Ya I did. It still hard freezes when I try to make it go to team battle.
You may just want to double check that you do have the updated module in your sd card. Sometimes it's pretty easy for Windows to not copy the file over for one reason or another. You can confirm your module version by opening up the module in the Module Editor and looking at the text starting in section[4].
The slots for pokemon to have independent CSS icons, are 1d 1e 21. these will still allow you to switch your character in game though. so yes, it is the same as picking the character from the CSP
You're right in that regard. However, if you look at the fighter chart, you'll see that there are two Slots for each pokémon (
1E, 1F, 20, 21, 22, and 23). If you look on the row below, you'll see that there are 4 CSS Slots for PT (1B, 1C, 1D, and 1E). The mapping for the CSS slots to Character Slots are as follows:
CSS 1B -> Slot 1D
CSS 1C -> Slot 1D
CSS 1D -> Slot 1F
CSS 1E -> Slot 21
However, the actual independent pokémon are in Character Slots 1E, 20, and 22. All you need to do is use the CSS Config files to remap some CSS icons to those Character Slots - it's the same procedure that you'd use to add the Alloys to the CSS. I've already made up some config files to go over CSS Slots 1C, 1D, and 1E, but really you can use them for any slot. I'll add them to the config templates for the next BrawlEx CE update.
Independent Pokémon CSS Slot Configs
...Though I'd personally probably keep it at 98 slots for aesthetic reasons, but I assume it's still simple to customize the slots that show?
Really, the best medium would probably be 84 (6 x 14). Even though the BrawlEX CE supports 100 slots, the Boss slots and other unused slots before 0x3F prevent actually reaching that limit. I might release an optimized BrawlExCE configuration that reorganizes the slots to increase that limit, but we'll have to tackle that boundary when we get to it.
was the team battle fix on the individual modules or on bxfighter.rel or any common file? i need to know if i need to update all my clone modules.
another question do we need to use the sccharacter.pac that comes with this? we cant use the old one? it will be really boring redoing cosmetics for 11 chars :S
The only file that was updated was bx_fighter.rel. So you should only need to swap that one out.
If you want to implement the CSS Expansion into your own prebuilt sc_selchar.pac, just use the files in Resources folder of the BrawlEx CSS Expansion package. Replace the MenSelchrPos_TopN .mdl0 .chr0 files in your sc_selchar.pac with the one in the Resources folder. The MiscData[13] is only needed if you already are using a modified common3.pac. Otherwise, you can just use the one in the CoreFiles directory.
This is aimed more toward PW than anyone else, but I've extracted the Alloy cosmetics from my sc_selcharacter.pac file.
If you want to add them yourself, follow Sammi-husky's tutorial, and with luck, PW will add these to his official downloads.
Alloy CosmeticsIncluded are just the images (but also the misc_data[X] files for the char_bust_tex_lz77 archive), but all of them the Alloys will need (I've even made and included stock icons, so you probably want to put those in a STGRESULT.pac and sc_selmap.pac).
Also bear in mind this is made for an
unmodded sc_selcharacter.pac, meaning all the fonts used are direct matches to Nintendo's.
If you remember my animation looping issues, the screenshot I used there shows Red's CSP as well as the icons for the others, meaning it makes for a good preview:
Nicely done. I'll add them to the OP in the downloads section.
I've come across something extremely odd...
While using BrawlEx (not the recent one with 100 slots, but the one before that) I sometimes freeze on the strap menu and I'm now freezing on the "Now Loading" screen. It doesn't give me a beep, it just freezes and the wii sounds like it's working through it. I'm unable to use the wii mote at all (it doesn't even show me the "Can't go home" thing) and I have to turn off the wii and turn it back on manually.
What's up with that?
That is a known bug in the BrawlEX CE and has to do with the hookpoint that the bx_fighter module gets loaded at. It may be a while before it gets fully fixed. As Eternal Yoshi said, the only real way to fix it is to reset and try again.
I found a minor but kinda strange bug; if you pick a clone and you set another player as the Pokemon Trainer, but you specify a Pokemon to start with, at the end of the match, the player who picked the Pokemon Trainer will be moved to the clone for some reason. When player 1 was the trainer, and player 2 was the clone, it defaults to the character that the clone was based from.
That's a known behavior of the CSS. It's mainly because selecting a single pokémon from the PT icon is identical to choosing that same pokémon's individual icon. The same thing will happen if you have two of the same icon on the CSS. I don't think it should happen if you are using the actual independent pokémon though as they are considered to be separate characters.