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Author Topic: The Brawl Expansion Project  (Read 2838543 times)
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WarioManX
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    « Reply #1350 on: January 20, 2014, 06:06:23 PM »


    I just wanna say that this is amazing! The clone engine works perfectly, Sammi's tutorials made it beyond easy! Even got their own portraits and icons working! Once individual sound/graphic effects and announcer calls have been mastered this will be perfect! Even without them I'm having a great time with these clones!
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    « Reply #1351 on: January 20, 2014, 06:56:06 PM »


    hey yall, here's the proof of concept code for someone who wants to test it.
    Code:
    Experimental BX expansion
     215d7650 00CCFFFF
     055d7650 00000053
     E0000000 80008000
     205ba484 00000020
     055d7650 00000000
     E0000000 80008000
    and here is the CSS code. its modified from ASF's pack with 5 more slots added, and a 51'st slot. so 1 more then the CSS allows. the ID for the 51'st slot is 53.

    Code:
    BrawlExCustom CSS V3 [spunit262]
    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000033
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A23193F 40414243
    44454647 48495051
    52295300 00000000

    just make a new clone like normal, but make it for ID 53. Then hover over mario and move the C-stick all the way in any direction. the CSP should change to whatever CSP the clone woulda had. to set it back to mario, press the shield button

    when i'm done with it, it will NOT be over mario's slot. and it will be able to scroll back and forth between a large amount of clones, instead of just to 1 slot.

    Going to test this out right now, thanks you so much for all your hard work on this.
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    « Reply #1352 on: January 20, 2014, 07:17:31 PM »


    The buttons To move the screen (if i can ever get that to work) would actually be shield. which is universal to all the controllers Tongue

    i still dunno how imma make the camera thing work. i've been mainly focused on expanding the character roster before making them all fit. Tongue but if i can't figure out how to modify the asm that controls the css slots, then idk if the whole extra page thing will work. I KNOW its possible, i just have no knowledge on how to go about it. just the concept :/

    I haven't tested the code on a wii as i haven't had time, and it was mainly a proof of the concept. but im sure it should work :O
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    « Reply #1353 on: January 20, 2014, 07:37:20 PM »


    Just wanted to leave a comment to say I got ASF's pack working with all the regular costumes expanded to 10 slots and with all the custom stages working.
    Was a lot easier than I expected, the only hurdle I had was with sc_selcharacter's filesize doing over the limit, and I solved that by just halving the sizes of my csps like with conserving space for the sss. Makes some of em look kinda [censored]tier, but it works.
    Also the Shadow moveset included in ASF's pack conflicts with Sonic's regular moveset. If Sonic's graphic articles are loaded first then when Shadow does one of his taunts it causes one of Sonic's runtraces to get stuck on him, and I believe it will eventually crash it if you screw around enough after.
    Pretty sweet that it's all finally made it so far, never really thought a character roster expansion like this would ever exist. Awesome work PW and everyone else involved!
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    « Reply #1354 on: January 20, 2014, 07:45:32 PM »


    The buttons To move the screen (if i can ever get that to work) would actually be shield. which is universal to all the controllers Tongue

    i still dunno how imma make the camera thing work. i've been mainly focused on expanding the character roster before making them all fit. Tongue but if i can't figure out how to modify the asm that controls the css slots, then idk if the whole extra page thing will work. I KNOW its possible, i just have no knowledge on how to go about it. just the concept :/

    I haven't tested the code on a wii as i haven't had time, and it was mainly a proof of the concept. but im sure it should work :O

    Hey, Sam, by chance are you going to actually make a code that uses one screen but shrinks the icons down further? I think some people might like that too, especially if it's easier. (Not that I understand this enough to make such an assumption).
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    « Reply #1355 on: January 20, 2014, 07:55:25 PM »


    Can I use this with the classic controller sammi?

    I can't test now gotta do homework and sleep for school...I'll be trying after school for sure though.
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    « Reply #1356 on: January 20, 2014, 08:46:15 PM »


    Enjoying the clone engine. Cheesy ...... until Mewtwo silent freezed at the Results Screen when I cloned him. Dunno what I did (or didn't do). RSPs are there, franchise icon is vanilla Pokemon (id 07), so what did I mess up on? Oddly this only happens to Mewtwo and Mewtwo only.

    In other news, I got announcer calls working!
    « Last Edit: January 20, 2014, 08:49:02 PM by Doqtor Kirby Ex » Logged


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    « Reply #1357 on: January 20, 2014, 08:50:38 PM »


    I guess it could have something to do with the PSA you used. That, or you set his result data to 'Single'
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    « Reply #1358 on: January 20, 2014, 08:53:11 PM »


    Entry, Result, and Final are set to None, so that can't be it...
    Unless Lucario PSAs require Result data....... nah.
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    « Reply #1359 on: January 20, 2014, 08:55:13 PM »


    Classic controller? Uhm..idk. does it have two analog sticks? @.@ idk Cuz I dont own one.

    As for the CSS icons being smaller. I would still need to find a way to tell the game to generate another icon slot :/
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    « Reply #1360 on: January 20, 2014, 08:58:15 PM »


    Classic controller? Uhm..idk. does it have two analog sticks? @.@ idk Cuz I dont own one.

    As for the CSS icons being smaller. I would still need to find a way to tell the game to generate another icon slot :/
    Classic Controllers do have two analogue sticks.
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    « Reply #1361 on: January 20, 2014, 09:05:36 PM »


    @sammy
    29 needs to be the last id in the CSS code
    always
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    « Reply #1362 on: January 20, 2014, 09:06:36 PM »


    I'm kind of confused now.
    Can you make a video tutorial please?

    Yeah, I'm kinda dumb in some things Tongue
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    « Reply #1363 on: January 20, 2014, 09:06:49 PM »


    Hmm... it doesn't seem to be working for me, it just loads mario and my new cosmetics don't show up when i tilt the C stick. Has anyone had it work on wii yet? I added the new code, replaced my css code with the new one and i added the module set to 53 on section 8, the new character files and the config files but it isn't working for some reason. I am using a wireless Gamecube controller btw.
    « Last Edit: January 20, 2014, 09:07:46 PM by ShadowSnake » Logged

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    « Reply #1364 on: January 20, 2014, 09:08:23 PM »


    @sammy
    29 needs to be the last id in the CSS code
    always

    Not if you want the Random Icon to go away. :3
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