a gamecube controller and want to test let me know


    « Last Edit: January 18, 2014, 11:27:33 PM by Don Jon BravoEX » Logged


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    « Reply #1251 on: January 18, 2014, 11:29:13 PM »


    nice work, sammy
    will the css icon change?
    and csp's?

    also found a work around for sfx

    people who have a gamecube controller and want to test let me know




    SFX workaround? need a tester with a GC controller? i am game sir. (shoot me a PM.)
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    « Reply #1252 on: January 18, 2014, 11:45:18 PM »


    nice work, sammy
    will the css icon change?
    and csp's?

    also found a work around for sfx

    people who have a gamecube controller and want to test let me know




    Why Gamecube controller?
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    « Reply #1253 on: January 19, 2014, 12:23:52 AM »


    everything functions exactly the same as if there actually were a slot visually on the css Tongue so yes cosmetics and all
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    shadowXtreme
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    « Reply #1254 on: January 19, 2014, 01:55:11 AM »


    I succesfully used 3.5.3b to swap folders, using an Extra EXbrawl Slot, I have Sephiroth in RSBE folder, and Roy in RSB4 folder, both works
    « Last Edit: January 19, 2014, 03:31:19 PM by shadowXtreme » Logged

    Riddler
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    « Reply #1255 on: January 19, 2014, 02:05:41 AM »


    Wait, so this doesn't work with Riivolution at all?
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    Carnage
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    « Reply #1256 on: January 19, 2014, 03:56:21 AM »


    Format your SD card

    upgrade your CIOS

    Use the latest version of the most popular usbloaders (GX or CFG)

    if asf1nk pack is working for you, then you are doing something wrong
    i installed everything 3 days ago so i could play ssbb on the wii u from an HDD so eveything is the most recent it can be and it has nothing to do with cios or the sd card since every noone brawlex stuff works perfectly, and what do you mean if asf1nk pack is working im doing something wrong?Its not supposed to work?

    Post Merge: January 19, 2014, 07:02:13 AM
    finaly fixed my problem to anyone using usbloader gx or gecko do this

    When loading through Gecko, did you go into the config and change the hook type to Axnextframe? A lot of people forget to do that and end up with the freezing random icons.

    thank god it worked i was getting insane
    « Last Edit: January 19, 2014, 07:02:13 AM by Carnage » Logged


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    « Reply #1257 on: January 19, 2014, 08:00:59 AM »


    Wait, so this doesn't work with Riivolution at all?
    Ibelieve it works with it, but you have to still use the FPC 3.5.1b with it and using the same places for it, example RSBE/app/pf/fighter/lucario
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    Mariohuge
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    « Reply #1258 on: January 19, 2014, 08:59:28 AM »


    Ibelieve it works with it, but you have to still use the FPC 3.5.1b with it and using the same places for it, example RSBE/app/pf/fighter/lucario
    Does this work with the brawlmods method of loading riivolution?
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    JayGamer
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    « Reply #1259 on: January 19, 2014, 09:06:29 AM »


    First thing I want to say is that this is quite possible one of the greatest, if not THE greatest, things to happen in the history of Brawl modding.
    Second thing I want to say is:
    What could be causing this?
    This only occurs once I've added another line of code to the Custom CSS Code. I've tried replacing my sc_selcharacter.pac with the one from ASF1nk's pack, and that fixed it. Have I missed something (as in, something I'm supposed to edit in the sc_selcharacter.pac)?
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