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Author Topic: The Brawl Expansion Project  (Read 2847854 times)
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HaloFanODST
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    « Reply #4605 on: March 28, 2014, 09:05:46 PM »


    Nebulon's port.

    Nebulon's port uses Donkey Kong's SFX ID.
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    « Reply #4606 on: March 28, 2014, 09:53:50 PM »


    So what exactly needs to be added in order to make the alloys playable? Say if i wanted to just add the red alloy how would i go about that? Is it the same process for adding in new slots except i just use the config files for the alloys instead?
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    « Reply #4607 on: March 28, 2014, 10:35:43 PM »


    Just so you know, the 13th of the Fighter IC-Constants which is labled "U12Flag" in BrawlEx's Configuration utilty is actually the ThrownType. It controls what Thrown animation the character goes into when tossed around. Characters with a value of 1 get thrown with the ThrownDx animation.

    For example, If Ike Back throws his victim, normal characters would use the ThrownB animation in Ike's Motion while other characters like Kirby, Jiggs, and G&W use the ThrownDxB animation in Ike's MotionEtc.pac instead.

    I think this should be editable if down the line when more characters with different values become Ex modules.
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    « Reply #4608 on: March 28, 2014, 10:47:41 PM »


    So what exactly needs to be added in order to make the alloys playable? Say if i wanted to just add the red alloy how would i go about that? Is it the same process for adding in new slots except i just use the config files for the alloys instead?
    start off by grabbing the alloy cosmetics from the OP. It'll have all the cosmetic files properly named and in the right sections in selcharacter (but named by folder instead of in the actual file).

    go into your selcharacter file and add all of these in their respective locations with their given names. easy enough

    then go into the miscdata[30]/anmtexpat/menselchrfaceA_topN__0 and under face02/texture0 and face 06/texture0, add 4 new entries each

    give them MenSelchrChrFace.062 - MenSelchrChrFace.065 for texture and frame index 611-641

    then do the whole export replace for faceA through faceI

    finally be sure to go into their costume portaits and add another 5 or so for additional slots

    you know just like when adding any other cosmetics.


    then just use the config editor, open CSSRoster.dat and add the 4 slots for the alloys wherever you want.


    now idk why, but i must have messed up these steps to have the wrong tiles attributed to the wrong alloys. have better luck than me!
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    KidCraft24
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    « Reply #4609 on: March 28, 2014, 10:52:58 PM »


    what about the config files i don't see a CSSSLOT config file for any of the alloys they have everything else though.
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    « Reply #4610 on: March 28, 2014, 11:08:13 PM »


    you don't need one, they are already in the game Wink you're just making a way to select them (just like im gunna do with giga bowser and wario man.) they're playable characters like everyone else, just unaccessible without an icon.
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    « Reply #4611 on: March 28, 2014, 11:39:08 PM »


    To those who know about announcer calls. Quick question.

    I'm trying to add announcer calls to my clones by editing some enemy's sound bank to have the announcer calls. Do the announcer calls have to be the same frequency as the announcer calls? The sounds I'm replacing are 32000hz. I tried doing them at 32000hz. Nothing. Tried it at 16000hz. Nothing. I have the .sawnd in pf\sfx, and the announcer calls are silence when I select them. Undecided
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    « Reply #4612 on: March 28, 2014, 11:40:47 PM »


    To those who know about announcer calls. Quick question.

    I'm trying to add announcer calls to my clones by editing some enemy's sound bank to have the announcer calls. Do the announcer calls have to be the same frequency as the announcer calls? The sounds I'm replacing are 32000hz. I tried doing them at 32000hz. Nothing. Tried it at 16000hz. Nothing. I have the .sawnd in pf\sfx, and the announcer calls are silence when I select them. Undecided

    The soundbank has to be one that is loaded in the menu. Enemy soundbanks aren't loaded except when playing SSE. It's just like when a character with sounds that are in another character's soundbanks aren't loaded. The sounds simply don't play.
    « Last Edit: March 28, 2014, 11:41:47 PM by ShinF » Logged


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    « Reply #4613 on: March 28, 2014, 11:45:42 PM »


    Oh bummer. I didn't know that Undecided
    Curious. Which group in Super Sawndz did you find the sounds in this post?
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    « Reply #4614 on: March 28, 2014, 11:47:55 PM »


    Oh bummer. I didn't know that Undecided
    Curious. Which group in Super Sawndz did you find the sounds in this post?


    I think it was menu, but I've also learned that if you can keep the file size low enough you can replace the sounds the wiimote makes when you select the characters. You have to keep the volume and/or quality pretty low, though, otherwise filesize shenanigans will happen.
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    « Reply #4615 on: March 28, 2014, 11:51:44 PM »


    from my experience with announcer call i'd suggest replacing announcer voice clips that are unused via super sawndz. though to avoid going over group size limits you should make sure the sound your replacing with has the same sample rate. but by replacing clips used by the announcer you'll get that echoey effect all the normal characters have.
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    « Reply #4616 on: March 29, 2014, 12:07:30 AM »


    The soundbank has to be one that is loaded in the menu. Enemy soundbanks aren't loaded except when playing SSE. It's just like when a character with sounds that are in another character's soundbanks aren't loaded. The sounds simply don't play.

    So, if I try to replace the Primids SFX to make a Soundpack for a character, the sounds just won't load?
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    « Reply #4617 on: March 29, 2014, 12:08:47 AM »


    So, if I try to replace the Primids SFX to make a Soundpack for a character, the sounds just won't load?
    It works if you also change the soundbank ID in the fighter config.
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    « Reply #4618 on: March 29, 2014, 12:11:10 AM »


    It works if you also change the soundbank ID in the fighter config.

    But he said that they'll only play when going to the SSE.
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    « Reply #4619 on: March 29, 2014, 12:12:45 AM »


    But he said that they'll only play when going to the SSE.
    I've done a character that uses Primid soundbank.
    I know that, at the very least, the Primid will work.
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