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Author Topic: The Brawl Expansion Project  (Read 2846954 times)
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Nebulon
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    « Reply #3330 on: February 27, 2014, 03:06:08 PM »


    i'd like killable boss characters in the game too, but as far as gigabowser goes, it would nerf bowser's final smash if you changed gigabowser Tongue ...but killable boss characters, either playable or somehow coded into stages, similar to spear pillar, would definitely be cool.

    I'm puttin Taboo in my pack to ight, and i've got a Giga Bowser PSA that i tweaked and size modded on my vault. When a Bowser moduke is made you'll have your killable Giga.
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    « Reply #3331 on: February 27, 2014, 03:07:25 PM »


    ppl wanting bosses remenber they dont have animations to battle, they dont have the runs, the cliffs the atacks nothing so no its not possible to just slap them from SSE to brawl mode so unless you make a psa for their models then no.
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    justadood
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    « Reply #3332 on: February 27, 2014, 03:40:55 PM »


    but you could give the moves they have certain inputs, so for instance trying to dash would just automatically make you go to another side of the screen... i mean when you see the way they fight in sse or boss battle, it's obvious the AI is controlling it by activating certain actions, so if we could make those actions depend on certain buttons, we might be able to have a boss battle mode for multiplayer, where the computer automatically is some boss.... but yeah, if we're talking about players using them, gameplay would either be really choppy and uncoordinated, or we'd need to make a new psa for them in the first place... i'd like to see it done either way, but i'd prefer to have them fixed to certain stages and cause hazards to prevent certain bosses from being unusable on stages like temple... Tongue anyway, that's my opinion, but i don't mind the game without bosses either
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    superben2008
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    yay. i'm in BRAWL now.

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    « Reply #3333 on: February 27, 2014, 04:33:26 PM »


    i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.
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    « Reply #3334 on: February 27, 2014, 04:47:01 PM »


    i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.
    i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.
    i'm having a problem with Nebulon's pack. i'm getting a soft freeze when i select skyward sword link.

    Redownload. It was fixed a few versions ago. Smiley
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    « Reply #3335 on: February 27, 2014, 04:54:30 PM »


    i didnt realize it was updated today. thanks. sorry for the trouble
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    « Reply #3336 on: February 27, 2014, 05:06:25 PM »


    Someone said something about Tabuu and a killable Giga bowser, i have Tabuu already but i didnt think id be able to get GKoopa if we didnt have a module for him. In the Vault theres a killable Giga bowser already, i wouldn't want someone to have to make another one if there was already one :p
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    Nebulon
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    « Reply #3337 on: February 27, 2014, 06:30:45 PM »


    Someone said something about Tabuu and a killable Giga bowser, i have Tabuu already but i didnt think id be able to get GKoopa if we didnt have a module for him. In the Vault theres a killable Giga bowser already, i wouldn't want someone to have to make another one if there was already one :p

    Making Giga Bowser killable ruins the Final Smash for Bowser by making that killable as well.

    I have a Giga Bowser on my vault. If a module for Bowser comes out, then they can use this Giga Bowser. It isn't Bowser, it's just a big Giga Bowser you can kill complete with his own moves based on the FS, while the normal Bowser keeps his invincible FS.

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    « Reply #3338 on: February 27, 2014, 06:33:35 PM »


    Hey Nebulon,can I get your code list?

    I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.
    « Last Edit: February 27, 2014, 06:42:13 PM by Jade_Rock » Logged

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    « Reply #3339 on: February 27, 2014, 07:32:05 PM »


    Hey Nebulon,can I get your code list?

    I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.

    that has actually happened to me before. how many times have you tried launching it? just once or more than once cause if its just once then try again. its weird i know but it does that to me at times and relaunching just fixes it
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    « Reply #3340 on: February 27, 2014, 07:38:01 PM »


    Tried 3 times same result...
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    « Reply #3341 on: February 27, 2014, 08:10:57 PM »


    Would anyone know if this works with Almas Clone engine?
    I mean for the characters that are not cloneable

    It would be kinda useful since we can now customize the CSS to have extra characters as alternate versions
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    Nebulon
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    « Reply #3342 on: February 27, 2014, 08:13:04 PM »


    Hey Nebulon,can I get your code list?

    I added the sd expansion code and launched PM launcher and it froze with no sound after the now loading screen...didn't get the opening video at all.
    that has actually happened to me before. how many times have you tried launching it? just once or more than once cause if its just once then try again. its weird i know but it does that to me at times and relaunching just fixes it

    Codes in a link in sig. Enjoy. Smiley
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    PhantomWings
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    « Reply #3343 on: February 27, 2014, 08:25:38 PM »


    Hey Nebulon; your brawl system is very elaborated and awsome
    But I have a problem whenever I try to select an Ex character


    as you can see, I use Dolphin, couldnt the problem be the way you ordered the lines on the codes? I see you wrote the lines on a single line on all of the codes (Even though I actually used the .gct you incluided in the pack

    Update your common3.pac. I'm fairly certain that Nebulon's pack uses an outdated version of the BrawlEx CSS Expansion. If you're using Dolphin, then you probably haven't unlocked any characters yet, so you're experiencing the crashing bug whenever you highlight any character that would normally have "new" over them.

    does brawlex work for riivolution

    While the general consensus is that it doesn't work with Riivolution, I have yet to see someone try it with Riivolution configured to specifically include bx_fighter.rel. If I recall correctly, Riivolution will refuse to load a file that's not normally on the disk unless specified otherwise. But that's just back when I was using it - things could have changed since then.

    i still can't fix this myself... .... T-T ....i'm just gonna wait until someone makes a good brawl ex hackpack and maybe replace a few characters...

    You can edit the modules by hand if you open them up in a hex editor and change the following values:

    4 bytes at offset 0x0000: Module Id
    4 bytes at offset in [0x8C]: Character Id
    4 bytes at offset in [0x28] + 8: Module Id

    It goes without saying that you should probably be careful with what you edit. You should only have to change 3 values with 2 of those values being the same.


    Speaking of modifying things by hand, why is everyone encouraging modification of CSSRoster.dat by hand? I get that for some it's easier, but for newcomers, it's just asking for them to mess up configuration of their file. There's a reason why the BrawlEx Config Utility was developed in the first place - even if it doesn't support all the file types yet.
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    Nebulon
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    « Reply #3344 on: February 27, 2014, 08:38:36 PM »


    Update your common3.pac. I'm fairly certain that Nebulon's pack uses an outdated version of the BrawlEx CSS Expansion. If you're using Dolphin, then you probably haven't unlocked any characters yet, so you're experiencing the crashing bug whenever you highlight any character that would normally have "new" over them.

    While the general consensus is that it doesn't work with Riivolution, I have yet to see someone try it with Riivolution configured to specifically include bx_fighter.rel. If I recall correctly, Riivolution will refuse to load a file that's not normally on the disk unless specified otherwise. But that's just back when I was using it - things could have changed since then.

    You can edit the modules by hand if you open them up in a hex editor and change the following values:

    4 bytes at offset 0x0000: Module Id
    4 bytes at offset in [0x8C]: Character Id
    4 bytes at offset in [0x28] + 8: Module Id

    It goes without saying that you should probably be careful with what you edit. You should only have to change 3 values with 2 of those values being the same.


    Speaking of modifying things by hand, why is everyone encouraging modification of CSSRoster.dat by hand? I get that for some it's easier, but for newcomers, it's just asking for them to mess up configuration of their file. There's a reason why the BrawlEx Config Utility was developed in the first place - even if it doesn't support all the file types yet.

    I will update my common3 in the next update I make to my pack. Thanks for pointing that out Smiley

    Post Merge: February 27, 2014, 08:47:18 PM
    I downloaded the newest Clone engine to replace my system files with more stable ones, but I only see one for common2 with the same date as the one in my pack, and no common3.

    Where is the common3 replacement? And is it just common 3?

    Post Merge: February 27, 2014, 08:50:03 PM
    Nvm, I figured it out. It was in the other DL for CSS.

    For those who are asking tonight when I update the pack again it will include this more stable common3 Smiley
    « Last Edit: February 27, 2014, 08:50:03 PM by Nebulon » Logged

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