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Author Topic: The Brawl Expansion Project  (Read 2848767 times)
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Segtendo
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    « Reply #2040 on: February 03, 2014, 06:46:19 PM »


    Group 220 has some menu SFX that are heard rarely, so he made those the announcer calls.
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    « Reply #2041 on: February 03, 2014, 07:43:20 PM »


    does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?
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    shock44
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    « Reply #2042 on: February 03, 2014, 07:44:35 PM »


    Oh nice! Which Shadow?

    The Lord of Chaos Shadow PSA

    Looking pretty awesome! Is that a mockup, or an actual snapshot of the tool?
    I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.



    202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.
    Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.


    while this is a thing, we don't know how P:M did it. it was probably by editing the modules themselves....but yea.




    They were able to make Mario have a slightly different moveset when choosing the Dr. Mario costume by the same way that Sonic is able to have different colored shoe graphics depending on which of his costumes is chosen. There is code in Mario's FitMario.pac that are telling it to change the moveset if certain costumes are chosen, those costumes being the ones coded to reference the Dr. Mario costumes they put in.


    Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.

    Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)



    Thanks for answering my question earlier. I believe the IDs you are looking for are not found with using Super Sawndz but with BrawlBox 0.71. I haven't checked yet but I was able to find the Boss sound banks and Boss SFX IDs in PSA in order for me to know how to call Boss SFX IDs for Shadow. So the IDs that match the announcer calls are probably found when you open the smashbros_sound.brsar in BrawlBox 0.71.

    does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?


    In a previous page, like 5 pages ago, someone said they were able to combine Project M with BrawlEx. They said they would post a link to a download for this when they had it ready. The link has not been posted yet. Though I did hear that there is some kind of hacker friendly version of Project M out that could be the reason why he was able to combine it with BrawlEx. Which that version could be the new version which is 3.01. I haven't tried the new version yet though.
    « Last Edit: February 03, 2014, 08:04:53 PM by shock44 » Logged

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    « Reply #2043 on: February 03, 2014, 08:02:03 PM »


    does this work with Project M?, i dont know if anyone asked this already because there are 137 pages i would have to read through and i am to lazy to do that. so does this mod work with Project M?

    originally we were telling people no, but as it seems, it is.
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    « Reply #2044 on: February 03, 2014, 09:42:54 PM »


    It's compatible.
    It's highly unsupported. If you do attempt such a thing, not many people can/will help you. (I know I won't.)

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    « Last Edit: February 03, 2014, 09:54:39 PM by Doqtor Kirby » Logged


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    « Reply #2045 on: February 04, 2014, 12:54:29 AM »


    now all we need is a css that can hold more than 50 characters lol
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    LJSTAR
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    « Reply #2046 on: February 04, 2014, 01:38:41 AM »


    Hey... Totally out there, but what with there being so many good item replacements, there wouldn't happen to be a way to clone items would there?

    You don't know how much I wish it would be possible...  Im srs here
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    « Reply #2047 on: February 04, 2014, 02:01:14 AM »


    well, for people who want an easier way to setup clones, here's something i've been working on


    BrawlEx Clone Tool (alpha)


    bassically, select your pf folder from the select folder button. then when you want to add a new clone, select the clone from the drop down menu on tab 1 and click add. it will rename and copy the files directly onto your SDCARD, and it will name it 1 hex number higher then your last clone automatically.

    you still need to edit the fighter config in the BrawlEx config utility for now, and you still need to edit the module like normal. but this is just an ALPHA. in the future it will do ALOT more.

    i figured i would let you all download it since it can still save alot of time in just sorting through and renaming the config templates Tongue
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    « Reply #2048 on: February 04, 2014, 03:15:58 AM »


    well, for people who want an easier way to setup clones, here's something i've been working on


    BrawlEx Clone Tool (alpha)


    bassically, select your pf folder from the select folder button. then when you want to add a new clone, select the clone from the drop down menu on tab 1 and click add. it will rename and copy the files directly onto your SDCARD, and it will name it 1 hex number higher then your last clone automatically.

    you still need to edit the fighter config in the BrawlEx config utility for now, and you still need to edit the module like normal. but this is just an ALPHA. in the future it will do ALOT more.

    i figured i would let you all download it since it can still save alot of time in just sorting through and renaming the config templates Tongue
    Quite the tool. saved me some time when i wanted to add in a new clone. very sexy indeed.
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    « Reply #2049 on: February 04, 2014, 03:53:10 AM »


    OK. I know how slow I'm going, but I'm at a point where I'm more or less ready to get offsets for the articles to patch. The module works perfectly over Toon Link's original slot, but crashes when I pick a stage over the Ex Slot.

    What could be the reason for this? I want to resolve this so I can patch his articles, however that's done.

    This is what my section [8] looks like so far.
    The slot's Module ID is 91 and character ID is 40, AKA the second EX slot.

    So if this isn't proper, what's the best way to get this module ready to patch articles?

    Post Merge: February 04, 2014, 05:56:55 AM
    Code:
    52:41:483 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter.pac)  
    52:41:600 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/a1f6 (size:3975244 byte, adr:0x93103420) at 649
    52:41:659 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter2.pac) 
    52:41:686 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/20f2 (size:684793 byte, adr:0x81703980) at 649
    52:49:225 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PlayID[ 9978] Index[231]
    55:12:167 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [0 Color:0 Kind:64]
    55:12:168 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:64 heap:53
    55:12:178 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:64 ret:80300
    55:12:196 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/42.sawnd) 
    55:14:455 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_simon.rel (size:191192 byte, adr:0x91a44320) at 891
    55:14:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x81081ce0  size: 0x00027888 text:0x81081dac) 
    55:16:148 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon.pac (size:291296 byte, adr:0x91ab3740) at 894
    55:17:107 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: _Accessers[ 64 ] == NULL
    55:17:107 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: isExistAccesser false.  kind =   64
    55:19:496 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimonMotionEtc.pac (size:3558880 byte, adr:0x9170df20) at 899
    55:21:934 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/simon/FitSimon00.pcs (size:549203 byte, adr:0x916879e0) at 903


    Oh no.... a log.

    Proceeding with this in the log will guarantee a crash.
    « Last Edit: February 04, 2014, 05:56:56 AM by Eternal Yoshi » Logged


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    « Reply #2050 on: February 04, 2014, 07:36:50 AM »


    It's in the Slot Config.



    Those four bits I circled. Again, they don't match the file names. However, Segtendo did create a list of the Hex IDs for music. http://forums.kc-mm.com/index.php?topic=65113.msg1211207#msg1211207


    What program do you use to open slot config? When I open my slot configs with HxD they look different. I'm trying to assign Victory themes

    Post Merge: February 04, 2014, 07:53:17 AM
    Nevermind... I'm dumb because:
    1. I was in CSS slot sonfig
    2. Your program displays it the same as mine, but mine has spaces.

    All good. lol At least now I can add victory themes.
    « Last Edit: February 04, 2014, 07:53:17 AM by Nebulon » Logged

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    « Reply #2051 on: February 04, 2014, 08:10:41 AM »


    Wait, so there is already pack of this pre done? Anyone have a link to ASF1ink's Pack?
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    « Reply #2052 on: February 04, 2014, 10:04:37 AM »


    In ASF's pack, the added calls are in 220.sawnd. I just replaced the calls from his pack, and copied the values.

    How do you open a sawnd file?
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    « Reply #2053 on: February 04, 2014, 10:14:15 AM »


    In ASF's pack, replaced Kid Buu with Mewtwo. Works great "Wherever Vyse goes, cool follows."
    Got him to use the Pokemon franchise icon and share a victory theme with them.
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    « Reply #2054 on: February 04, 2014, 10:31:20 AM »


    All of my people now have victory themes by seeing what ASF did. But now i figure i'd try announcer calls. I know you need to modify the data in 220 sawnd for that so i figured i'd just repurpose asf's to fit mine by seeing what he did and loking through his characters' slot.dat. Only issue i i nee to be able to open 220.sawnd for that. After i do that i could reuploa mine if anyone cares.
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